Astraeth
Browse the public spells that belong to this world. Select a card to read more.

**School:** Conjuration **Level:** 9 **Casting Time:** 1 Minute **Range:** 300 feet **Duration:** Concentration, up to 1 minute This ninth-level spell tears open the fragile veil between the material world and the astral plane, creating a devastating rift of otherworldly energy. You designate a point within range, and a colossal celestial chasm materializes above it, radiating unstable astral forces throughout a 60-foot radius. Creatures you select that enter this chaotic zone suffer the searing touch of planar energy, taking 6d10 force or radiant damage as the boundaries of reality unravel around them. The warped space distorts gravity itself, transforming mundane terrain into treacherous, difficult ground that impedes normal movement. Any teleportation attempts within the affected area can be redirected or disrupted by your will, allowing you to control the very nature of planar travel. The spell's effects persist only through your concentration, and when your focus breaks or the minute elapses, the celestial fracture collap
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**School:** Abjuration **Level:** 7 **Casting Time:** 1 Action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You weave abjurative magic to forcibly sever the target's connection to the planes beyond and the otherworldly energies that sustain them. The target must succeed on a Charisma saving throw or become trapped within the material plane, unable to teleport or traverse the boundaries between worlds for the spell's duration. Additionally, any supernatural healing derived from Shard-based abilities ceases to function for the affected creature. Celestials, aberrations, and creatures warped by Shard corruption find their concentration particularly fragile under this spell's effects, suffering disadvantage on any concentration checks they attempt. This powerful abjuration is favored by planar scholars and those seeking to ground creatures of otherworldly origin. The spell proves especially effective against entities that rely upon extraplanar escape or regeneration as a primary survival mechanism.
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**School:** Evocation **Level:** 6 **Casting Time:** 1 Action **Range:** 120 feet **Duration:** Instantaneous You instantaneously manifest a localized singularity of devastating gravitational force at a point you designate within range. All creatures in a 20-foot radius of this nexus must succeed on a Strength saving throw or face catastrophic consequences. Those who fail their save suffer tremendous force damage as they are violently wrenched toward the collapse's center, their bodies slamming prone to the ground in the aftermath of the cataclysmic pull. Creatures who successfully resist the save's effect manage to brace themselves against the gravitational maelstrom, taking only half the damage and maintaining their footing. The spell's effects resolve in an instant, leaving behind only the devastation of those caught within its radius.
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**School:** Abjuration **Level:** 5 **Casting Time:** 1 Minute **Range:** Touch **Duration:** Instantaneous Through this potent abjuration, you channel protective magic to cleanse a creature of the insidious taint of Shard corruption that plagues their body and soul. When you cast this spell, the target immediately makes a saving throw against any ongoing supernatural influence from Shard corruption with advantage, significantly improving their chances of resistance. Minor corruptions of this nature can often be purged entirely from the afflicted creature through the spell's purifying effects. However, more entrenched forms of corruption—those classified as moderate or severe—may only be partially mitigated, with the degree of reduction depending heavily on the corruption's origin and nature. Notably, this spell possesses a critical limitation: corruption that stems directly from one of the seven Shards of Power itself typically cannot be fully eradicated through this magic alone, requiring alternative solutions or more powerful interventions. The casting of this spell demands sustained concentration and careful magical work over the course of a full
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**School:** Evocation | **Level:** 5 | **Casting Time:** 1 Action | **Range:** 120 feet | **Duration:** Concentration, up to 1 minute You conjure a violent maelstrom of jagged crystalline shards infused with raw magical energy, centered on a point you can see within range. The tempest occupies a 20-foot-radius sphere and transforms the area into treacherous, difficult terrain that impedes movement. Any creature that enters the storm's area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 4d8 force damage, suffering half damage on a successful save. As a bonus action on each of your turns, you can alter the fundamental nature of the storm, causing the shards to shimmer with the essence of Flame, Frost, Storm, Stone, Blood, Light, or Void, each lending a different visual character to the swirling devastation. The storm remains in place for the duration, continuing to buffet and lacerate all creatures within its grasp, and
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**School:** Conjuration | **Level:** 4 | **Casting Time:** 1 Action | **Range:** 120 feet | **Duration:** Instantaneous With a gesture and a word of power, you forcefully rend the fabric of reality itself, creating two shimmering portals that bridge the gap between distant locations. You designate your current position as the origin point and select another unoccupied space you can clearly perceive within 120 feet as your destination. You and up to five other willing allies who stand within 10 feet of you are instantly pulled through these temporary rifts, emerging unharmed at your chosen endpoint. The act of teleportation is instantaneous, allowing you to bypass intervening obstacles and terrain with ease. The fractures in space seal themselves immediately after passage, leaving no trace of the magical tears. This spell is particularly valuable for tactical repositioning in combat or for swiftly traversing dangerous terrain that would otherwise impede your group's progress.
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You summon a brilliant cascade of ethereal flame from the heavens, calling down celestial fire upon your enemies. Choose a point within 120 feet of you, and a burst of pale, otherworldly flames erupts at that location in a devastating explosion. Each creature within 15 feet of the impact point must make a Dexterity saving throw, as the radiant energy threatens to consume all in its path. Those caught in the blast suffer 6d8 radiant damage, though creatures who successfully dodge the worst of the inferno take only half damage. Creatures that have been corrupted by shards take an additional 2d8 radiant damage, as the celestial flames burn away their tainted essence with particular ferocity. The spell's effects are instantaneous, leaving behind only scorched earth and the lingering warmth of divine judgment.
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You hurl a jagged bolt of electrical energy that coalesces into a lance-like projectile, streaking toward your foe with crackling fury. Make a ranged spell attack against a creature within 100 feet that you can see. If the attack hits, the target is wreathed in searing lightning, suffering 5d8 lightning damage as the electrical charge courses through its body. The overwhelming shock leaves the creature stunned and reeling, preventing it from taking reactions until the start of its next turn. If your target wears metal armor, the conductive properties of their gear draw the lightning toward them with greater certainty, granting you advantage on the attack roll. The bolt dissipates immediately after striking, leaving only the acrid smell of ozone and scorched air in its wake.
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**School:** Conjuration **Level:** 3 **Casting Time:** 1 Action **Range:** 60 feet **Duration:** Concentration, up to 1 minute You summon ethereal chains of pure celestial radiance that materialize around a creature within your sight, attempting to bind it in place. The target must make a Strength saving throw; failure results in the creature becoming restrained by the shimmering bonds. These luminous chains are forged from the essence of the heavens themselves, making them particularly effective against otherworldly beings. Celestials, aberrations, and creatures corrupted by Shard influence find themselves especially vulnerable to this magic, suffering disadvantage on their initial saving throw. A restrained creature may attempt to break free by repeating the saving throw at the end of each of its turns, gradually loosening the celestial bonds through sheer force or magical resistance. The chains persist only as long as you maintain concentration, dissipating into harmless starlight should your focus waver.
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**School:** Abjuration **Level:** 2 **Casting Time:** 1 Action **Range:** Touch **Duration:** 1 Hour By weaving protective magic around a willing creature, you create an shimmering ward that fortifies their mind and body against the corrosive influence of Shard corruption. This arcane barrier manifests as a faint, crystalline shimmer that surrounds the target, deflecting the chaotic energies that seek to infiltrate their consciousness. For the duration, the protected creature gains advantage on all saving throws made to resist the insidious effects of Shard corruption, allowing them to better withstand its maddening influence. Additionally, the ward absorbs and disperses psychic harm originating from Shard-based effects, granting the target resistance to psychic damage dealt by such sources. The spell provides no protection against psychic damage from other origins, making it a specialized defense against this particular threat. When the spell's duration expires, the crystalline barrier fades harmlessly away, leaving the creature unharmed.
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**School:** Conjuration **Level:** 2 **Casting Time:** 1 Bonus Action **Range:** Self **Duration:** Instantaneous With a whispered incantation, you momentarily slip from the Material Plane into the shimmering expanse of the Astral Plane, only to materialize moments later in a location of your choosing within 30 feet that you can perceive. This ethereal journey allows you to bypass physical obstacles and hostile positioning with supernatural grace. As you reappear, your form trails behind with faint starlight and swirling prismatic energy that marks your passage between worlds, creating an otherworldly shimmer that lingers until the start of your next turn. Your sudden teleportation grants you exceptional mobility, as your departure from the astral space cannot provoke opportunity attacks from enemies during the turn you cast this spell. This spell proves invaluable for repositioning during combat, escaping dangerous situations, or reaching otherwise inaccessible locations. The brief glimpse into the Astral Plane leaves you momentarily disoriented but unharmed, ready to
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You hurl a shard of shimmering, chromatic energy toward a foe within your sight. Make a ranged spell attack against your target, channeling one of five distinct forms of destructive power as the bolt streaks through the air. Upon impact, the prismatic shard detonates in a burst of elemental force, dealing considerable damage to the struck creature. You must determine which type of energy infuses your attack—whether it manifests as scorching flames, bitter cold, crackling electricity, brilliant radiance, or draining shadow—at the moment you cast the spell. When you cast this spell using a higher-level spell slot, the unstable shard fragments into additional shards as it flies, significantly increasing the damage dealt to your target. This spell serves as a versatile tool for any spellcaster seeking flexible elemental offense against their enemies.
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