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

The Poison Web spell is a formidable magical trap, woven with intricate strands of enchanted webbing. Those caught within its 20x20 square area of effect must possess exceptional strength, a minimum of 15 in their Strength attribute, to even have a chance of breaking free. The strands of the web are coated with a potent, sticky poison that inflicts significant damage, ranging from 4 to 13 points, upon anything ensnared within. This deadly venom renders the web immune to normal flames, though magical fire of any kind can still destroy the enchantment. The Poison Web spell represents a true challenge, testing the limits of a target's physical prowess and resilience against its toxic, unyielding grasp. Spiders of all kinds can traverse the web and are immune to its poison.
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Putrescence is a vile and malevolent necromantic spell of the highest order. When cast, the target is enveloped in a blinding flash of sickly yellow light. The target must succeed on a DC 18 Constitution saving throw or begin to melt and dissolve starting on their next turn. Over the next six turns, the target will slowly and agonizingly transform into a pile of bloody ooze. No amount of healing can stop this gruesome effect, though a stasis spell may temporarily halt the process. The target cannot be resurrected once the full effects of this evil spell have taken hold, their very essence corrupted beyond repair.
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The Cleansing Flames spell conjures a radiant wave of purifying brilliance, emanating from the caster and enveloping a vast area up to 1000 feet. These scorching flames inflict 20-80 points of radiant damage upon all beings of darkness, while delivering double the damage to undead creatures. Conversely, the spell's restorative power heals those aligned with the light for the same amount. Such is the intensity of this cleansing fire that it often drains the caster of most of their arcane energy, making it a spell to be wielded only in the most dire of circumstances. The blinding radiance illuminates the area, purging the shadows and vanquishing the forces of evil that dare to linger. This epic display of holy power is a sight to behold, a true testament to the caster's unwavering commitment to the forces of light.
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The Crown of Gold/Feet of Clay spell is a potent tool wielded by clerics against their most formidable adversaries. When cast, the spell targets a creature within 50 feet, subjecting them to a debilitating affliction. The target must make a saving throw against a base difficulty of 14, with an additional +1 added for every level the caster has attained above 5th. Should the target fail, they suffer a -2 penalty to all attacks, saves, skill checks, and damage rolls. The severity of this penalty increases by 1 for every 3 points of the target's Challenge Rating, ensuring that the mightiest foes are brought low by this divine invocation. This spell is a testament to the clerics' ability to counter the machinations of those who wield unchecked power, disrupting their evil endeavors and bringing them down to a more mortal state.
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The Source Link spell is a versatile and potent magical ability that forges a mystical connection between the caster and their target. By tapping into the life force of an animal, sentient creature, or intelligent humanoid, the wizard can draw upon additional mana, enhancing their own spellcasting capabilities. However, this link is not without risk, as an unwilling target may attempt to sever the connection with a Wisdom saving throw against a DC of 18. The wizard must exercise caution when using this spell, as the strain on the target's life force could potentially lead to their unconsciousness. This spell offers a powerful boost to the caster's magical reserves, but its use requires careful consideration and a deep understanding of the potential consequences.
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The caster's eyes begin to softly glow, granting them the ability to perceive the intricate workings of magical energy. With this spell, they can discern the power and potential of a nearby magical item, as well as the limits and capabilities of a fellow practitioner of the arcane arts. By focusing their concentration, the caster can even detect the invisible web of arcane ley lines that criss-cross the land, sea, and air, connecting to ancient artifacts and even certain individuals. This heightened magical awareness allows the caster to better navigate the complex world of the supernatural, guiding them towards items of power and helping them understand the true nature of the forces at work around them.
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The Lay of Lamentation is a captivating bardic spellsong that conjures a veil of mist, obscuring the vision of all within a 60-foot radius. This ethereal fog impairs the accuracy of melee attacks by -2 and ranged attacks by -6, hindering the foes' ability to strike true. But the true power of this spell lies in its mental anguish. Enemies caught within the fog must make a DC16 Wisdom saving throw or be stricken by debilitating despair, causing them to attack last and lose all skill bonuses each turn. The mournful melody of the Lay of Lamentation weighs heavily on the hearts and minds of those ensnared, sapping their will to fight effectively. This spellsong is a potent tool in the bardic arsenal, shrouding the battlefield in a shroud of melancholy that disrupts the enemy's actions.
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The Stasis Bee spell summons a small, ethereal bee that swiftly flies towards the target and stings them. This magical sting only affects humanoid creatures, and the target must have some part of their body exposed for the spell to work effectively. The bee's attack automatically hits its mark, and the victim must make a challenging saving throw against paralysis, facing a significant -10 penalty. If they fail, the target is enveloped in a state of suspended animation, frozen in time for a duration of 10 minutes. During this period, the victim remains completely immobilized, unable to take any actions or react to their surroundings. The spell has the potential to produce up to three bees, but once one of them successfully stings the target, the remaining bees vanish.
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Guffaw is a captivating cantrip that can elicit laughter from the most stoic of individuals. When cast, the target must make a Charisma saving throw or be overcome by a fit of soft, almost uncontrollable giggles that lasts for one round. As the spell's power intensifies, on the second round, the target is seized by a boisterous, bellowing laugh that cannot be easily suppressed. This simple spell was devised by a mischievous student at the Wizard's University, intended as a prank on his humorless and serious-minded teacher. However, the versatile nature of Guffaw extends far beyond mere jest, as it can be used to expose hidden enemies, disarm tense situations, or simply bring a moment of levity to the most serious of occasions.
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The arcane forces of the Trip spell weave a subtle web around the target, causing them to stumble and lose their footing. As the caster gestures and utters the incantation, a shimmering field of energy envelops the target, disrupting their balance and coordination. The target must make a Dexterity saving throw against a challenging DC of 18, or else they are thrown off-balance, losing the initiative in the current round and suffering a -4 penalty to their Dexterity for the following round. This cantrip's range extends up to 30 feet, allowing the caster to strategically target foes from a distance. The spell's simplicity belies its potent effects, as the target is left vulnerable and struggling to regain their composure in the aftermath of the arcane disruption.
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