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Revision as of 02:32, 27 June 2023 by Psuvillager (talk | contribs) (Spelling/Typos)
This page is Quelmar-Specific, it is meant to record new, unique, and specific ideas from your stories and adventures, rather than catalogue existing information from other sourcebooks.

This is a list of magical spells invented or otherwise engineered by Quelmar natives.

Read Name

Divination Cantrip

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous

You learn the given name of 1 creature within range.

Read Titles

3rd-Level Divination

Casting Time: 1 minute

Range: 60 feet

Components: S

Duration: Instantaneous

You learn 1d12 titles, achievements, nicknames, military ranks, and other important names given to a creature within range over their course of their past history.

At Higher Levels: You learn an additional 1d12 titles for each additional level this spell is cast at.

Spell-Storage from Memories

9th-Level Enchantment

Casting Time: 24 Hours

Range: Self

Components: V, S, M (a memory and a magically chargeable item)

Duration: Instantaneous

Invented by Archmage Nimz

This spell is capable of converting chronologically recorded instances of magical events, such as watching someone cast a spell, and interpreting those memories in the form of an item. This spell allows the caster to imbue one scroll, wand, staff, or other item with 1d4 charges of a spell that the caster has personally witnessed before. Once imbued, the caster forgets that immediate memory, and the item is charged.

In addition, if the caster instead uses memories of non-magical events, such as a campfire or a flood, the spell can map the memories to a relatable charging at the DM's discretion. (More often than not, the memory will be interpreted wrong, so instead of a spell hoping to recreate the boulder attacks of giants, it becomes instead a spell of "Enhanced Strength", mapping the giant's strength and not the boulder attack itself.)

Elzanque-El's Glyph of Debitas

6th-level abjuration

Casting Time: 1 hour

Range: Touch

Components: V, S, M (ink or pigment for the inscription, 1 ounce of magnetized iron and 200 powdered gold pieces, which the spell consumes)

Duration: Until dispelled

Invented by Elza

As you cast this spell, you inscribe a glyph of debitas on or within an object you are holding, similarly to the symbol spell. The object should be one which can be easily stowed or hidden, such as a small card or plaque, a blank page in a book, or a piece of jewelry. If you attempt to cast this spell on an object that already has magical properties of any kind(including a curse or another spell such as symbol or glyph of warding) it fails with a puff of silver smoke, and does not consume the materials required. A glyph of debitas can be no more than 6 inches in diameter, and may be any symbol, inscription, or unique character that links to or identifies an individual with an Intelligence score of 7 or higher, who is then treated as the owner of the glyph. The glyph is nearly invisible to any creature or construct other than the owner, requiring a DC 20Intelligence (Investigation) check to see it, and a successful DC 20 Intelligence (Arcana) check once found to discern the function of the glyph. Creatures who know of this spell or the debidraw spell and have seen either of their effects before do not need to make the Intelligence (Arcana) check to discern the glyph's function. The glyph acts as a miniature gateway to a micro-plane under the jurisdiction of Garl Glittergold, Gnomish god of protection, trickery, and most importantly, wealth. The gateway will only accept objects smaller than 1 foot in diameter, and it will only accept objects that can be considered forms of wealth (coins, gemstones with monetary value, etc). These may be "deposited" into the micro-plane by touching the glyph in one hand, holding the object or objects in another hand, and reciting the command word debitas.(This may be done one at a time or in lump sums by using mundane containers like small pouches or boxes.) The objects "deposited" into the micro-plane retain full value while inside. By linking themselves to a glyph of debitas, the owner enters into a contract of sorts with Garl Glittergold, who, in exchange for securing the micro-plane from thieves and other hazards, exacts a small fee every time wealth is extracted from this glyph using the debidraw spell. The glyph cannot be removed and the object it is inscribed on cannot be destroyed by non-magical means, except by the owner. Any attempt by a creature that is not the owner to non-magically remove the glyph or destroy the object it is inscribed on incurs 1 psychic damage (per attempt). This damage cannot be resisted or prevented in any way. If targeted by a dispel magic spell cast using a spell slot of 5th-level or lower, glyph of debitas also adds the owner of the glyph's proficiency modifier to the spellcasting ability check DC of dispel magic.

Elzanque-El's Debidraw

conjuration cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

Invented by Elza

You touch a glyph of debitas that you own and speak the command word debidraw while visualizing in your mind the exact amount and type of currency you wish to "withdraw" from the micro-plane. As long as the micro-plane inside your glyph contains the equivalent of the amount and type of currency you have visualized while casting this spell, the amount will be spoken out loud as a "confirmation" in a cackling whisper that only you can hear. Within seconds, invoking the contract between yourself and Garl Glittergold, Gnomish god of protection and wealth, the amount and type of currency appears in an appropriately-sized magical container in front of you marked with the glyph you used to cast this spell, and the equivalent of the "withdrawal" disappears from your micro-plane. The magical container is only visible to you, since it only partially exists on the material plane, and disappears when emptied. If you do not empty the container within 1 minute, the glyph will disappear and the container will become non-magical and visible to all. If this happens, it still disappears when emptied. In exchange for securing the micro-plane from thieves and other hazards, Garl Glittergold's contract with you exacts a small fee every time wealth is extracted from the glyph using this spell. As this spell is cast, after the "confirmation" is heard aloud, an additional 2% of the expected "withdrawn" wealth is removed from your micro-plane, and enters into Garl's Glittering hold.

Vision of Destiny

9th-level Divination

Casting Time: 12 Hours

Range: Unlimited

Components: V, S, M (Something of the head, something of the thread, something of the body, and something of the dead from the target)

Duration: Instantaneous

Invented by mages at The Shadowfell for The Hunt for Zugs

Drawing from the timeless matter of the Astral Plane, the caster may open a window in the life of a target from which they have collected a variety of material components. Once the components are gathered and the ritual has been completed, the window shows the life of the target, played out in fast motion, as if their life was "flashing before" the caster's eyes. The visions consist of the moment the target was born, all the way until the target's death, only hindered by areas and enchantments of nondetection, which prevent that moment in time from being viewed.

Swarm of Monkeys

Invented by Doraleous after being begged by Anema to tamper with summoning magics (a favorite of the bard).

Summon Greater Devil

4th level conjuration (ritual)

Casting time: 1 hour

Range: 10 feet

Components: V, S, M (a vial of blood from a great hero killed within the past 24 hours)

Duration: 1 hour

Used to summon Belial the Devourer during Sparklesmas in 1251 PR.

You utter foul words, summoning one devil by name from the Ten Hells. The devil appears in an unoccupied space you can see within range, and the devil disappears when it drops to 0 hit points or when the spell ends.

As part of casting the spell, you can form a 5-foot-radius circle on the ground with the blood used as a material component. Using the material component in this manner consumes it when the spell ends. The circle affects the devil in the following ways: The devil can’t willingly exit the cylinder by nonmagical means. If the devil tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. While in the circle, the devil has disadvantage on attack rolls against targets outside the circle. Targets outside the circle can’t be charmed, frightened, or possessed by the devil while it is in the circle. 

Brown Note

1st level transmutation (ritual)

Casting time: 1 action

Range: 15 feet

Components: V

Duration: Instantaneous

A special spell devised by students and faculty at Laergul, where it was known as the Nota Marrone composition.

A sudden low and dull note, painfully intense, erupts from a point of your choice within 15 feet. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 1d6 force damage on a failed save and becomes poisoned until the end of its next turn. The creature takes half as much damage and no poison effect on a successful save. A creature without bowels or an intestinal tract is unaffected by this spell.

Istishia's Sphere

An aquatic spell which was a specialty of The Paladin when he was in possession of The Wand of the Spout.

6th level transmutation (ritual)

DURATION: 1 Minute

CASTING TIME: 1 Action

SCHOOL: Evocation

RANGE: Self

You conjure up a shimmering sphere of water and force with a 10-foot radius that surrounds you. The sphere can hover no more than 10 feet off the ground. The sphere remains for the spell's duration. Any creature who enters the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, the caster can choose to restrain the creature or push it out of the sphere. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. As a bonus action, the sphere can be hardened into resilient magical ice. While frozen in the ice ball, nothing—not physical objects, energy, or other spell effects—can pass through the ice, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside cant be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. While in ice form, you can move the sphere up to 120 feet in a straight line as an action. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make a dexterity saving throw (DC 21) against taking 4d10 bludgeoning damage, which is halved on a successful save. The globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.

Tristram's Flash in the Pan

Conjuration cantrip

Casting time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 round

You create a burst of powder that explodes, confusing and harming a creature within range. The target must succeed on a Dexterity saving throw or take 1d4 force damage and suffer disadvantage on the first attack roll it makes before the end of your next turn. Causes Light obscurement for the square you are standing in due to the smoke puff.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Tristram's Glitter Bomb

Evocation cantrip

Casting time: 1 Action

Range: 30 feet

Components: V, S, M (a handful of glitter)

Duration: Instantaneous

You point at a creature within range, and they are assailed with a magical storm of glitter. They must make an Intelligence save or take 1d6 psychic damage and be confused, unable to take reactions until the start of their next turn. Surviving targets of this spell will find a piece or two of glitter at random intervals in random locations on themselves for the rest of their life.

At Higher Levels. The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Tristram's Ire

Enchantment cantrip

Casting time: 1 action

Range: 120 feet

Components: V, S

Duration: Up to 1 minute

You cast a minor spell to slightly inconvenience a single creature that you can see. When you cast this spell, one of the following happens.

- You make the creature stumble – not enough that they trip or are slowed, but enough that others notice.

- You make the creature accidentally bite their tongue or the inside of their cheek.

- You make the creature temporarily forget one word and have it be on the tip of their tongue. They will remember it after one minute.

- If the creature is eating or drinking, you make them get their food or drink on their clothes.

- You make a small rock appear in their shoe.

- You magically summon a harmless fly to buzz around the creature’s head. No matter how hard the creature tries, it cannot kill the fly. After one minute, the fly disappears.

Choke

3rd-level evocation

Casting time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You raise your hand and forcefully choke up to six creatures of your choice within range, elevating them several inches off the ground. A creature targeted by this spell must make a Constitution saving throw or take 4d6 force damage and at the beginning of your next turns and be restrained until the spell ends. On successful save, a targeted creature takes half as much damage and is not restrained. A creature may repeat this saving throw at the end of their turn to end the spell on themselves.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its damage increases by 2d6 and you can target one more creature for each level above 3th.

Naxxradormu's Expeditious Brewing

2nd-level transmutation

Casting Time: 10 minutes

Range: Touch

Components: V, S, M (a vial of bronze dragon’s blood which the spell consumes)

Duration: Until Dispelled

You imbue a sealed container of size medium or smaller with the time manipulating abilities of the bronze dragonflight. As long as that container remains sealed, food and drink within the container ages at twice its normal rate.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the rate of aging doubles for each slot level above 2nd.

Spawn Hellfire

Evocation cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Hellish flames reeking of sulfur sprout up at a creature that you can see within range. The scent is strong enough to be detected by creatures within 60ft, and the flames flicker and dance with an eagerness to consume. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. The target gains no benefit from cover for this saving throw.

At Higher Levels. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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