Spells

From Dreams of Hope

The following are some of the spells created for use during campaigns set in Dreams of Hope. They may be available for the designated classes--each one is marked with a label of either "unrestricted", meaning it can be chosen freely, or "restricted", in which case access requires either DM approval or may require a quest.

A-F

Acid Burst

Evocation cantrip (Sorcerer/Spellblade/Warmage)

Cast Time: 1 action

Components: Verbal, Somatic

Range: 60 ft.

Acidic liquid envelops a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 damage immediately and half as much again at the beginning of their next turn.

This spells' damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Fire Web (Restricted)

4th level evocation (Warmage/Sorcerer)

Cast Time: 1 action

Components: Verbal, Somatic

Range: 60 ft.

Striking both palms down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five targets the caster can see within range. The streaks explode into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half as much on a success. Multiple streaks may target the same creature or object--the damage dealt increase by 2d6 for each streak that a creature is struck by. Only one saving throw is made. The fire can travel over obstacles up to 5 feet high and can only target creatures on or within 5 feet of the ground. It ignites flammable objects along its path that are not being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional streak for each spell level above 4th.

Flash Freeze

1st level evocation (Sorcerer/Spellblade/Warmage)

Cast Time: 1 action

Components: Verbal, Somatic

Range: 60 ft.

The air around a creature you can see within range takes on the aspect of ice. The target must make a Constitution saving throw. On a failed save, the target takes 4d6 cold damage and their movement is reduced to 0 until the end of their next turn. On a success, they take half damage and are not slowed.

At higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every additional spell slot level above 1st.