Two hundred years of war between the Mharoti Empire and Great Khandaria destroyed the fair country of Sindhu. Rivers of blood spilled from the clash of armies, titanic detonations of alchemical munitions, and arcane corruption from all manner of spells transformed this once fertile land into the Red Wastes. Yet among the hastily buried corpses, shattered skeletons of siege engines, and forgotten encampments, great plunder and lost arcana await the bold or foolish.

Alchemical Geyser

1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a dilution of alchemist’s fire in a vial)
Duration: Instantaneous

With a tremendous explosion, a fountain of alchemist’s fire erupts from a chosen point within range. Every creature in a 10-foot radius centered on that point must make a Dexterity saving throw. A target takes 1d4 fire damage on a failed save and half as much on a successful one.

A creature who fails its saving throw takes an additional 1d4 fire damage at the start of each of its turns. A creature can end the ongoing fire damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create one additional geyser for each slot level above 1st. Overlapping damage from different geysers do not stack.

Blessings of the Animal Lords

2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of fur and feathers tied with silk cord)
Duration: 8 hours or until dispelled or triggered

Channeling the power of the Animal Lords, you trace a glyph onto a willing creature that bestows a specific blessing. When you cast this spell, you choose which Animal Lord symbol the target creature receives. The symbol is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The target of your spell can activate the glyph as an action or reaction depending on the type of Animal Lord chosen. A creature can possess only one glyph on its body at a time. When 8 hours have passed or when a glyph is triggered, the spell immediately ends.

  • Bat King: Keen Hearing [Action]. You gain advantage on your next Wisdom (Perception) check that relies on hearing
  • Brother Ox: Deflect Missile [Reaction]. When struck by a ranged weapon attack, you can reduce the damage by 1d10 + your spellcasting ability modifier + your proficiency bonus.
  • Lord of Vultures: Winged Reposition [Action]. On your next movement, you can fly up to 60 feet without provoking opportunity attacks
  • Monkey King: Drunken Dodge [Reaction]. When you are struck by a melee weapon attack, you gain resistance against that type of attack until your next turn.
  • Mouse King: Keen Sight [Action]. You gain advantage on your next Wisdom (Perception) check that relies on sight
  • Queen of Birds: Parry [Reaction]. You can add 5 to your AC against one melee weapon attack that would hit you, provided that you can see the attacker and you are wielding a melee weapon.
  • Queen of Cats: Agile Leap [Action]. On your next movement, you can move up to your speed, jumping or climbing over obstacles, and ignore extra movement from difficult terrain.
  • Queen of Serpents: Ophidian Fortitude [Reaction]. You gain advantage on your next saving throw against poison.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can inscribe another glyph on a different willing creature for each slot level above 3rd.

Burning Cyclone

4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of red dragon scale)
Duration: Concentration, up to 1 minute

Invoking the draconic mastery over fire and the sky, a whirling cyclone of wind and flame covering a 10-foot cube erupts at a chosen point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage or half as much on a successful one.

A creature takes the same damage when it enters the cyclone for the first time on a turn or if it ends its turn there.

Upon casting the spell and at the beginning of its turn, each creature adjacent to the 10-foot cube must make a Strength saving throw. On a failed save, the high winds of the vortex pull the creature 5 feet toward the center of the cyclone.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can create one additional cyclone for each slot level above 4th. Damage from overlapping cyclones do not stack.

Caustic Sphere

2nd-Level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of powdered alum, niter, and sulfate)
Duration: Concentration, up to 1 minute

A glowing green orb flashes from your hand to a chosen point within range for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the orb ruptures into a cloud of acid. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 acid damage on a failed save or half as much on a successful one.

If at the end of your turn the orb has not yet ruptured, the damage increases by 1d6 (maximum 1d6 per caster level).

If a creature enters a square adjacent to the greenish orb or touches it, the creature must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing that orb to rupture.

On a successful save, the creature can pick up and throw the orb up to 40 feet. When it strikes a creature or a solid object, that orb ruptures.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional orb for each slot level above 2nd. You can choose to trigger individual orbs to rupture.

Expeditious Attack

3rd-level enchantment
Casting Time: 1 reaction which you take when an ally within range makes a successful attack
Range: 60 feet
Components: V, S
Duration: Instantaneous

When you witness an ally’s successful attack, you can use a reaction to give that ally an immediate bonus attack with a −2 penalty to the attack roll.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the target ally gains another bonus attack for each slot level above 3rd. However, each bonus attack after the first adds a cumulative −1 to the attack roll penalty (that is, −3 for 2nd bonus attack, −4 for 3rd, −5 for 4th, and so on)…

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