Joestar Family Arcanum Over the course of the ages, a family has existed which has played important roles in the course of the world, shaping the future as we know it. This collection serves as a recording of abilities both the family and their foes have used, collected and saved for any future heroes of the Joestar clan. Spells This details some of the possible spells found in the archives, containing boundless power for those who use them. Vine Divination 5th-level Divination Casting Time: 1 action

1 action Range: Touch

Touch Components: S, M (Dependent on Target)

S, M (Dependent on Target) Duration: Instantanueous Multiple purple vines shoot out from your arms, and implant themselves into an object of your choice. Depending on which object was chosen, a message can be found that was requested of you. Examples include: Object effects Object Effect Crystal Ball Hazy video of a location within 10 ft. Crystal Ball Use of the Detect Thoughts spell, thoughts are visible through the crystal ball. Spellbook Paper Current picture of a known location or individual. Sand/Dirt Map leading to a requested location within 200ft. Used materials are destroyed upon the use of this spell, with the exception of objects exceeding 5 cubic feet, such as the sand or dirt. Other objects or divinations are dependent upon the DM's discretion, potentially with the need for a higher level spell slot to be used. . Crystal Spray 3rd-level Conjuration Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (an emerald worth at least 100 gp)

V, S, M (an emerald worth at least 100 gp) Duration: Instantaneous The green crystal breaks apart, shooting forward in a direction of your choice. A target must make a dexterity saving throw with disadvantage. A target takes 6d8 + 20 piercing damage on a failed save, or half as much on a successful one. If a character is currently under the effects of the Dodge action, they automatically succeed the saving throw. Conjure Sand Gaurdian 6th-level conjuration Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: V, M (Up to 10 cubic feet of sand, consumed upon use)

V, M (Up to 10 cubic feet of sand, consumed upon use) Duration: Concentration, 1 minute You call forth an being made from animated sand. Choose an empty space of 10 cubic feet within range. The creature then molds itself from the sand, being a creature that you may issue commands as an action. The creature disappears when it drops to 0 hit points or when the spell ends. If you are grappled, you immediatley lose concentration on the spell. Sand Guardian Large Construct, unaligned Armor Class 15

15 Hit Points 100 (12d10+42)

100 (12d10+42) Speed 20ft., fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (0) 14 (+2) 4 (-3) 10 (0) 6 (-2) Skills

Damage Vulnerabilities Acid

Acid Damage Resistances Fire

Fire Damage Immunities Slashing, Piercing, and Bludgeoning damage from nonmagical weapons

Slashing, Piercing, and Bludgeoning damage from nonmagical weapons Condition Immunities

Senses tremorsense 60ft., same passive Perception as caster

tremorsense 60ft., same passive Perception as caster Languages Auran

Auran Challenge X (X XP) Gaurdian. If the summoner of the creature is within 5 feet, any attacks made that target the summoner can instead be forced to target the Sand Gaurdian. This trait requires the use of both the summoner's and Sand Gaurdian's reactions. Actions Multiattack. The Sand Gaurdian makes three attacks, two with its claws and one with its beak. Claw Attack. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (3d6) Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8 (2d6 + 2)

Awaken Object 9th-level transmutation Casting Time: 8 Hours

8 Hours Range: Touch

Touch Components: V, S, M (a saphire worth at least 5000 gp.)

V, S, M (a saphire worth at least 5000 gp.) Duration: 7 Days You touch one object, up to 20 million cubic feet in size. This object gains an amount of sentience, and can freeley maniuplate all parts of its being, including changing the properties of the materials it is created from, such as making metal as flexable as rubber. Objects with multiple objects within, such as a keep or a ship, still retain the effects for all objects within. However, the object must still appear as the object it origionally was. The object follows your will, and willing it to perform a complex task which it can complete requires an action. Complex tasks include anything that the object was not origionally created to do, such as a rotary fan launching itself at a target. If this spell is used again before the end of its duration, the previous effect ends. Manifested Confidence 3nd Level Transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V

V Duration: 30 seconds Roll a Charisma (Intimidation) check against a Wisdom (Insight) check of every enemy creature (creatures who do not notice you, are surprised by you, or cannot be frightened do not make a check, and creatures who are frightened automatically fail the contest). A weapon you can touch gains an additional +1 to attack and damage rolls per creature who fails the check, and the weapon is treated as magical if not already. Alternitavely, a veichle you touch gains +15 HP and +5ft. of speed per creature who fails the check. Creatures who fail the contest can use an action to reroll their check, and if successful, reduces the bonus on the object. If you are frightened, the effect of the spell immediately ends. Conjure Sun 5th-level conjuration Casting Time: 1 minute

1 minute Range:

Components: V, M, S (a pile of red sand)

V, M, S (a pile of red sand) Duration: Concentration, up to 1 day A giant flaming ball appears in the sky, scorching everything with an unbearable heat. All creatures, including yourself, within a 500 foot radius from the sun's closest point to the ground are considered under "Extreme Heat", using the rules in page 110 in the DMG, with the change of the starting DC being 8. Compelled Game 4th-level enchantment (ritual) Casting Time: 1 action

1 action Range: Special

Special Components: V, M, S (a game that both you and the target know how to play)

V, M, S (a game that both you and the target know how to play) Duration: 2 hours If a target you choose agrees to duel you in a game, wagering their soul, the effect of this spell takes place. If you win this game, the soul of the target is taken from their body, and placed into a container of your choice. The soul does not return to the body when the spell ends, and the only ways to return it is with a wish spell, you losing a game while using their soul as a wager, or you willfully returning the soul. If you lose the game, you are magically forced into giving your end of the wager. Illusory Room 8th-level illusion Casting Time: 1 action

1 action Range: 100 foot radius

100 foot radius Components: S, M (a pile of bleached sand, a piece of brass)

S, M (a pile of bleached sand, a piece of brass) Duration: Concentration, up to 8 hours All terrain in any enclosed spaces within the radius of the spell is manipulated to the caster's whim. Both normal visual and tactile sensations are changed to the caster's specifications, with the exception being that it is unable to damage creatures. Creatures with truesight, or tremorsense can see past these illusions, as well as DC 20 Wisdom (perception) check from any creature with an exceptionally good sense of smell. Manifest Guilt 3rd-level illusion Casting Time: 1 action

1 action Range: Touch

Touch Components: S, M (a small lock)

S, M (a small lock) Duration: 8 hours You may cast this spell within a minute after the target noticably feels a sense of guilt. A massive lock appears on their torso, forcing them to be weighed down. The target is heavily encumbered, described in the Player's Handbook. In addition, the target has disadvantage on all saving throws for being charmed. The spell effect ends when the target ceases to feel guilty, or is dispelled by the caster. Envelop 5rd-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a piece of parchment)

V, S, M (a piece of parchment) Duration: Instantaneous You force an object into the parchment, being placed into a miniature pocket dimension within. Choose one object, that object is stored within the parchment, folded up with a small inscription of what the object is on the outside. The object may reappear out of the paper once it is unfolded, but may be placed back without expending another spell slot as long as the object is not fully pulled out of the parchment. Alternatively, choose one creature to fold within the parchment. The target must succeed on a Charisma saving throw, or be folded into the parchment. If you have seen this creature be frightened before, the target has disadvantage on their saving throw.

Goodmeal 6th-level transmutation (ritual) Casting Time: 30 minutes

30 minutes Range: 60 feet

60 feet Components: S, M (food ingredients, cook's utensils)

S, M (food ingredients, cook's utensils) Duration: Instantaneous You imbue a meal with magical healing properties, which depend on the quality of the food you are preparing. You create a meal, which when eaten during a short or long rest, gives the one who ate it the effects of a healing spell. The quality of the food, determinted by both a Dexterity check with cook's utensils, and the value of the food, determines the level of the healing effect. You are allowed to use any other healing effect above the specified effect. If you use the specified expense of the food, but fail the dexterity check, you move down one level of the healing property. For example, If you used 400 gp worth of food, but failed the check, you could use the effects of Greater Restoration, or anything less in value. Effect Table Value of food DC Effect 10 gp 10 Cure Wounds 50 gp 13 Lesser Restoration 150 gp 15 Cure Wounds (3rd Level) 300 gp 20 Greater Resortation 400 gp 22 Heal 600 gp 25 Regenerate Page Turn 8th-level divination Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a dead spider)

V, S, M (a dead spider) Duration: Concentration, up to 1 hour You touch a creature, who splits open into a book, revealing everything about themself. The creature you touch must make a wisdom saving throw. On a failed save, the creature is paralyzed, and partially turns into paper, whose pages show everything about themselves. You can divine all damage vulerabilities, resistances, and immunities, as well as abilites. Finding specific information takes longer, with the DM's discretion. You can also take some time to rewrite the person's memories, and take 30 minutes to use the effects of the Modify Memory spell or the Domintate Person spell. In additions, the target is vulnerable to fire damage for the duration of the spell. Create Hidden Bomb 7th level Transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 1 minute You change a creature or object into an explosive, remotely controled by you. The fact that the target is a bomb can not be noticed through any type of magic. If the target is a hostile creature, you must make a melee spell attack against that creature to make them a bomb. You may use a bonus action to detonate the target. If the target is being touched by a creature, that creature takes 20d6 + 20 fire damage, and the target is unaffected. If the target is a creature, the target takes 15d6 + 10 fire damage. If the target is an object, every creature in a 10 foot radius must make a Dexterity saving throw. The targets in the radius take 15d6 + 20 fire damage on a failed save, or half as much on a successful one. Soften 3rd-level transmutation Casting Time: 1 action

1 action Range: 15 feet.

15 feet. Components: V, S, M (a blend of cumin, thyme, and ginger)

V, S, M (a blend of cumin, thyme, and ginger) Duration: Concentration, up to 5 minutes An nonliving object you touch softens, turning into a material very similar to rubber. The properties of whatever you touch change to that of a stretchable, rubber-like material. In addition, the object is unaffected by any nonmagical slashing or piercing damage, and any type of bludgeoning or force damage, with it simply bouncing off of the object. Detect Breathing 4th-level divination Casting Time: 1 action

1 action Range: 100 feet

100 feet Components: V

V Duration: 1 hour A magical floating monitor appears in your periphery, giving you the sources of breathing nearby. You can sense the location of any breathing creature within the range of the spell, appearing as a generic blip on the monitor. The amount of breath, which factors in the size of the creature and how heavy it is breathing, correlates to the size of the blip. Any sources of flame also appear on the monitor, obscuring any creatures on the radar within 10 feet of the flame. At Higher Levels: If you cast this spell using a 8th or higher spell slot, you can detect the subtleties in breathing. You have the ability to distinguish all of your allies on the radar, as seperate from other creatures. In addtition, you have the ability to cast counterspell against a spell with a verbal component even if you cannot see or hear the target. Puppet of the Past 7th-level divination Casting Time: 1 action

1 action Range: 30 feet, 15 years in the past

30 feet, 15 years in the past Components: V, S, M (a badge of military rank, a miniature clock)

V, S, M (a badge of military rank, a miniature clock) Duration: Concentration, up to 1 minute.

Choose a creature or person that was known to have been in a location, and the time you wish to see. An illusory figure of the target, bearing a clock on its head, will appear where the target once was, bearing the same restrictions and features of the Programmed Illusion spell, with the exception of not being able to preform requested actions. Instead, the illusion begins to reenact whatever the target was doing at the time, including actions and sounds. The illusion may be paused, sped up, reversed, or slowed down. Soul Swap 9th-level necromancy Casting Time: 1 action

1 action Range: Self (17 mile radius)

Self (17 mile radius) Components: V, S, M (an enchanted golden arrow woth at leat 5000 gp, a shell of a turtle, both of which the spell consumes)

V, S, M (an enchanted golden arrow woth at leat 5000 gp, a shell of a turtle, both of which the spell consumes) Duration: 1 day Every living creature within the radius of the spell swaps its mind with the nearest living creature, including the caster. All creatures have the statistics of their new bodies, excluding their alignment and their Intelligence, Wisdom, and Charisma scores. In addition, the arrow which is used is held by a Wraith, who cannot be damaged. However, if the Wraith is in dim or bright light, moving while observing the wraith and succeeding in a DC 25 Wisdom (Perception) check will reveal that the shadow of the Wraith will always face away from the observer, and the figure in the shadow is themself. If a creature knows this, they can attempt to crush the psychic light behind them. If any creature does this, the Wraith immediatley dissappears, and the effect of the spell ends. Lock 2nd-level transmutation Casting Time: 1 action or 1 reaction

1 action or 1 reaction Range: Touch

Touch Components: V

V Duration: 6 seconds You touch an object no larger than 5 cubic feet: That object becomes supended in time, with all forces acting on it delayed. The object is frozen in place, and it cannot be moved during that time, unless a massive amount of force hits the object at once (> 50 x the object's mass in kg). Otherwise, any forces that have acted on the object will release as a total net movement at the end of the spell's duration. Alternitavely, if a piece of nonmagical ammunition has hit you, you may use a reaction to cast this spell, and halve the damage that would have been done to you, by freezing the projectile in place the instant it hits you. The ammunition will stick out of your body, and will not go further when the spell ends. At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, you can target one additional object for each slot level above 1st. Enter Mirror Dimension 8th-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a mirror)

V, S, M (a mirror) Duration: 1 hour You use a mirror to create a portal to a mirrored dimension, where no life exists. While the spell stays active, only living things that you allow to can go through the mirror, into the mirror dimension. This dimension is identical to the material plane, but without any living object in it. Any actions that have an effect on the surroundings of the area within the mirror dimension also affect the primary dimension, and vice versa. You can use an action to forcably drag a creature into the mirror dimension, if the target is within 10 feet of the mirror. The target must succeed a Dexterity saving throw, or be pulled to the target's similar position in the mirror dimesnsion. If the target does not know the existence of this ability, they have disadvantage on the saving throw. Tongue of Lies 2nd-level enchantment Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (A shrunken head)

V, S, M (A shrunken head) Duration: Concentration, up to 10 minutes You target one creature in range, and that creature must make a Consitution saving throw. On a failed save, that creature is unable to tell the truth, or give any information the target wished to. Instead, all intended truths come out as lies. Even actions such as pointing in a direction are done in an opposing way. In addition, a growth appears on the target's tongue, which the target does not notice. However, a creature can make a Wisdom (Perception) check with a DC equal to your save DC to see the growth. Cioccolata’s Catastrophic Contagion 5th-level conjuration Casting Time: 1 action

1 action Range: Self (60 foot radius)

Self (60 foot radius) Components: V, S, M (a bandage and an inkwell)

V, S, M (a bandage and an inkwell) Duration: 5 minutes You spawn an invisible illness which blankets the area, causing great harm to those who fall under its effects. Any creature other than you within the radius is affected, unless they are immune to disease, or are above the caster. If an affected creature falls prone, or drops in altitude, a viscous mold covers the body, or the parts that have dropped in altitude first. In this state, they become poisoned, which ends if they raise their altitude. If a target ends their turn while poisioned under this effect, they take 8d8 necrotic damage. The damage increases by 3d8 for each consecutive round the target remains poisioned.

Escape Fate 4th-level transmutation Casting Time: 1 reaction, which you take when you are attacked or targeted by a damaging effect

1 reaction, which you take when you are attacked or targeted by a damaging effect Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 round You remove youself from time for a few seconds. To other creatures, you've disappeared and reappeared. You are immune to the attack or the effect that you casted this spell in reaction to, and you return to time at the start of your next turn. This could cause the attack or effect to carry on behind you, as with a ranged attack or line effect. The DM decides if such effects occur. Credit goes to u/SwordMeow for creating this spell, and inspiring this homebrew. Yes, this is how King Crimson works. Create Duplication Seal 2nd-level conjuration Casting Time: 1 action

1 action Range: Self

Self Components: S, M, V (20 cp in a small bag, which the spell consumes)

S, M, V (20 cp in a small bag, which the spell consumes) Duration: 3 rounds You create a small seal, which can duplicate objects. Placing the seal on an object less than 1 cubic foot in size will duplicate the object, creating an identical copy. When the seal is removed on the original objects, both objects will rapidly move towards each other, smashing together to return back to one object. Alterntavely, you can place the seal on a limb, where a copy will sprout out of the body. This copy is fully functional and will preform as good as the original. When the sticker is removed, if the limb was a non-crucial limb, such as an arm or leg, the target takes 4d6 force damage from the forced fusion. If the target was a crucial limb, such as the head, the target takes 8d6 force damage. If you wish to place the seal on an enemy, you must make a melee spell attack against the creature. To remove the seal, you (or other creature) must win in a contest of a Dexterity (Slight of Hand) check against a Dexterity saving throw from the creature. Concentrated Control Weather 9th-level transmutation Casting Time: 12 seconds

12 seconds Range: Self (500-foot radius)

Self (500-foot radius) Components: V, S, M (An ox horn, a snail shell)

V, S, M (An ox horn, a snail shell) Duration: Concentration, up to 10 minutes You take control of the weather within 500 feet of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, to extreme, otherwise impossible conditions. You can change precipitation and wind to any state known by the caster. It takes 1d4 minutes for the new conditions to take effect. When the spell ends, the weather quickly returns to normal. Mass Enemies Abound 6th-level Enchantment Casting Time: 1 action

1 action Range: Self (60-foot radius)

Self (60-foot radius) Components: M, S, V (discarded gum wrapper, a small doll)

M, S, V (discarded gum wrapper, a small doll) Duration: 1 hour Every creature in the radius of the spell must make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Shorten Memory 2nd-level enchantment (ritual) Casting Time: 1 action

1 action Range: Touch

Touch Components: M, S, V (a small doll)

M, S, V (a small doll) Duration: 2 minutes Make a melee spell attack against a creature. On a hit, the target can only remember information from the previous round of combat, or the three most important recent events it has remembered. The target still knows all information it had before the spell took effect. Alternatively, as a ritual spell, you may touch one object, which will be programmed to transfer the effect of this spell to the first creature that touches it. Reality from Ledgend 3rd-level conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: M, V, S (a miniature horseshoe)

M, V, S (a miniature horseshoe) Duration: Instantaneous You target one piece of writing or engravement depicting a creature with a challenge rating of 6 or lower. That creature, made from the material it came from, will appear in the closest open space. The creature will have all properites its original form had, in addition to gaining resistance from any nonmagical slashing, piercing, or bludgeoning damage. This summoned creature is controlled by the DM.