Cyclone's Variety Spell Pack Cyclone's Variety Spell Pack by CycloneSP is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Cantrips (0 Level) Cinder Clasp 1st Level Runic Assault 2nd Level Chaos Particle

Shadow Bind 3rd Level Blaze Step

Magicka's Malediction 4th Level Mirthart's Binding Blades 5th Level Sunlight Javelin 6th Level Magicka's Wroth Retribution 8th Level Chaos Fragment

Blaze Step 3rd-level conjuration Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V

V Duration: Instantaneous You wreath yourself in flames and teleport to an unoccupied space you can see within range. Immediately after you disappear a spark ignites a fiery explosion. Each creature within 10 feet of the space you left must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. Also upon appearing at your destination you release another blast of flames. Each creature, other than yourself and whoever you take with you, within 10 feet you on your arrival must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Classes: Sorcerer, Warlock, Wizard Cinder Clasp Evocation Cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous You engulf your arm in crackling flames and burning ash as you reach out to take hold of your target. Make a melee spell attack. On a successful hit, the target takes 1d8 fire damage. Additionally, on a successful hit you may use a bonus action to shove or grapple the target. You make the contested ability check using your spellcasting ability modifier instead of Strength, and you are considered proficient in this check. At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Classes: Druid, Sorcerer, Warlock, Wizard Chaos Fragment 8th-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute A 5-foot-diameter mass of highly unstable, chaotic energy appears in an unoccupied space of your choice within range and lasts for the duration. Upon casting this spell, all creatures within 10 feet of the summoned Fragment must make a Dexterity saving throw or take 2d8 damage. Any creature that ends its turn within 5 feet of the mass must make a Dexterity saving throw. The creature takes 2d8 damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move any Fragments you currently control up to 60 feet. As part of this movement, you can ram them into creatures. Any creature rammed by a Fragment in this manner must make a Dexterity saving throw. On a failed save, the creature takes 2d8 damage and the mass splits, spawning a new mass in an unoccupied space within 5 feet of the original. On a successful save, the creature takes half damage and the Fragment does not split. Newly spawned Fragments cannot be moved until your next turn. The number rolled on the damage die determines the type of damage dealt. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder Classes: Sorcerer

Chaos Particle 2nd-level conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minutes A 2-foot-diameter mass of highly unstable, chaotic energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the mass must make a Dexterity saving throw. The creature takes 1d8 damage on a failed save, or half as much damage (minimum of 1 damage) on a successful one. As a bonus action, you can move any Particles you control up to 30 feet. As part of this movement, you can ram them into creatures. Any creature rammed by a Particle in this manner must make a Dexterity saving throw. On a failed save, the creature takes 1d8 damage and the mass splits, spawning a mass in an unoccupied space within 5 feet of the original. On a successful save, the creature takes half damage (minimum of 1 damage) and the Particle does not split. Only 1 mass can be spawned per round. If a creature attempts to move through the space a Particle occupies, the space is considered rough terrain, and the creature must make a Dexterity saving throw or take 1d8 damage. A creature cannot end it's turn in the same space as a particle, however. The number rolled on the damage die determines the type of damage dealt, as shown below. If multiple dice are rolled, then you may choose which die determines the damage type. d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. Classes: Sorcerer Magicka's Malediction 3rd-level necromancy Casting Time: 1 reaction, which you take in response to being damaged by a creature that you can see.

1 reaction, which you take in response to being damaged by a creature that you can see. Range: Self

Self Components: V, S

V, S Duration: Instantaneous You unleash a massive wave of malicious intent. All creatures in a 20-foot-radius around you must make a Constitution saving throw. On a failed save, each creature takes 2d10 necrotic damage, and on a successful save they take half instead. Constructs and undead are immune to this damage Whenever the spell deals damage, you gain temporary hit points equal to half of the sum of all necrotic damage dealt. These temporary hit points last for 1 hour. At Higher Levels: When you cast this spell at 4th level or higher, the necrotic damage increases by 1d10 per level above the 3rd. Classes: Sorcerers, Warlocks, Wizards Magicka's Wroth Retribution 6th-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (two pieces of ferromagnetic material which repel each other)

V, S, M (two pieces of ferromagnetic material which repel each other) Duration: Concentration, up to 10 minutes The pure energies of raw magic coalesce and surround you, feeding off your rage/indignation. Manefisting itself as crackles or pulses of energy. Until the spell ends, you gain the following benefits: As a reaction to being hit by a melee attack from a creature that you can see, you cause the creature to make a Strength saving throw. On a failed save, the creature takes 4d6 force damage, is pushed back 20 feet, and is knocked prone. On a successful save, the creature takes half damage, is pushed back 10 feet, and is not knocked prone.

As an action, you can cause the raw energies around you to tightly coalesce before being released in an outward blast. Each creature within 10ft of you makes a Strength saving throw. On a failed save, they take 3d6 force damage and are pushed 20ft directly away from you. On a successful save, they take half as much damage and are pushed 10ft directly away from you.

Any creature that ends its turn within 5ft of you must make a Strength saving throw. On a failed save, an affected creature takes 3d6 force damage and are pushed 10ft away from you. On a successful save, an affected creature takes half as much damage and is not pushed away from you. Classes: Bard, Sorcerer, Warlock