The War Rituals below as they became known are rarely ritually castable, but odd wording is s trait common to all militaries & the name stuck no matter how much the mages complained. While it's possible to obtain many of these spells, the five nations do whatever they can to prevent the knowledge of their rituals from apreading beyond their borders; However, black markets rarely care much & it is almost certain that the individual nations are still working on spells needed to counter & defeat armies of the other nations should the war begin anew. When a War Ritual Creates a crystalized shard as part of the spell, only one shard can be maintained by a caster at any given time. Aundair's Roar 2nd-level Evocation Casting Time: 2 actions

2 actions Range: 75 feet Cone

75 feet Cone Components: S, M, V (A pinch of Syranian dust)

S, M, V (A pinch of Syranian dust) Duration: Instantaneous Developed by Aundair during the last war as an anti-infantry spell intended to combat armies. This particular war ritual allows the caster limited control over the damage type. By dropping their hands from above, they can choose to call down icy cold from above. With a clap of their hands, the caster can deal force damage as the winds collide upon their victims. Finally, a slashing motion will drive the winds into slashing through your foes & deal slashing damage. Upon casting this spell, a 75foot cone projects from the caster's square in a direction of the caster's choosing. Creatures caught within the cone must make a dexterity save (save for none) or suffere is 3d4+the caster's proficiency bonus of the Caster's chosen damage type. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the save DC of the spell increases by 1 for each slot above 2nd.

Karrnath's Blood Armor 2nd-level Necromancy, Conjuration Casting Time: 5 minutes (Ritual)

5 minutes (Ritual) Range: 100 foot wall

100 foot wall Components: S, M, V (A piece of a blade from Shavarath, & a few grains of Mabaran dirt)

S, M, V (A piece of a blade from Shavarath, & a few grains of Mabaran dirt) Duration: 10 minutes Developed by Karrnath during the last war while they still relied heavily of living conscript soldiers to make up the bulk of their army. Upon casting this spell, a wall of blades 100 feet in length spreads out before the caster for 1 minute. These blades deal 1d4-1(min 1) slashing damage to creatures moving through the wall. The cuts are not life threatening & will never deal more than half of a creature's max hp. Rather than being created to damage an oponent, the necromancy components of the spell will reanimate the blood shed by those moving through the blades. The result is that every 1 hp if damage taken in the wall by a living creature capable of bleeding will raise the AC of that creature by an equal amount. Any abilities or magical effects that reduce the damage dealt by this spell will likewise reduce the benefit as well. Prolonged or repeat exposure to the blades will not increase the benefits beyond the initial roll & has occasionally been rumored to have unpleasant interactions with Shavarath. Creatures moving through the blades can choose to make a dexterity save for half

Might of the Flame 2nd-level Abjuration Casting Time: 1 minute

1 minute Range: Self

Self Components: S, M, V (A few drops of Irian water)

S, M, V (A few drops of Irian water) Duration: 1 hour Faith in the silver flane drives many facets of life in Thrane, the name of this spell is yet another example of that faith. Upon casting this spell, positive energy is channeled from Irian, the plane of Eternal Dawn into a sphere extending 50 feet from the caster. Each creature within that sphere will gain temporary hit points equal to 1d4 + The caster's proficiency bonus. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, creatures gain an additional 1 point of temporary hit points for each slot above 2nd.

The Rightful Queen's Glare 2nd-level Abjuration Casting Time: Three rounds

Three rounds Range: Self(75 foot cone)

Self(75 foot cone) Components: S, M, V (A few flakes of Risian snow, a pinch of Mabaran dirt)

S, M, V (A few flakes of Risian snow, a pinch of Mabaran dirt) Duration: 10 Rounds. Heads of each of the nations claimed the right to rule Galifar after Heads of each of the nations claimed the right to rule Galifar after the death of Jarot ir'Wynarn, but it was Barvette ir'Wynarn of Cyre who legally held the right to rule as her father's wishes were expressed. This spel is said to channel her icy glare of defiance towards the usurpers who forced this war upon the empire. Upon casting this spell, a complex web of magic spreads out in a 75 foot cone. Those caught within the cone must make a Constitution save or will find their AC reduced by 1d4 points of AC as the brittle cold of Risia & decay of Mabar work together to weaken their armor. The reduction in AC can be recovered by fully removing & cleaning one's armor during a long rest. The AC reduction component cannot stack with similar effects

Dark Lantern's Friend 1st-level Illusion Casting Time: One Minute

One Minute Range: Self(75 foot cone)

Self(75 foot cone) Components: S, M, V (A few blades of Lamannian grass)

S, M, V (A few blades of Lamannian grass) Duration: Concentration, up to 1 hour. Although this spell might actually predate the death of Jarot ir'Wynarn & start of The Last War, secrecy within the Dark Lanterns and propaganda from rival nations makes it impossible to know for certain if Breland actually developed it or not. Upon casting this spell, the shadows & calm of twilight are drawn to you and your companions. Each creature you choose within 30 feet of you may add a bonus equal to the caster's proficiency bonus

Elemental Field, Storm 2nd-level Conjuration Casting Time: 1 full round

1 full round Range: 75 feet Cone

75 feet Cone Components: S, M, V (A few strands of Sirianan cloud fiber)

S, M, V (A few strands of Sirianan cloud fiber) Duration: Instantaneous after ritual Although mages argue about the nation most responsible for the development of the elemental field spells, it was breland who completed the word & began using them on the battkefield first Rumors abide that they are based on spell research stolen from Aundair & other nations. These spells have two components in order to complete the casting. The first component is a true war ritual that takesa short rest to perform After the ritual is performed, the caster creates a specialized arcane crystaline shard that contains most od the spell's energy. The second component involves using the crystal in the final verbal & somatic components of the spell. The spell begins at the start of the caster's next turn, since it was cast the orevious turn, they could potentually cast a new spell on the turn it takes effect on. While the caster is performing the second & final part of the spell, the castig can be interrupted by forcing them to move or fail a concentration check. No actions or reactions other than saving throws may be taken while casting the final triggers to the spell or a concentration check will be required Upon casting this spell, a 75foot cone projects from the caster's square in a direction of the caster's choosing. Creatures caught within the cone must make a dexterity save (save for none) or suffere is 2d4+the caster's proficiency bonus lightning damage plus an additional 1d4 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the save DC of the spell increases by 1 for each slot above 2nd.

Elemental Field, Fire 2nd-level Conjuration Casting Time: 1 full round

1 full round Range: 75 feet Cone

75 feet Cone Components: S, M, V (A pinch of Fernian dust)

S, M, V (A pinch of Fernian dust) Duration: Instantaneous after ritual Although mages argue about the nation most responsible for the development of the elemental field spells, it was breland who completed the word & began using them on the battkefield first Rumors abide that they are based on spell research stolen from Aundair & other nations. These spells have two components in order to complete the casting. The first component is a true war ritual that takesa short rest to perform After the ritual is performed, the caster creates a specialized arcane crystaline shard that contains most od the spell's energy. The second component involves using the crystal in the final verbal & somatic components of the spell. The spell begins at the start of the caster's next turn, since it was cast the orevious turn, they could potentually cast a new spell on the turn it takes effect on. While the caster is performing the second & final part of the spell, the castig can be interrupted by forcing them to move or fail a concentration check. No actions or reactions other than saving throws may be taken while casting the final triggers to the spell or a concentration check will be required. Upon casting this spell, a 75foot cone projects from the caster's square in a direction of the caster's choosing. Creatures caught within the cone must make a Constitution save (save for none) or suffere is 2d4+the caster's proficiency bonus fire damage to their hit points plus an additional 1d4 constitution damage from the toxic smoke & fumes accompaying the fire. The constitution damage can be recovered with a long rest or lesser restoration spell. Creatures that do not breathe are immmune to the constitution damage At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the save DC of the spell increases by 1 for each slot above 2nd.

Elemental Field, Acid 2nd-level Conjuration, Abjuration Casting Time: 1 full round

1 full round Range: 75 feet Cone

75 feet Cone Components: S, M, V (A pinch of Mabaran dirt)

S, M, V (A pinch of Mabaran dirt) Duration: Instantaneous after ritual Although mages argue about the nation most responsible for the development of the elemental field spells, it was breland who completed the word & began using them on the battkefield first Rumors abide that they are based on spell research stolen from Aundair & other nations. These spells have two components in order to complete the casting. The first component is a true war ritual that takesa short rest to perform After the ritual is performed, the caster creates a specialized arcane crystaline shard that contains most od the spell's energy. The second component involves using the crystal in the final verbal & somatic components of the spell. The spell begins at the start of the caster's next turn, since it was cast the orevious turn, they could potentually cast a new spell on the turn it takes effect on. While the caster is performing the second & final part of the spell, the castig can be interrupted by forcing them to move or fail a concentration check. No actions or reactions other than saving throws may be taken while casting the final triggers to the spell or a concentration check will be required Upon casting this spell, a 75foot cone projects from the caster's square in a direction of the caster's choosing. Creatures caught within the cone must make a dexterity save (save for none) or suffere is 2d4+the caster's proficiency bonus Acid damage to their hit points plus they suffer an additional 1d4 point reduction of their armor class as a result of the wear placed upon their armor. The reduction in AC can be recovered by fully removing & cleaning one's armor during a long rest. The AC reduction component cannot stack with similar effects At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the save DC of the spell increases by 1 for each slot above 2nd.

Elemental Field, Vines 2nd-level Conjuration Casting Time: 1 full round

1 full round Range: 75 feet Cone

75 feet Cone Components: S, M, V (A twig from a Lamannian vine)

S, M, V (A twig from a Lamannian vine) Duration: Instantaneous after ritual Although mages argue about the nation most responsible for the development of the elemental field spells, it was breland who completed the word & began using them on the battkefield first Rumors abide that they are based on spell research stolen from Aundair & other nations. These spells have two components in order to complete the casting. The first component is a true war ritual that takesa short rest to perform After the ritual is performed, the caster creates a specialized arcane crystaline shard that contains most od the spell's energy. The second component involves using the crystal in the final verbal & somatic components of the spell. The spell begins at the start of the caster's next turn, since it was cast the orevious turn, they could potentually cast a new spell on the turn it takes effect on. While the caster is performing the second & final part of the spell, the castig can be interrupted by forcing them to move or fail a concentration check. No actions or reactions other than saving throws may be taken while casting the final triggers to the spell or a concentration check will be required Upon casting this spell, a 75foot cone projects from the caster's square in a direction of the caster's choosing. Creatures caught within the cone must make a dexterity save (save for none) or suffere is 2d4+the caster's proficiency bonus piercing damage to their hit points. In addition, the ground is choked with thick thorny growth & becomes difficult terrain. Any creature not wearing heavy armor or having less than 15 AC will suffer 1 point of HP damage (dex save for none) for every 5 feet of movement through the vines At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the save DC of the spell increases by 1 for each slot above 2nd.