Hi kids! Do you like arcane violence? Wanna cast spells that tear into your foes with the ferocity of a lioness? If you said yes, this article is for you.

Within this article you will find five new spells, allowing devious druids, resourceful rangers, green knights, and forest stalkers alike to wield the might of the Margreve down upon your foes.

Magic in the Margreve

The Margreve’s effect on magic is a much-pondered topic, attracting field scholars from afar to study it. This is often a fruitless endeavor that has cost more than one mage-student their life.

While not every spell’s efficacy within the old wood can be tested in a lifetime, plenty of people still try, leaving their field notes and spellbooks behind when they inevitably fail. Field notes like the one below:

. . . magic in the Margreve seems as vital as sunlight and rainwater. The forest, despite any explanation I can mount, appears to crave it. It feeds off all my spells cast and concentrated on, leaching my sorcerous power no matter the source—be it spell, or scroll, wondrous ring, or priestly boon—while granting its agents more power in turn. I believe it does this so it can continue to feed while I, as unwelcome as any other outsider, naught but starve for the full extent of my power. I have taken to calling this phenomenon “arcane symbiosis” and I wonder if the Margreve is the only place in Midgard to do so.

—from notes found in one of the Bluebell Coaching Inn’s renting suites

More on this subject can be found within The Old Margreve. But for now, enjoy these new spells to conjure waterfalls and drakebile, employ fey trickery, and wage magical warfare with the ferocity of wild beasts.

New Primordial Spells

The following primordial circle spells are presented in alphabetical order.

Djurdja’s Deadly Deluge

4th-Circle Primordial (Conjuration)
Casting Time: 1 action
Range: Self (80-foot line)
Components: V, S, M (a waterskin filled with whitewater from rapids or a waterfall)
Duration: Instantaneous

You conjure a waterfall to crash upon your targets.

You call forth the rumbling waters of Djurdja Falls to cascade in an 80-foot long, 5-foot wide line originating from yourself. Each creature in the line must make a DEX save. On a failure, a target takes 4d4 bludgeoning, 4d4 piercing damage and 4d4 slashing damage and is knocked prone. On a success, the target takes half as much damage and is not prone.

The area within the line and each space adjacent to is sodden with water and becomes difficult terrain. The water lasts for 1 hour until it dries up, is absorbed into the ground, or until it is otherwise displaced.

Steel Adder’s Bite

1st-Circle Primordial (Conjuration)
Casting Time: 1 action
Range: self
Components: V, M (a slashing or piercing melee weapon worth at least 1sp and a beasts’s stinger)
Duration: Instantaneous

You strike with the venom of a deadly serpent.

You assault your target with the venomous fury of the deadly steel adder. Make a melee weapon attack as part of casting this spell. If you hit, your attack deals an extra 1d12 poison damage to the target. In addition, if the target is a creature, it must succeed on a CON save or be poisoned until the end of your next turn.

At Higher Circles. When you cast this spell using a spell slot of 2nd circle or higher, the damage increases by 1d12 for each spell slot beyond 1st.

Syllin’s Switcheroo

2nd-Circle Primordial (Conjuration)
Casting Time: 1 bonus action
Range: 60 feet
Components: V, M (a ranged weapon with the ammunition or thrown property)
Duration: Instantaneous

A famed griffon scout’s trick arrow allows you to teleport across the battlefield.

You fire a projectile enveloped in fey mischief at your target, causing you to switch places with it. Make a ranged weapon attack at another creature as part of casting this spell. If you hit, you deal no damage but instead teleport into the space your target occupies, and your target teleports into the space you occupy. Your target can choose to resist the spell’s effect by making a WIS save. On a success, you teleport to an empty space adjacent to the target and the target is not teleported.

Timberwolf Blitz

5th-Circle Primordial (Enchantment)
Casting Time: 1 action
Range: self (30-foot radius)
Components: V, S, M (a slashing or piercing melee weapon worth at least 1sp and a pelt from a lupine creature)
Duration: Instantaneous (1 hour)

You assail a group of targets with ravenous ferocity.

You manifest the fury and coordination of a hungry wolf pack to ravage all creatures of your choice within 30 feet of you that you can see. Make a melee weapon attack as part of casting this spell. Compare your attack roll to the AC of each creature of your choice within range, dealing the attack’s damage to targets that you would hit normally and dealing half the damage to targets that you would not hit.

If you successfully hit as many targets equal to or more than your PB, you gain temporary hit points equal to your PB x the number of targets. These temporary hit points last for 1 hour.

Zmey Drake’s Bogshot

3rd-Circle Primordial (Evocation)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a ranged weapon with the ammunition property, an arrow, and a vial of acid or bile)
Duration: Instantaneous

You lob an acidic projectile to splash faraway targets.

You launch the bile of a dreaded zmey in a high arc to land on a point within range, ignoring three-quarters and partial cover. Each creature in a 15-foot radius centered on that point must make a DEX save. On a failure, a target takes 4d10 acid damage or half as much damage on a success. 

Any cover within the radius is damaged by the acid, reducing it by one step: from full cover to three-quarters cover, to partial cover, to no cover. If the cover or other terrain feature is destroyed by the acid, the area in a 15-foot radius becomes difficult terrain.

At Higher Circles. When you cast this spell using a spell slot of 4th circle or higher, the damage increases by 1d10 for each spell slot beyond 3rd.


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