Spell

Gaping Hole & Other Magical Nonsense

We all love a good butthole joke and the spell Gaping Hole is no different. Butt it's actually the most useful spells in this mini collection of arcane sassery: Imagine being able to squeeze even your girthiest goliath party member through the likes of a keyhole or some other tiny opening.

If sliding into keyholes isn't your jam, you might be a fan of Klomperella. Embolden your allies to stomp down the runway of the battlefield, leaving everyone they pass shook and falling to their knees. With Paranoy sew discord into the minds of your enemies, cutting through their pact tactics and allowing them to feel as emotionally cornered and panicked as I do every day (jk, I'm fine. really.) Lastly, for the various "Oop" moments of your life, casters will enjoy a mini modify memory spell with Thoughtloss: a spell perfect for when you might have said the wrong thing and would rather everyone forget it. Finally, with Unicrown mages can assist their party members in cosplaying as Equestranauts (wow there's a wikipedia article for it), magically sprouting a unicorn horn from the noggin of any willing creature.

Armor Class
Hit Points
Speed

STR

DEX

CON

INT

WIS

CHA

Actions

Klomperella

Level
3
Evocation
Bard, Druid, Sorcerer
Casting time:
Bonus action
Range:
Touch
Components:
Verbal, Somatic, Material (holding fan)
Duration:
Instant
You touch a willing creature. Until the end of that creature's turn, their movement becomes magically emboldened. When that creature moves, they stomp with such force that each creature they move past (within 5 feet) must make a Dexterity saving throw against your Spell Save DC. A creature takes 1d8 Thunder damage and is knocked prone on a failed save, or half as much damage and remains standing on a successful save. Each foot-step made with Klomperella can be heard 300 feet away.

Gaping Hole

Level
3
Transmutation
Paladin, Sorcerer, Wizard
Casting time:
1 action
Range:
Touch
Components:
Verbal, Somatic, Material (olive oil)
Duration:
1 minute
You touch an inorganic hole (such as a keyhole or a peephole) no smaller than 1 millimeter in diameter and no longer than 6 feet in depth. For the spell's duration or until dispelled as a free action, the opening expands so that a large or smaller creature can comfortably pass through the opening. If a creature is passing through the hole while the spell ends, they are forced back the direction from whence they came and sustain 3d6 force damage.

Paranoy

Level
1
Enchantment
Bard (College of Whispers), Wizard, Warlock
Casting time:
1 action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 1 minute
A creature of your choice that you can see within range makes a Wisdom saving throw against your Spell Save DC. On a failed save, that creature takes 1d4 psychic damage for each creature within 15ft that is friendly to them. While the caster maintains concentration, When the creature starts their turn within 15 feet of a friendly, they’re considered flanked.

Thoughtloss

Level
3
Enchantment
Wizard, Warlock, Cleric
Casting time:
bonus action
Range:
30 feet
Components:
Somatic, Material (two fingers of scotch)
Duration:
Instant
You can target as many creatures as you like within a range. Each creature makes a Wisdom saving throw against your Spell Save DC. On a failed save, that creature forgets that last 30 seconds. They are unaware that time has passed or that any magical effect has taken place If the creature became Charmed or Frightened within the 30 seconds they forgot, they are no longer under the effect of that condition. On a successful save the creature does not lose any memory and is aware that the spell was attempted. When cast at a higher level, the duration of lost memory increases by 30 seconds per level over 3.

Unicrown

Level
0
Transmutation
Wizard, Warlock (fey), Bard (Glamour)
Casting time:
1 action
Range:
Touch
Components:
Verbal, somatic, Material (flecks of precious metals)
Duration:
1 minute
You spread small flacks of metals around the crown of a willing creature. That creature sprouts a glorious glimmering horn from its head for 1 minute. The exact description of the horn is decided by the caster but is no longer than 1 foot in length. The horn creates a beam of light 5 ft wide and 30 ft long, illuminating the area ahead of it in bright light. The creature can make unarmed strikes with the horn, dealing 1d6 radiant damage for the duration of the spell.

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