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  1. - Top - End - #991
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!







    Revised avatar by Trixie, New avvie by Crisis21!
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  2. - Top - End - #992
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    Caterwaul by Debihuman



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  3. - Top - End - #993
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    this is the Fiend Folio one


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  4. - Top - End - #994
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!







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  5. - Top - End - #995
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  6. - Top - End - #996
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    Default Re: Cat Fans Unite and PEACH II: Moar Kittehs!



















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  7. - Top - End - #997
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    Last edited by Bhu; 2022-06-19 at 07:38 PM.
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  8. - Top - End - #998
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    I'll have some spells up soon. This week has been massive drama, and I'm way behind.
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  9. - Top - End - #999
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    formerly the Dire Kitty
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  10. - Top - End - #1000
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    [size=12pt]BIG KITTY[/size]
    9th Level Transmutation
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V, S, M (a handful of Giant Tiger fur)
    Duration: Concentration, up to 1 Hour.
    You assume the form of a Giant Cat for the Duration. The new form has a Challenge rating equal to your level.

    Your game Statistics are replaced by the Statistics of the Cat, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the Cat, If the Cat has the same Proficiency as you, and the bonus listed in its Statistics is higher than yours, use the Cat's bonus in place of yours.

    You assume the Hit Points and Hit Dice of the new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.

    You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any Special Senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

    When you transform, you choose whether your Equipment falls to the ground, merges into the new form, or is worn by it. Worn Equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change shape or size to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no Effect in that state.


    This allows for a CR 17-20 cat, so I'm working on that now.
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  11. - Top - End - #1001
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  12. - Top - End - #1002
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    Looks like not as many of these are as summonable as i thought



    SUMMON FELINE
    3rd Level Conjuration
    Casting Time: 1 Action
    Range: 60 ft.
    Components: V, S, M
    Duration: Concentration, up to 1 Hour
    You summon feline creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

    One feline creature of challenge rating 2 or lower
    Two feline creatures of challenge rating 1 or lower
    Four feline creatures of challenge rating 1/2 or lower
    Eight feline creatures of challenge rating 1/4 or lower

    A summoned creature disappears when it drops to 0 hit points or when the spell ends.

    The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

    The GM has the creatures' statistics. You can see some sample creatures below.

    CR 0: Cat, Jana-Qitat, Marine Cat

    CR 1/8: Dire Kitty, Little Spookity Kitty, Luck Eater, Lynx, Sand Cat, Serval

    CR 1/4: Cat-Bee, Cogre, Giant Cat, Grimalkin, Panther, Spectral Panther

    CR 1/2: Big Spookity Kittty, Change Cat, Cheetah

    CR 1: Caterwaul (both versions), Cath Shee, Elven Cat, Giant Panther, Guardian Familiiar, Jana-Nimr, Lion, Tiger, Wemic

    CR 2: Kamadan, Sabre-toothed Tiger, Snow Tiger, Swamplight Lynx

    At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.





    WAR KITTEH
    9th Level Transmutation
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V, S, M
    Duration: Concentration, up to 1 Hour
    You assume the form of a War Cat for the Duration. The new form has a Challenge rating equal to your level.

    Your game Statistics are replaced by the Statistics of the Cat, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the Cat, If the Cat has the same Proficiency as you, and the bonus listed in its Statistics is higher than yours, use the Cat's bonus in place of yours.

    You assume the Hit Points and Hit Dice of the new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of dropping to 0 Hit Points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.

    You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any Special Senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

    When you transform, you choose whether your Equipment falls to the ground, merges into the new form, or is worn by it. Worn Equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change shape or size to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no Effect in that state.







    Last edited by Bhu; 2022-07-24 at 05:20 PM.
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  13. - Top - End - #1003
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    [size=12pt]SUMMON FELINE SWARM[/size]
    4th Level Conjuration
    Casting Time: 1 Action
    Range: 90 ft.
    Components: V, S, M
    Duration: Concentration, up to 1 Hour
    You call forth a swarm of magical cats. It manifests in an unoccupied space that you can see within range. This creature swarm uses the Cat Swarm stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

    The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

    Cat Swarm Medium swarm of Tiny Fey

    Armor Class: 12 + the level of the spell (natural armor)

    Hit Points: 30 + 10 for each spell level above 4th

    Speed: 40 ft.

    Str: 5
    Dex: 15
    Con: 14
    Int: 11
    Wis: 14
    Cha: 16

    Damage Resistances: Bludgeoning, Piercing, Slashing

    Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned

    Senses: Darkvision 60 ft., Keen Smell (The cats have advantage on Wisdom (Perception) checks that rely on smell), passive perception 12.

    Languages: Purr, understands the language you speak

    Proficiency Bonus: equals your bonus

    Actions:

    Bites. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target in the swarms space. Hit: 2d6 + the spell’s level piercing damage + 1d6 force damage.
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  14. - Top - End - #1004
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    [size=12pt]A HERD OF WILDEBEESTS THUNDERS ACROSS THE PLAINS OF THE SERENGETI[/size]
    5th Level Transmutation
    Casting Time: 1 Action
    Range: 120 ft.
    Components: V, S
    Duration: Concentration, up to 1 Hour
    Any sound your target makes is amplified so loudly that it can be heard for miles. If he fails a Charisma Saving Throw, he fails all Dexterity (Stealth) Checks for the Duration of the spell. Best cast in dungeons that have lots of wandering monsters attracted by sound. Listen rolls made within 30 ft. of the target have Disadvantage on all Wisdom (Perception Checks) to hear anything but him. Anyone adjacent to the target is Deafened until they move away.

    [size=12pt]BUG BOMB[/size]
    4th Level Evocation
    Casting Time: 1 Action
    Range: 120 ft.
    Components: V, S
    Duration: Instantaneous
    You unleash a cloud of toxic white gas, causing everything in a 30 ft. radius centered on a point in range to make a Constitution Save. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 Poison damage and be Poisoned for 1 Minute.


    [size=12pt]CATACLYSM[/size]
    9th Level Transmutation
    Casting Time: 10 Minutes
    Range: 1 Mile
    Components: V, S
    Duration: 1 Week
    Cataclysm takes 10 minutes to cast, and another 10 minutes to take effect. Weather within 8 miles of you changes to a preset condition. For the duration of the spell the precipitation is stage 4, temperature is stage 4, and winds are stage 2 (see Control Weather spell). Ostensibly this has no immediate effect, but very soon it causes massive flooding. You can dismiss this spell at anytime before the duration ends.


    [size=12pt]CATALEPSY[/size]
    6th Level Transmutation
    Casting Time: 1 Action
    Range: 120 ft.
    Components: V, S, M (iron rod)
    Duration: Concentration, up to 1 Minute
    Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. The victim goes rigid and cannot move, and can be posed to hold any position.


    [size=12pt]CATAMOUNT[/size]
    7th Level Conjuration
    Casting Time: 10 Minutes
    Range: 30 ft.
    Components: V, S
    Duration: Instantaneous
    This is identical to Find Greater Steed, except it summons a pair of Swamplight Lynxes to serve as mounts/pack animals.


    [size=12pt]CATAPLEXY[/size]
    5th Level Conjuration
    Casting Time: 1 Action
    Range: 60 ft.
    Components: V, S
    Duration: Concentration, up to 1 Minute
    The victim becomes extremely weak and his speech and vision are impaired. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be Stunned for the duration, and fall Prone. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.


    [size=12pt]CATAPULT[/size]
    4th Level Transmutation
    Casting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    Your target is flung 60 feet into the air if he fails a Dexterity Save, and takes subsequent falling damage when it comes back down, ending it's turn prone. If it encounters an object on the way up it takes an additional 1d6 damage.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the target travels an additional +10 feet for each slot level above 4th.
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  15. - Top - End - #1005
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  16. - Top - End - #1006
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    [size=12pt]CATARACT[/size]
    4th Level Conjuration
    Casting Time: 1 Action
    Range: 90 feet
    Components: V, S, M
    Duration: 1 Minute
    Your target suddenly goes blind while being hit with several hundred pounds of water that falls from the sky. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. It also takes 6d6 bludgeoning damage from the water the first round of the spell, and has to make a Strength Saving Throw or be knocked prone. Any fires in the square, or adjacent squares, are extinguished.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.


    [size=12pt]CATCALL[/size]
    5th Level Enchantment
    Casting Time: 1 Action
    Range: 60 feet
    Components: V, S
    Duration: Concentration, up to 1 Minute.
    As you jeer your primary target, any creature within 20 feet of it must make a Wisdom Save, or their attitude towards it turns Hostile for the duration of the spell. Given a choice of targets in a fight, they will attack it, unless they are forced to defend themselves from attack by another. If the primary target fails his Save, he doesn't attack himself, but does have Disadvantage on Charisma (Deception or Persuasion) Checks.


    [size=12pt]CATFIGHT[/size]
    5th Level Enchantment
    Casting Time: 1 Action
    Range: 60 feet
    Components: V, S
    Duration: Concentration, up to 1 Minute
    Choose two creatures within the spells range, who are no more than 30 feet apart, to make a Wisdom saving throw. If either fail, they perceive the other as a mortal enemy, and will attack them to the exclusion of all else.


    [size=12pt]CATNAP[/size]
    1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S
    Duration: 1 round
    Choose one target within the spells range to make a Wisdom Save, or be knocked unconscious for 1 round. Undead and creatures immune to being charmed aren't affected by this spell.
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  17. - Top - End - #1007
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    [size=12pt]CAT SCRATCH FEVAH[/size]
    1st Level Transmutation
    Casting Time: 1 Bonus Action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 Minute
    This spell is only good if you have claws. For the duration of the spell, if you successfully damage a creature with your claws it must make a Constitution Save or be Poisoned for the duration of the spell. The target gets another Saving Throw each round to end this effect.


    [size=12pt]CATSPLOSION[/size]
    9th Level Conjuration
    Casting Time: 1 Action
    Range: Sight
    Components: V, S, M
    Duration: Instantaneous
    You choose any empty square you can see. A portal opens, violently spewing forth torrents of cats, effecting a radius of 360 feet. All empty squares in this area now contain 4 Cats. Other creatures within this area are required to make a Dexterity Save, or take 40d6 Slashing damage on a failed save, or half as much damage on a successful one. Targets who fail the Save are also knocked Prone. The cats remain when the portal closes, and are not under the casters control.


    [size=12pt]CATSUIT[/size]
    2nd Level Illusion
    Casting Time: 1 Action
    Range: Touch
    Components:
    Duration: V, S, M
    You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. The target looks like an appropriately sized cat to all observers. Spells and magical effects treat the target as if it were a creature of that type. The target cannot even explain what is happening, as the illusion covers his speech as well.
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  18. - Top - End - #1008
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    [size=12pt]CATWALK[/size]
    2nd Level Transmutation
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 Hour
    For the duration of the spell, you gain Advantage on Strength (Athletics), and Dexterity (Acrobatics and Stealth) Checks.


    [size=12pt]FLEA AND TICK SPRAY[/size]
    4th Level Evocation
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: Instantaneous
    Your hand spews forth a mass of poisonous, white fog in a 60 foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d4 poison damage and another 5d4 poison damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.


    [size=12pt]FOOF NINJA[/size]
    6th Level Transmutation
    Casting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 1 Minute
    For the duration of the spell, the recipient gains a +2 to AC, and Advantage on all Attack rolls, Ability Checks and Saving Throws against opponents who are bigger than yourself.
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  19. - Top - End - #1009
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    [size=12pt]JAGGED TOOTH[/size]
    3rd Level Transmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 10 Minutes
    Choose one creature within the spells range that has natural weapons. Attacks with those weapons score a Critical on a 19 or 20.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

    [size=12pt]POWER NAP[/size]
    2nd Level Transmutation
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: Instantaneous
    You cast this spell as you are laying down to sleep. You receive a long rests benefits in 1 minute. You do not, however, recover spells cast or recover abilities. You heal damage, and recover from attack actions such as a Vampires bite or a Shadows strength drain.

    [size=12pt]PUSSYWILLOW[/size]
    5th Level Transmutation
    Casting Time: 1 Action
    Range: Self
    Components: V, S, M
    Duration: Concentration, up to 1 Minute
    When casting this spell you gain Advantage with Constitution Saving Throws, and Dexterity (Stealth) and Wisdom (Medicine) Checks. Your Type changes to Plant temporarily as well. Until the spell ends you can't cast other spells.


    [size=12pt]SLICE AND DICE[/size]
    5th Level Transmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 10 Minutes
    Choose one creature within the spells range that has natural weapons. Attacks with those weapons do an additional die of damage for the duration of the spell. For example, if the target has a claw doing 1d6, it now does 2d6. If it does 2d4, it now does 3d4.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 6th.


    [size=12pt]WALK WITH PURPOSE KITTY[/size]
    2nd Level Transmutation
    Casting Time: 1 Action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 Minute
    For the duration of the spell, your movement speed cannot be lowered by difficult terrain, and you cannot gain Disadvantage with Dexterity (Acrobatics, Stealth) or Strength (Athletics) Checks.
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  20. - Top - End - #1010
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    [size=12pt]Debi's Doofus Maker[/size]
    4th Level Enchantment
    Casting Time: 1 Action
    Range: Self
    Components: V, S, M
    Duration: Concentration, up to 1 Minute
    Any living creature of your choice that gets within 20 feet of you must make an Intelligence Save, or take Disadvantage on all Intelligence based rolls, including skill checks, saving throws, and attack rolls.


    [size=12pt]Doctor Kethrian's All Purpose Solution[/size]
    6th Level Evocation (Ritual)
    Casting Time: 1 round
    Range: 300 feet
    Components: V, S
    Duration: Concentration, up to 1 Hour
    You create a swarm of energy that looks like little flaming little debbil kitties that hunt down your foes. Upon completion of the spell you summon 5 flaming debbil kitties. Each round the caster may direct one of the Debbil Kitties at a target as a Bonus Action (debbil kitties not used before the spells duration expires disappear harmlessly). Once directed at a target the debbil kitty flies towards it unerringly and explodes doing 5d6 fire damage in a 10 foot area. If cast at night, or within areas of strong evil (such as the Area of Effect of a Desecrate or Evil Weather Spell) it does necrotic damage instead.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you summon one additional debbil kitty.

    [size=12pt]Curse a la Chemus[/size]
    2nd Level Transmutationt
    Casting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    Your curse renders your target vulnerable to catnip. If the target fails a Wisdom Save it experiences a surge of unexplained euphoria whenever it touches or ingests catnip, suffering a Disadvantage on attack rolls, saving throws, and skill checks for as long as he maintains contact (which he will not willingly break) with the evil weed, plus 1d6 rounds after (if he ingests it it lasts for 1d6 hours). Your victim will have to make a Wisdom Save (same DC) to not roll about in catnip and suffer these ill effects if he finds some. This can be removed by Wish, Miracle, Remove Curse or any other spell that would remove Bestow Curse.
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  21. - Top - End - #1011
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    [size=12pt]Draco's Night Time Shenanigans[/size]
    3rd Level Enchantment
    Casting Time: 1 Action
    Range: 90 ft.
    Components: V, S, M (large nut)
    Duration: 1 Minute
    Your curse causes effects similar to what cat 'owners' refer to as 'crazy hour', with a dash of schizophrenia thrown in. In most ways this works like the Confusion Spell if your victim fails his Save, with the exception of it only affecting a single target and some differing effects:

    1: Attack caster with melee or ranged weapons (or move towards caster if ranged attack is not possible), with Disadvantage to the roll for not bothering to aim properly.

    2: The creature can act and move normally.

    3-5: Stare fixedly into the nothingness, daring it to stare back (i.e. the target does nothing).

    6-7: Attack nearest creature (for this purpose, a familiar counts as part of the subject's self), with a -2 Penalty to the roll for not bothering to aim properly.

    8-10: Attack nearest creature, with Disadvantage to the roll for not bothering to aim properly.

    At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

    [size=12pt]Unca Maat's Fond Embrace[/size]
    3rd Level Enchantment
    Casting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 10 Minutes
    Your spell causes your opponent to ignore everything in order to spend time cuddling you. The creature you touch must make a Wisdom Saving Throw or spend it's rounds cuddling you, during which time other creatures have Advantage on their attack rolls against it. If it is attacked or has another spell cast on it that isn't beneficial, the spell ends immediately. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

    [size=12pt]Ejo's Extemporaneous Enhancement[/size]
    4th Level Transmutation
    Casting Time: 1 Action
    Range: Touch
    Components: V, S, M (small cat statuette)
    Duration: Concentration, up to 1 Minute
    For the duration of the spell, the creature you touch gains one extra use of any class ability that has a limited number of uses. If it has no such class ability, it increases the Save DC of any one attack, spell or ability by +2 for the spells duration. If the target also has nothing that requires a saving throw, it gains Advantage on any one Saving Throw for the spells duration.
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  22. - Top - End - #1012
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    [size=12pt]Norr's Nifty Rebuke[/size]
    2nd Level Enchantment
    Casting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 1 Minute
    You touch a target and scritch behind it's ears or under it's chin (aka you make a melee touch attack) while muttering cutesy witticisms like "Whose Mama's widdle baby?" or "Whose got a furry little mustache?". If it fails it's Save, one of two things generally happen. Roll a die. On an even result it's will is crushed by the combined shame felt by pets everywhere after being exposed to their 'owners' affections, and it has Disadvantage on attack rolls, saving throws, and ability checks. On an odd result it flips out and screams gibberish ("THERE IS NO FURRY LITTLE MUSTACHE, THERE IS ONLY ZUUL!") and attacks everyone within reach other than the caster. It has Advantage on attack rolls, and will not stop until the spell stops, or everyone but the caster is dead.


    [size=12pt]Veekie's Sage Advice[/size]
    5th Level Divination (Ritual)
    Casting Time: 1 Round
    Range: Self
    Components: V, S, M (incense, 50 GP)
    Duration: 1 Minute
    This is identical to the Divination spell, but you can ask a number of questions equal to your casting ability modifier. For example, if you have a 17 Wisdom, you can ask three questions. you also don't suffer the 25% failure chance for asking more than one question per long rest.


    [size=12pt]Lix Lorn's Patented Cat Scan[/size]
    4th Level Divination (Ritual)
    Casting Time: 1 Action
    Range: Self
    Components: V, S, M (small wooden cat)
    Duration: Concentration, up to 1 Minute
    Choose any target within 30 feet, which must make a Wisdom Saving Throw. Each round of the spell you can learn one of the following bits of information: What conditions it currently has, whether or not there are any spells currently affecting it, whether or not it has hit point damage, it's alignment, or which one of it's Saving Throws is the lowest (more than one if several are tied for last place).
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  23. - Top - End - #1013
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    [size=12pt]Sir Shadow's Sneaky Serf of Sneakinesses[/size]
    3rd Level Transmutation
    Casting Time: 1 Action
    Range: 100 feet
    Components: V, S
    Duration: Concentration, up to 1 Hour
    This spell turns your Familiar into an exotic, somewhat unidentifiable Humanoid (well it looks Humanoid any way, it's Type doesn't change). This Humanoid acts as your servant, lackey, and if truly unlucky your meat shield as well. It's changes are as follows:

    Size increases to Small.

    It gains Temporary Hit Points equal to your Casting Ability Modifier plus your Proficiency Bonus.

    Armor Class becomes 10 plus your Proficiency Bonus, unless it is already higher.

    Land speed increases to 30 feet.

    Strength and Intelligence scores increase by +4.

    Th Familiar becomes Humanoid in form, and can use any armor, tools or weapons you are proficient with. It keeps all other movement speeds and abilities of the base creature.



    [size=12pt]You're Not Fat, You're Fluffy[/size]
    6th Level Transmutation
    Casting Time: 1 Action
    Range: Touch
    Components: V, S, M (a it of fur)
    Duration: Concentration, up to 1 Minute
    Your target gains Disadvantage on Dexterity checks and saving throws. It also loses it's Dexterity modifier on Armor Class and Initiative rolls. If it is wearing armor, it also gains Disadvantage on Strength checks and saving throws.


    [size=12pt]Force Beam[/size]
    9th Level Evocation
    Casting Time: 1 Action
    Range: Sight
    Components: V, S
    Duration: Instantaneous
    One creature you can see must make a Dexterity saving throw or take 40d6 Force damage on a failed save, and half damage on a successful one.
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  24. - Top - End - #1014
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    [size=12pt]BOOM![/size]
    9th Level Evocation
    Casting Time: 1 Action
    Range: 1 Mile
    Components: V, S
    Duration: Instantaneous
    Force bombs plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 30d6 force damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one force bomb iis affected only once.


    [size=12pt]Machinegun[/size]
    5th Level Evocation
    Casting Time: 1 Action
    Range: Self (60 foot Cone)
    Components: V, S, M (a lead ball)
    Duration: Instantaneous
    When cast, Machinegun floods the area of effect with a spray of 'bullets'. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save, or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
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  25. - Top - End - #1015
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    [size=12pt]Delay In-fur-mities[/size]
    6th Level Abjuration
    Casting Time: 1 Action
    Range: Touch
    Components: V, S, M (a sprig of mint)
    Duration: Concentration, up to 1 Hour
    The recipient of the spell temporarily becomes immune to the following for the spells duration: Any sort of Petrification, Polymorph or shapeshifting effect may be suppressed for the duration of the spell as a Reaction by the recipient. This also includes Lycanthropy. Your movement cannot be impeded (effects are similar to the Freedom of Movement spell).


    [size=12pt]Furbearer[/size]
    7th Level Enchantment
    Casting Time: 1 Action
    Range: 60 feet
    Components: V, S
    Duration: Concentration, up to 1 Minute
    For the duration of the spell, any creature approaching within 30 ft. of the target must make a Wisdom save or become convinced that the target is a mutant example of a species commonly hunted for their fur, and their pelt is horribly valuable. All protestations aside, those failing the Saving Throw will not stop until they have removed the targets non-existent fur. Usually the spell expires before the target can be given a full body shave.


    [size=12pt]Furbish[/size]
    2nd Level Transmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (a bit of fur from an animal considered to be valuable)
    Duration: Concentration, up to 1 Hour
    Your spell polishes metal weapons and armor of the target until they are all sparkly like chrome. For the duration of the spell, if the holder/wearer of the item is struck by a spell or Action using bright light or doing Radiant damage, the opponent casting the spell/effect must make a Willpower Save or be Blinded 1d4 rounds.
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  26. - Top - End - #1016
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    [size=12pt]Furbyl[/size]
    2nd Level Transmutation
    Casting Time: 1 Action
    Range: Touch
    Components: V, S, M
    Duration: Instantaneous
    You give life to a creepy, clockwork children's toy that can talk and move. In most ways this is exactly like a more powerful version of the Beget Bobun spell, but it creates a Furby. The material component is the clockwork that becomes a Furby. See below for Furby stats.




    [size=12pt]Furcate[/size]
    5th Level Transmutation
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (small tuning fork)
    Duration: Concentration, up to 1 Minute
    You divide an opponent into two or more smaller, weaker targets if it fails it's Save. The victim is split into a number of small duplicates depending on your caster Level: 1-6 (splits in two), 7-10 (splits in three), 11+ (splits in four). The size of the duplicates are 1 Size Category smaller if there are two or three duplicates, 2 Size Categories smaller if there are 4 duplicates. Hit Dice are split as evenly as possible among them, for example a 5th Level Barbarian would become two 2nd Level Barbarians and one 1st Level Barbarian. Hit points, saves, skills, BAB, etc are recalculated. Ability Scores of each duplicate are dropped by 2 for each duplicate (i.e. for two duplicates, all their stats are -2. For three duplicates their stats are -4. In addition the victim is Stunned for 1 round as he splits apart.


    [size=12pt]Furlough[/size]
    4th Level Enchantment
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, M (slip of pink paper)
    Duration: Concentration, up to 8 hours
    If your target fails his save, he fires or suspends an employee of your choice from their job, and refuses to rehire or compensate them in any way until the spell is done. Often used to get rid of troublesome officials that stand in the Guilds way.
    Last edited by Bhu; 2022-11-13 at 06:03 PM.
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  27. - Top - End - #1017
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    Things have not gone well this week, I'll get stuff up shortly.
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  28. - Top - End - #1018
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    [size=12pt]Furment[/size]
    1st Level Transmutation
    Casting Time: 1 Action
    Range: 10 feet
    Components: V, S, M (a bit of yeast)
    Duration: Instantaneous
    All nonmagical liquid within a 5-foot-radius sphere centered on a point of your choice within range is converted to alcohol. Good for bribing guards.


    [size=12pt]Furn[/size]
    1st Level Conjuration
    Casting Time: 1 Action
    Range: 30 feet
    Components: V, S, M (a seed)
    Duration: 1 Hour
    One square within range becomes filled with tall grass or bushes, heavily obscuring anything else present. Usually used for hiding in natural areas.


    [size=12pt]Furnace[/size]
    3rd Level Transmutation
    Casting Time: 1 Bonus Action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 Minute
    The next creature you grapple takes 3d6 Fire damage. It takes another 3d6 damage each round you maintain the grapple, for the spells duration.
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  29. - Top - End - #1019
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    [size=12pt]Furnish[/size]
    6th Level Illusion
    Casting Time: 1 Action
    Range: 30 feet
    Target: See Text
    Components: V, S, M (a silver piece)
    Duration: Special
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the cube increases by 5 feet for each slot level above 6th
    Your spell reads the mind of your victim before crafting an item they want or need for you. You cast this spell before engaging a target in conversation, and the spell tells you what item your opponent wants if he fails a Wisdom Save. Typically this is used when the caster has nothing, but needs something to bargain with, and needs it to be what his target wants. The spell then crafts said item as per the Creation spell, which takes about 1 Minute, and the item lasts as long as it would for the aforementioned spell.


    [size=12pt]Further[/size]
    4th Level Transmutation
    Casting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    Choose any one class ability (Rage, Bardic Inspiration, etc.) that has a duration, or spell in effect on the creature touched. That ability or effect has it's duration doubled. This does not need to be used on an effect that is beneficial to the target.


    [size=12pt]Furtive[/size]
    5th Level Transmutation
    Casting Time: 1 Action
    Range: Self
    Components: V, S, M (black kerchief)
    Duration: Concentration, up to 1 Minute
    When casting the spell, you gain Advantage on Wisdom Saving Throws, and Dexterity (Stealth) and Charisma (Deception) Checks. For the duration of the spell you can use your bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add your casting ability modifier to the damage. Until the spell ends you can't cast other spells.
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  30. - Top - End - #1020
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    [size=12pt]Furvor[/size]
    4th Level Enchantment
    Casting Time: 1 Action
    Range: 90 ft.
    Components: V, S
    Duration: Concentration, up to 1 Minute
    Creatures of your choice that you can see within range and that can hear you add your spellcasting ability modifier to their Initiative rolls, as do you.


    [size=12pt]Purrblind[/size]
    8th Level Enchantment
    Casting Time: 1 Action
    Range: 150 feet
    Components: V, S, M
    Duration: Instantaneous
    You blast the mind of a creature that you can see within range, attempting to shatter its intellect and awareness. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

    On a failed save, the creature’s Intelligence and Wisdom scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

    At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish.


    [size=12pt]Purrceive[/size]
    7th Level Divination
    Casting Time: 1 Action
    Range: Self
    Components: V, S, M (cat's eye gem)
    Duration: 1 Hour
    This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. You also know the exact location and type of any coins, gems, or weapons in the field of vision. Additionally you can name 1 specific item, and if it is present you know it's location as well.


    [size=12pt]Purrcussion[/size]
    7th Level Evocation
    Casting Time: 1 Action
    Range: Self (50 foot radius)
    Components: V, S
    Duration: Concentration, up to 1 Minute
    Letting you play the drums is like unleashing a force of nature. To maintain this spell you must continue playing the drums, but so long as you play any creatures of your choice within range must make a Constitution Save. Failing the Save means they are Restrained, Prone, and are Deafened for the duration of this spell plus one round after. If the Save succeeds, then each square they move towards you counts as two squares, effectively halving their movement.
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