Incantations

A sister school to Elden Ring Sorceries. A conversion of "Geoho6 Elden Ring 5e Conversion Incantations". I converted only the spells i found interesting or iconic. I also added a new spell to my favorite spell line.

The Frenzy effect stacks, and you can have a max of 2 x KEY Frenzy stacks.

Any stack of Frenzy above the max doesn't do anything aside from making you take 1 fire damage at the start of each of your turns. https://www.gmbinder.com/share/-NdrtIYhlJtX7COhUyGO#p5

Beast Claw

Cantrip, AoE
1 Action
Reach:
Cone 2.
Damage: Slashing.

You create shockwaves in the shape of a bestial claw. Medium or smaller creatures must pass a STR save (DC 10+KEY) or be knocked prone.

High Levels:
+1 Cone Range every 5 levels.

Catch Flame

Cantrip, Single Target
1 Action
Reach:
1.
Damage: Fire.

You quickly scorch a nearby creature you to touch. Roll with Advantage against Smoldering targets. On crit: Smoldering.

High Levels:
+1d12 for every 5 levels.

Frenzied bolt

Cantrip, Single Target
1 Action
Range:
8.
Damage: Fire.

You harness your madness, screaming and spewing a projectile of pure madness. (1/turn) It deals bonus 1d6 Damage for every KEY save failed against Frenzy.

High Levels:
+1d6 for every 5 levels.

Bloodflame Talons

Tier 1, Single Target
2 Actions
Reach:
1.
Damage: Fire.

You slash the air, creating lacerations in front of a creature, that explode into boiling blood. This spell is Vicious (roll 1 additional die whenever you roll crit damage).

Upcast:
+1d4 damage.

Discus of Light

Tier 1, AoE
2 Actions
Reach:
Line 6.
Damage:.

You fire a ring of light forwards, hitting each creature in line. At the start of your next turn, the ring returns to you in a straight line, causing each creature in the way to also take the damage.

Upcast:
+1d4 damage.

Flame Sling

Tier 1, Single Target
2 Actions
Range:
6.
Damage: Fire.

Hurl a small ball of flame. On Hit: If the target was Smoldering, all adjacent creatures are Smoldering too.

Upcast:
+1d10 Damage.

Flame, Cleanse Me

Tier 1, Self
1 Action

You cleanse yourself with fire, ending one of your conditions, taking 1d10 Fire Damage (Cannot be defended against, miss or crit).

Upcast:
-1 Dice Category.

Rejection

Tier 1, AoE
2 Actions
Reach:
2.

You unleash a shockwave around yourself. Each creature that is Large or smaller in the area must make a STR saving throw (DC 10+KEY) or be pushed 3 spaces away from you. Creatures who take forced movement damage from this spell are also knocked prone.

Upcast:
+1 space.

The Flame of Frenzy

Tier 1, AoE
2 Actions
Reach:
Cone 3.
Damage: Fire.

You channel the power of the yellow flame of frenzy, screaming, unleashing it at the creatures before you. Frenzy: you need to succeed on a KEY save (DC 14), or double the cost of every spell you cast until the end of the Encounter.

Upcast:
+1d10 Damage and -1 DC.

Black Flame

Tier 2, Single Target
2 Actions
Range:
6.
Damage: Fire.

Hurl a ball of black flame. On Hit: If Smoldering, the target takes it's Level HP as Damage (ignores armor) at the start of their turn, as long as they are Smoldering. On Crit: Smoldering. If afflicted by the Black Burn, the creatures will prioritize exhausting the flame.

Upcast:
+2 Damage to Black Burn.

Bloodflame Blade

Tier 2, Single Target
1 Action
Concentration:
Up to 1 minute.
Reach:
1.

You engulf a non-magical weapon you touch with bloodflame, turning it temporarily into an Uncommon Weapon of Animosity (+1d4 damage. on a miss, you take that damage). Attacks with this weapon are Vicious (roll 1additional die whenever you roll crit damage).

Upcast:
+1 Rarity.

Dragonclaw

Tier 2, Single Target
2 Actions
Reach:
2.
Damage: Slashing.

You lift into the air, transforming your arm into a full sized dragon's claw and fly up 6 spaces in any direction. You can choose to attack a creature with the claw after landing.

Upcast:
+1d8 Damage or +1 Space.

Electrify Armament

Tier 2, Single Target
1 Action
Concentration:
Up to 1 minute.
Reach:
1.

You electrify a weapon you touch. It deals +KEY Lightning damage. On crit: the wielder is Charged.

Upcast:
+KEY Damage.

Flame, Grant Me Strength

Tier 2, Self
1 Action
Concentration:
Up to 1 minute.

You burn and invigorate yourself with a bolstering flame. Take KEY damage, and (1/turn) add 1d10 Fire Damage to any one of your attacks.

Upcast:
+1d10 damage.

Immutable Shield

Tier 2, Single Target
1 Action
Concentration:
Up to 1 minute.
Reach:
1.

You enchant a shield that you touch with the light of regression. Temporarily, when someone defend with this shield, they don't take the "On hit" and "On damage:" effects, even if they don't block the damage completely.

Inescapable Frenzy

Tier 2, Single Target
2 Actions
Reach:
1.
Damage: Fire.

You let out a piercing scream, and grab a creature in your reach, spreading your frenzy onto them. On hit: The target is Grappled. Frenzy: you need to succeed on a KEY save (DC 14), or double the cost of every spell you cast until the end of the Encounter.

Upcast:
+1d10 and -1 DC.

Lightning Spear

Tier 2, Single Target
1 Action
Range:
10.
Damage: Lightning .

You summon a spear made of lightning and hurl it at a creature within range. Charge: You may spend up to 2 additional actions (2 or 3 total) to increase the damage of this spell by 2d8, and Range by 2, per additional action. On miss: the lightning fails to find ground, and strikes you instead.

.

Upcast:
+1d8 Damage or +1 max additional action.

Litany of Proper Death

Tier 2, AoE
2 Actions
Reach:
Cone 3.
Damage: Radiant.

You adopt a holy pose, becoming the image of order and sending out a wave of holy energy. This spell deals 2× damage against undead or cowardly (those Frightened or behind cover).

Upcast:
+1d6 Damage.

Order's Blade

Tier 2, Single Target
1 Action
Concentration:
Up to 1 minute.
Reach:
1.

A weapon you touch is enchanted with Holy Light. It deals +KEY damage and has Advantage against undead or cowardly (those Frightened or behind cover).

Upcast:
+KEY Damage.

Poison Armament

Tier 2, Single Target
1 Action
Concentration:
Up to 1 minute.
Reach:
1.

A weapon you touch is enchanted with a magical poison coating. It deals +KEY damage. On crit: Poisoned.

Upcast:
+KEY Damage.

Urgent Heal

Tier 2, Self
1 Action

Free Action: You swiftly utter a prayer, regaining KEY HP. It heals double if you have the Dying condition.

Upcast:
+KEY Heal.

Aspect of the Crucible: Horns

Tier 3, Self
2 Actions
Damage: Piercing.

You create a large horn on your shoulder, bracing it, and charging in a Line up to your Speed in any direction, Piercing first creature in your way. On hit: If the target is Medium or smaller, it must make a STR save (DC 10+KEY) or be pushed 2 spaces away and be knocked prone.

Upcast:
+1d8 Damage and +1 Speed.

Black Flame Blade

Tier 3, Single Target
1 Action
Concentration:
Up to 1 minute.
Reach:
1.

You engulf a non-magical weapon you touch with black flame. +KEY Damage. On Hit: (1/turn) If the target is Smoldering, and it's level to the damage. On crit: Smoldering.

Upcast:
+KEY Damage.

Dragonfire

Tier 3, AoE
2 Actions
Reach:
Cone 6.
Damage: Fire.

You roar, transforming your head into a full sized dragon's head and unleashing a fiery breath. On crit: Smoldering.

Upcast:
+1d6 Damage.

Frenzied Burst

Tier 3, Single Target
2 Actions
Range:
18.
Damage: Fire.

You scream, releasing a concentrated blast of the flame of frenzy from your eyes. Frenzy: you need to succeed on a KEY save (DC 14), or double the cost of every spell you cast until the end of the Encounter.

Upcast:
+1d10 and -1 DC.

Black Flame's Protection

Tier 4, Self
1 Action
Concentration:
Up to 1 minute.

You summon black flame within. For the duration, you have Resistance to all damage (take half damage), but can't regain HP.

Contagius Madness

Tier 4, Multi-Target
2 Actions
Reach:
4.
Damage: Fire.

Choose one creature within Reach. The target takes damage and must succeed on a WIL save (DC 10+KEY) or be Dazed until the end of their next turn. Contagion: If the target fails their save, the flame leaps to the next closest creature within Reach 4 of them. That creature must also make the save or be damaged and Dazed. It can leap up to KEY times. Frenzy: you need to succeed on a KEY save (DC 14), or double the cost of every spell you cast until the end of the Encounter.

Upcast:
+1d10 Damage and -1 DC.

Giantsflame Take Thee

Tier 4, AoE
2 Actions
Range:
6.
Damage: Fire.

You throw a massive ball of fire. The target and all creatures adjacent to it (3x3 area) take damage. Charge: You may spend 1 additional action (3 total) to increase the explosion to a 5x5 area. On hit: Smoldering.

Upcast:
+1d10 Damage .

Scouring Black Flame

Tier 4, AoE
2 Actions
Reach:
Cone 3.
Damage: Fire.

On Hit: If Smoldering, the target takes it's Level HP as Damage (ignores armor) at the start of their turn, as long as they are Smoldering. If afflicted by the Black Burn, the creatures will prioritize exhausting the flame.

Upcast:
+1d10 Damage.

Howl of Shabriri

Tier 5, Multi-Target
2 Actions
Reach:
4.
Damage: Fire.

You release a maddening screech. Each creature (who can hear you) of your choice in Reach is damaged and Frightened. Frenzy: you need to succeed on a KEY save (DC 14), or double the cost of every spell you cast until the end of the Encounter.

Upcast:
+1d10 Damage and -1 DC.

Law of Regression

Tier 5, Self
1 Action

Remove every beneficial and harmful condition you have (aside from dying and wounds).

Radagon's Rings of Light

Tier 5, AoE
2 Actions
Reach:
3.
Damage: Radiant.

A golden ring of light emerges from your body hitting every creature in Reach. Charge: You may spend 1 additional action (3 total) to push them 2 spaces away and knock them prone.

Upcast:
+2d4 Damage.

Unendurable Frenzy

Tier 6, AoE
2 Actions
Concentration:
Up to 1 minute.
Reach:
Cone 5.
Damage: Fire.

This spell costs 3 mana, but to cast it, you must be afflicted by at least one stack of Frenzy. You scream, unleashing the flame of frenzy from your eyes. Until the spell ends, you can use it again without spending any mana. If you spend a turn without using it, the spell ends. Frenzy: every time you roll damage with this spell you need to succeed on a KEY save (DC 14), or double the cost of every spell you cast until the end of the Encounter.

Upcast:
+1d10 Damage.

Black Blade

Tier 8, Multi-Target
3 Actions
Reach:
3.
Damage: (x2).

You channel Destined Death into a blade, swinging it twice at the same or different targets. You roll seperately for each swing. The damage of this spell cannot be reduced in any way. When a creature takes this damage, its maximum number of hit points is reduced by the same amount until it completes a safe rest.

Upcast:
+1 Swing.

Placidusax's Ruin

Tier 8, AoE
3 Actions
Range:
12.
Damage:1d66+25 Fire.

You transform your head into one of Dragonlord Placidusax's many heads and spew golden flame around uncontrollably. Everyone in Range (aside from the caster) has to succeed on a DEX save (DC 10+KEY) or suffer the damage and start smoldering. If they succeed, they receive half the damage. Note: Once you cast this spell, you must Safe Rest before using it again.

Upcast:
+25 Damage.

Scarlet Aeonia

Tier 8, AoE
3 Actions
Reach:
4.
Damage: Necrotic .

Ascend into the air descend upon a point within 6 spaces of you creating a giant flower that blooms into an explosion of scarlet rot in Reach around you. Each creature in the area takes full damage and must make a STR save or be permanently poisoned by the rot. Note: To get rid of the scarlet rot, one must consult a powerful healer or magic item. Once you cast this spell, you must Safe Rest before using it again.

Upcast:
+4d6 Damage.