0% found this document useful (0 votes)
212 views4 pages

School of Spectra

The School of Spectra focuses on spells that produce bright lights and flashing colors. While some see Spectra magic as difficult to control, true masters can harness its underlying connections. The school offers cantrips and higher level spells that create colorful effects like blindness and damage resistance. Higher level abilities allow recovering expended spell slots, gaining temporary magical boons, and enhancing die rolls. Overall, the School of Spectra specializes in flashy and variable magic.

Uploaded by

SenhorDosVermes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
212 views4 pages

School of Spectra

The School of Spectra focuses on spells that produce bright lights and flashing colors. While some see Spectra magic as difficult to control, true masters can harness its underlying connections. The school offers cantrips and higher level spells that create colorful effects like blindness and damage resistance. Higher level abilities allow recovering expended spell slots, gaining temporary magical boons, and enhancing die rolls. Overall, the School of Spectra specializes in flashy and variable magic.

Uploaded by

SenhorDosVermes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

School of Spectra

Spectra is not its own school, but rather one thought to have
ties to many schools of magic. In some circles, study of the
School of Spectra is derided, thought not to be a true school
of magic. Spectra spells by their nature produce bright lights
and flashing colors, and many times, spectra spells have
variable effects that make them difficult to control. Only those
of true intellect can see how spectra spells have underlying
magical connections, and how to harness these abilities for
one's own gain.

Spectra Spells
Spell Level Spell
Cantrips (0 dancing lights, light, ray of light†, sacred
Level) flame
1st Level chromatic orb, color spray, faerie fire
2nd Level blinding color surge†, rainbow burst†
3rd Level daylight, hypnotic pattern, prismatic
mist†
4th Level blistering radiance†, rainbow blast†
5th Level prismatic ray†
6th Level sunbeam
7th Level prismatic eye†, prismatic spray
8th Level rainbow†
9th Level prismatic wall
Spectra Shield
† Marked spells are detailed at the end of this school. Die Roll Color Effect
1 Red Fire damage resistance
2 Orange Acid damage resistance
Spectra Savant
3 Yellow Lightning damage resistance
Beginning when you select this school at 2nd level, the gold
and time you must spend to copy a spectra spell into your 4 Green Poison damage resistance
spellbook is halved. 5 Blue Cold damage resistance
Any spectra spells not on your spell list are added to it.
6 Indigo Piercing damage resistance
Spectra Shield 7 Violet Slashing damage resistance
Starting at 2nd level when you choose this school, you can 8 Special Bludgeoning damage resistance
form a shield of flashing colors to protect you from harm. As
a reaction to being attacked or subjected to a saving throw, Rejuvenating Light
you can throw up a magical ward which will attempt to
Beginning at 6th level, casting spectra spells comes so easily
protect you from harm. When you make this reaction, you roll
to you that being filled with flashing light actually invigorates
a d8, each result of which corresponds to a color. Until the
you. When you cast a spectra spell of 2nd level or higher
beginning of your next turn, you gain a magical effect that
using a spell slot, you regain one expended spell slot. The slot
may aid you, depending on the color rolled.
you regain must be of a level lower than the spell you cast
At the beginning of your next turn, you can mentally seize
and can't be higher than 5th level.
the magical energy, hanging onto it. You can concentrate on
the color for up to 1 minute, hanging on to the helpful effect.
If you take a reaction to roll a new color, you immediately Boon of the Prism
lose any color you may be concentrating on. Once you have Starting at 10th level, you can use your action to reach into
used up a color, it is lost from your spectra shield. If you roll the weave of magic, trying to find a valuable effect for
that color after it has been used up, you reroll on the table yourself. When you do so, you roll a d8 and gain one of the
until you gain a color that is available to you. following benefits, which lasts until you are incapacitated or
Each time you cast a spectra spell of 1st level or higher, all you take a short or long rest. You can't use the feature again
of the colors of your shield refill. until you finish a rest.
While the boon is active, your body gives off a slight
magical color reflecting the boon. You can suppress or renew
the effect as an action on your turn.

SCHOOL OF SPECTRA
1
Boon of the Prism Flashing Dreams
Die
Roll Color Spell Effect Beginning at 14th level, you can increase the powerful
flashing effects of your spectra spells. Whenever you roll a die
1 Red Your body emits bright light in a 20-foot
radius to determine the effect of a spell or magical effect, you can
spend an additional spell slot of any level to instead roll two
2 Orange You can speak with animals dice and keep both results. Once you roll a die, you must
3 Yellow You can comprehend all written languages keep the result, you can't roll twice and then only choose to
keep one.
4 Green You detect all magical effects within 30 feet
of you
5 Blue All food and drink you touch is purified of New Spectra Spells
poison and disease
Blinding Color Surge
6 Indigo You gain darkvision to a range of 60 feet 2nd-level evocation
7 Violet You see invisible creatures within 10 feet and Initiation Time: 1 action
can see 60 feet into the Ethereal Plane Range: 30 feet
8 Special Roll twice on this table and keep both effects Components: V, S
Duration: Concentration, up to 1 minute
You drain all color from your body and hurl it at a target
within range. Make a ranged spell attack against the target.
On a hit, the target is blinded for the duration. At the end of
each of its turns, the target can make a Constitution saving
throw. On a success, the target is no longer blinded.
You remain invisible for the duration. Anything you are
wearing or carrying is invisible as long as it is on your person.
The invisibility ends if you attack or cast a spell.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional
creature for each slot level above 2nd.

Blistering Radiance
4th-level evocation
Initiation Time: 1 action
Range: 300 feet
Components: V, S
Duration: Instantaneous
You form a small flashing crystal that bursts into a 20-foot-
radius fiery storm at a point you choose within range. Each
creature in the area must make a Constitution saving throw.
On a failed save, a creature takes 2d8 radiant damage and is
blinded. On a successful save, creatures take half damage and
are not blinded.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the radiant damage increases by
1d8 for each slot level above 4th.

SCHOOL OF SPECTRA
2
Prismatic Eye Prismatic Ray
7th-level evocation 5th-level evocation
Initiation Time: 1 action Initiation Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute
Duration: Instantaneous
You create a small eye of flashing colors at a point you choose
You create a thin line of flashing light that flares toward a
within range. The eye is a Tiny object with an AC of 18 and
target you choose within range. Make a ranged spell attack
20 hit points.
against the target. On a hit, roll a d8 to determine which color
Each round as a bonus action, you can move the eye up to
ray affects it.
30 feet within range and have it fire a flashing ray. When it
1. Red. The target takes 6d6 fire damage on a failed save,
does so, make a ranged spell attack against a target within 60
or half as much on a successful one.
feet of the eye. On a success, roll a d8, and the target is
2. Orange. The target takes 6d6 acid damage on a failed
subject to one of the colors from prismatic spray.
save, or half as much on a successful one.
Once a colored ray has been used against a target, that
3. Yellow. The target takes 6d6 lightning damage on a
color is used up, and die rolls indicating that color are
failed save, or half as much on a successful one.
rerolled. Once all seven rays have been fired, the eye can
4. Green. The target takes 6d6 poison damage on a failed
remain for the duration of the spell but has no rays left to fire.
save, or half as much on a successful one.
5. Blue. The target takes 6d6 cold damage on a failed save,
Prismatic Mist or half as much on a successful one.
3th-level evocation
6. Indigo. The target is restrained. It must then make a
Initiation Time: 1 action Constitution saving throw at the end of each of its turns. If it
Range: 120 feet successfully saves three times, the spell ends. If it fails its
Components: V, S save three times, it permanently turns to stone and is
Duration: Concentration, up to 1 hour subjected to the petrified condition. The successes and
failures don't need to be consecutive; keep track of both until
You create a 30-foot-radius mist of swirling color centered at
the target collects three of a kind.
a point within range. The mist spreads around corners,
7. Violet. The target is blinded. It must then make a
although as a thin mist, creatures can see through the mist. It
Wisdom saving throw at the start of your next turn. A
lasts for the duration or until a wind of moderate or greater
successful save ends the blindness. If it fails that save, the
speed (at least 10 miles per hour) disperses it.
creature is transported to another plane of existence of the
When the mist appears, each creature in it must roll on the
GM's choosing and is no longer blinded. (Typically, a creature
following table and make a Constitution saving throw. A
that is on a plane that isn't its home plane is banished home,
creature must also roll on the table when it enters the spell's
while other creatures are usually cast into the Astral or
area for the first time on a turn or ends its turn there.
Ethereal planes.)
1. Red. The target takes 1d6 fire damage on a failed save,
8. Special. Roll twice more, rerolling any 8s, and keep both
or half as much on a successful one.
results.
2. Orange. The target takes 1d6 acid damage on a failed
save, or half as much on a successful one. Rainbow
3. Yellow. The target takes 1d6 lightning damage on a 8th-level evocation
failed save, or half as much on a successful one.
4. Green. The target takes 1d6 poison damage on a failed Initiation Time: 1 action
save, or half as much on a successful one. Range: Self
5. Blue. The target takes 1d6 cold damage on a failed save, Components: V, S
or half as much on a successful one. Duration: Concentration, up to 1 minute
6. Indigo. The target is restrained for 1 round.
You create a flashing whirl of lights in the shape of an elegant
7. Violet. The target is blinded for 1 round.
longbow that appears in your hands. If you let go of the bow,
8. Special. Roll twice more, rerolling any 8s, and keep both
it disappears, but you can evoke it again as a bonus action.
results.
You can use your action to make a ranged spell attack with
At Higher Levels. When you cast this spell using a spell
the bow against a creature within 150 feet. On a hit, the
slot of 4th level or higher, the radius of the mist increases by
target is subject to one of the color effects from prismatic ray.
30 feet for each slot level above 3rd.
Each time you make such an attack, that color is used up
from your bow, and die rolls indicating that color are rerolled.
Once all seven rays have been fired, the bow disappears.

SCHOOL OF SPECTRA
3
Rainbow Blast Ray of Light
4th-level evocation Evocation cantrip
Initiation Time: 1 action Initiation Time: 1 action
Range: Self (60-foot line) Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous
Duration: Instantaneous
A beam of flashing colors bursts from your hand in a 5-foot-
You a flashing bolt which flares into a burst of blinding color
wide, 60-foot-long line. Each creature in the line must make a
when it strikes a creature within range. Make a ranged spell
Dexterity saving throw. On a failed save, a creature takes 5d6
attack against the target. On a hit, roll a d8 to determine
damage, which is split equally among five energy types: fire,
which color ray affects it.
acid, lightning, poison, and cold. On a successful save,
1. Red. The target takes 1d6 fire damage.
creatures take half as much damage of each type.
2. Orange. Two targets within 5 feet of each other take 1d6
At Higher Levels. When you cast this spell using a spell
acid damage.
slot of 5th level or higher, the damage increases by 1d6 for
3. Yellow. The target takes 1d6 lightning damage, and the
each slot level above 4th.
target can't take reactions until the start of its next turn.
4. Green. The target takes 1d6 poison damage instantly,
Rainbow Burst and 1d6 poison damage again at the end of its next turn.
2nd-level evocation
5. Blue. The target takes 1d6 cold damage and its speed is
Initiation Time: 1 action reduced by 10 feet until the start of your next turn.
Range: 90 feet 6. Indigo. The target takes 1d6 thunder damage and has
Components: V, S disadvantage on the first attack roll it makes before the
Duration: Instantaneous beginning of your next turn.
7. Violet. The target takes 1d6 force damage.
You create a bead of flashing light that streaks towards a
8. Special. Roll twice more, rerolling any 8s, and keep both
target within range and explodes in a burst of color. Make a
results.
ranged spell attack against the target. On a hit, roll a d8 to
The spell's damage increases by 1d6 when you reach 5th
determine which color burst affects the target. The target
level (2d6), 11th level (3d6), and 17th level (4d6).
takes 4d4 damage immediately, and 2d4 damage of the next
color in sequence at the end of its next turn. On a miss, the
burst splashes the target for half as much of the initial Art Credits
damage, and no damage at the end of its next turn. Page 1
1. Red. Fire damage. Rainbow
2. Orange. Acid damage. sakimichan
3. Yellow. Lightning damage.
4. Green. Poison damage. Page 2
5. Blue. Cold damage. Rainbow Magic
6. Indigo. Thunder damage. CarrieBest
7. Violet. Force damage.
8. Special. Radiant damage.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage (both initial and later)
increases by 1d4 for each slot level above 2nd.

SCHOOL OF SPECTRUMA
4

You might also like