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All Spells (condensed)
Cantrips Arc Blade Burning Blade Candy Blast Card Trick Caustic Blade Cheat Concealed Shot Cryptogram Eldritch Orb Eye of Anubis Eye of Ra Finger Guns Flesh Ripper Force Buckler Force Dart Force Weapon Frigid Blade Hocus Pocus Legendary Libation Lightning Surge Magic Daggers Minor Lifesteal Moment to Think Phantom Grapnel Quickstep Sonic Pulse Spark of Life Springheel Tag Thunderous Distortion
Level 1 Accelerate/Decelerate Accursed Act Action Arcane Anomaly Blood Print Boomering Burnt Offering Chromatic Bullet Clue Conjure Cover Consecrated Armor Curse of Chains Dead Mist Lash Exhume Flawed Reconstruction Free Throw Gahoul's Shrieking Skull Guided Missile Hollowing Curse Icicle Javelin Indemnify Instant Replay Lashing Tendrils Memorize Might of the Abyss Prehensile Hair Psychedelics Rumbling Charge Rumor Time Hop Time's Arrow Transient Bulwark Whispering Wind Zephyr's Feather
Level 2 Aberrate Aerial Alacrity Curse Ward Defenestration Delay Halo of Flame Hangover Intrusive Thought Jam Weapon Jethro's Instant Reload Nondescript Perforating Strike Petal Storm Protection from Ballistics Protect Threshold Recall Repulsor Ring Stone Bones Swift Flight Tyra's Coerced Karaoke Unseen Accountant
Level 3 After Image Benign Dismemberment Conjure Cannonball Curse of Blades Dead Fog Geomantic Discernment Glitterdust Ice Claw Prison Phantasmal Beauty Pillar of Salt Polybrachia Ruby-Eye Curse Rusting Grasp Seance Skirmish Snakestaff
Level 4 Dire Charm Dire Warning Distort Gravity False Vision Gahoul's Scapegoat Grasp of the Grave Hunger of the Earth Intensify Gravity Invisibility Purge Mandy's Enchanted Carriage Mandy's Feral Follower Mandy's Marvelous Dress Watery Tentacles
Level 5 Evasiveness Frolicking Fountain Pharaoh's Curse Scrutinize Foe
Level 6 Antiballistics Field Arcane Capacitor Corruption Curse Demand Elemental Curse Frenzy Gahoul's Spectral Scythe Game of Fate Inexorable Sarcophagus Winter Flower
Level 7 Abduct Curse of Binding Impressions of the Past Inevitable Boulder Mass Skirmish
Level 8 Gahoul's Glorious Gothic Wildfire
Level 9 Heart of Darkness Identity Curse Paradox
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USER GUIDE
Hello!!
This blog is dedicated to formatting Valda's Spire of Secrets in such a way that you can search things up and make browse character creation concepts more easily than clicking back on forth on the PDF. It's mobile friendly too!
In order to use it, go to the pinned post, which should be the first post you see even without my hyperlink. That is the Table of Contents! From there, click the links for what you want to explore. Due to Tumblr's awesome tagging feature, those links will take you to a page showing every single race, or all of the subclasses for a specific class, or a single post detailing every single new familiar. 99% of the posts have a short description followed by the words "keep reading." Clicking that will expand the post, showing everything about that subject.
There are a few "hidden tags" that don't appear in the table of contents because they would have made the table of contents way too clunky. You can find them by typing "v-l-d-s.tumblr.com/tagged/[the tag you're looking for]" or using Tumblr's search blog feature which can be buggy sometimes. These hidden tags include the individual names of every class, dXs, and ability scores. For example, searching "Alchemist" will give you everything related to the Alchemist class, including the base class, the subclasses, bomb formulae, and discoveries. Searching d8 will give you every new class with a hit die of d8, and searching "Str" will give you every class and race that gives you a strength boost.
That's the gist of it! Happy DnDing :)
A few things to note:
Posts are in backwards alphabetical order because Tumblr sorts its posts in reverse chronological order and Valda's is in forwards alphabetical order.
I said "All of Valda's." That's technically a lie. I didn't include the flavor text for the new classes, new items, variant rules, or the rules of siegeball. Everything else is taken verbatim from Valda's including any typos (yes, really, I saw some), except for when I have to change the name of Chapters or say "see above" instead of "see below."
I know I misspelled Auxiliary in the tag 馃様
Please let me know if you catch any mistakes or think something would be more efficient!!
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Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation
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Zephyr鈥檚 Feather
1st-level conjuration Casting Time: 1 action Range: Self Components: V, S, M (a dove鈥檚 feather) Duration: Concentration, up to 1 minute
You wave your hand and three alabaster feathers, magically sharpened to a razor鈥檚 edge, appear and orbit around you. When you cast this spell, make a ranged spell attack using one of your feathers against a creature within 120 feet of you. On a hit, the target takes 2d8 slashing damage. Until the spell ends, while you have feathers remaining, you can make an attack using a feather on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st, up to a maximum of 6d8. You gain an additional two feathers when you cast this spell using a spell slot of 3rd level or higher (5 feathers), and two more when you cast it using a spell slot of 5th level or higher (7 feathers).
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Winter Flower
6th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a crystal flower) Duration: 24 hours
You cause a Tiny white flower to sprout at a point on the ground you can see within range. The flower has an AC of 15, 1 hit point, vulnerability to fire聽 damage, and immunity to cold damage. During the spell鈥檚 duration, you can use a bonus action to command it to explode in a shower of ice. Alternatively, the flower will explode if it is reduced to 0 hit points. When the flower explodes, each creature within 30 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 cold damage, or half as much on a successful one. The flower withers and dies if it doesn鈥檛 explode within 24 hours. If you cast this spell again while it is active, you can maintain the flower鈥檚 existence for another 24 hours. You can create a permanent flower by casting this spell on the same flower for seven days.
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Wildfire
8th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of flint) Duration: Concentration, up to 1 minute
You create a magical fire that fills ten 5-foot cubes on the ground, which you can arrange as you wish within range. Each cube you place must have a face adjacent to the face of another cube. On each of your turns after you cast this spell, you can use a bonus action to expand the area of the fire by up to ten additional 5-foot cubes that each have a face adjacent to the face of another cube of fire. The fire damages objects in the area and ignites flammable objects that aren鈥檛 being worn or carried. When a creature moves into the area of fire for the first time or starts its turn there, it must make a Dexterity saving throw. It takes 8d8 fire damage on a failed save, or half as much on a successful save.
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Whispering Wind
1st-level evocation Casting Time: 1 action Range: 1 mile Components: V, S, M (a feather) Duration: 1 round
You point your finger in a direction and whisper a message of twenty-five words or less, while specifying up to six creatures to be the targets. If a target is in range and in the approximate direction indicated, they (and only they) hear the message carried on the wind. They can reply in a whisper that only you can hear. You can cast this spell only when there is a clear path for air to move between you and the targets. The spell doesn鈥檛 have to follow a straight line and can travel freely around corners or through openings, but is blocked by solid objects and areas of magical silence.
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Watery Tentacles
4th-level conjuration Casting Time: 1 action Range: Self Components: V, S, M (an octopus tentacle) Duration: Concentration, up to 1 minute
When you cast this spell, three tentacles made of water appear around your body for the duration. As part of the action used to cast the spell, and as a bonus action on subsequent turns until the spell ends, you can command one of these tentacles to grapple a Large or smaller creature that you can see within 30 feet of you. The target must make a Strength saving throw or be grappled and restrained by the tentacle. At the end of each of its turns, a restrained target can repeat the saving throw, freeing itself on a success. You can grapple as many creatures as you have tentacles. You can use an action or bonus action on your turn to release a grappled creature, or to drag it up to 20 feet in a direction you choose. You can also use the tentacles to manipulate objects as an action or a bonus action. Each tentacle can lift up to 100 pounds, and you can command multiple tentacles to work together to lift the same object as part of the same action or bonus action. The tentacles aren鈥檛 capable of detailed control鈥攆or example, they can鈥檛 open a chest or uncork a bottle. Burning objects are extinguished when a tentacle grabs them.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you gain an additional tentacle for every slot level above 4th.
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Unseen Accountant
2nd-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (an abacus) Duration: 8 hours
This spell creates an invisible, shapeless force that performs intellectual tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, an Intelligence of 12, and it can鈥檛 attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The accountant can perform intellectual tasks that a human clerk could do, such as assessing prices, updating accounts, managing inventories, or computing interest. Once you give the command, the accountant performs the task to the best of its ability until it completes the task, then waits for your next command. The accountant can perform no physical labor, and is not able to lift any object heavier than a bottle of ink. If you command the accountant to perform a task that would move it more than 300 feet away from you, the spell ends.
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Tyra鈥檚 Coerced Karaoke
2nd-level enchantment Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute
As spectral instruments appear playing around you, you begin singing a well-known song, and others feel compelled to join in. For the duration, when a creature comes within 30 feet of you or begins its turn there, it must make a Wisdom saving throw or begin singing along with you. A singing creature matches the pitch and words of the song as closely as it can, even if it can鈥檛 speak the song鈥檚 language. Furthermore, it can鈥檛 speak normally (though it can still communicate telepathically), and it can鈥檛 perform the verbal components of spells. Creatures that can鈥檛 be charmed are immune to this spell. Unlike other spells, you can concentrate on this spell and the spell irresistible dance at the same time. Losing your concentration on either spell ends both spells.
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Transient Bulwark
1st-level abjuration (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pearl worth 10 gp, which the spell consumes) Duration: 8 hours
The next attack made against you within the duration has a -10 penalty to hit.
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Time鈥檚 Arrow
1st-level transmutation (chronomancy) Casting Time: 1 action Range: Touch Components: V, S, M (a physical missile weighing a pound or less, such as an arrow, bolt, or sling bullet) Duration: 1 hour
This spell enchants a missile so that it freezes in time and space. You may reposition the missile as part of the action to cast the spell. The missile remains frozen in place until a creature passes within 120 feet in front of it, something touches it, a strong wind blows upon it, the effect is dispelled, or the duration ends. At that time, the missile moves suddenly, as if it was just fired or thrown with a range of 120 feet. If a creature is in the line of fire, the missile makes an attack which adds your spell attack bonus to the attack roll and does the basic damage of whatever missile type was used (missiles that vary by launcher use the highest possible damage dice).
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Time Hop
1st-level conjuration (chronomancy) Casting Time: 1 bonus action Range: Self Components: V, S, M (the second hand of a clock) Duration: Varies
You shunt yourself a few seconds into the future. Choose a duration: 1 round, 2 rounds, or 3 rounds. You vanish, reappearing after the duration at the start of your turn in the nearest unoccupied space to where you disappeared. While vanished, you are outside time; you can鈥檛 take actions or reactions, time doesn鈥檛 pass for you, and you can鈥檛 be affected by attacks or effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose a duration of 1 minute. If you cast this spell using a spell slot of 5th level or higher, you can choose a duration of 1 hour.
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Thunderous Distortion
Evocation cantrip Casting Time: 1 action Range: Self (10-foot cone) Components: V, S Duration: Instantaneous
You produce a distorted wave of noise in a 10-foot cone, which can be heard up to 100 feet away. Each creature in that area must succeed a Constitution saving throw, or take 1d6 thunder damage. An echo of this noise persists until the end of your next turn. If you cast this spell again before the end of your next turn, its damage becomes d8s, instead of d6s. This spell鈥檚 damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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Tag
Illusion cantrip Casting Time: 1 action Range: Touch Components: S, M (a drop of paint) Duration: Instantaneous
You press your hand against a flat plane on an object and imprint an elaborate and vibrant image onto the surface. The image can contain a message up to three words in length, and can include art, caricatures, or identifying logos in any combination of colors, decided when you cast the spell. Nonmagical cleaning supplies can鈥檛 remove the image, which fades after seven days.
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Swift Flight
2nd-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: 1 round
Streaks of energy flow from the back of a creature you touch, tracing the shapes of wings. Until the end of the target鈥檚 next turn, it has a flying speed of 30 feet. It falls if it ends its turn in the air and nothing else is holding it aloft.
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Stone Bones
2nd-level transmutation Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: 1 round
You magically reinforce a creature you can see within range, granting it resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.
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