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Metal Domain v1
Metal Domain v1
Playtest Content by Genuine, Art by Riley Spalding, Copyright Genuine Fantasy Press.
Coming to the Compendium of Sacred Mysteries: Resurrection!
Liquid and elusive, puncturing flesh and drinking blood, a gluttonous True purification requires a willingness to cleanse and excise that
eel with a taste for the macabre. which is corrupt and wretched without regard to what will be lost.
You pour energy into a melee weapon you are holding, your You unleash a deadly arc of light, flame, and shocking energy
magic making it flex and twist in harmony with its wielder. between three points of your choosing that you can see within
For the duration, the weapon’s reach increases by 5 feet, and it range, creating a razor-thin triangular slice of destruction in
ignores half and three-quarters cover. If the weapon leaves your the space amidst the three points. Each creature within the
possession, the spell ends. area must make a Dexterity saving throw. If a creature fails, it
takes 2d6 fire, 2d6 lightning, and 2d6 radiant damage, or half as
Conductive Spike much damage if it succeeds. Unattended objects within the area
3rd-level conjuration take twice as much damage.
Casting Time: 1 action At Higher Levels: When you cast this spell using a spell
Range: 60 feet slot of 5th level or higher, either the fire, lightning, or radiant
Components: V, S, M (a small metal spike) damage (your choice) increases by 1d6 per slot level above 4th.
Duration: 1 minute
Classes: Druid, ranger, sorcerer, warlock, wizard Hand of Hell
4th-level conjuration
The earth and sky are united in more ways than most expect, for each Casting Time: 1 action
desires to make its mark upon the other. Range: 60 feet
Components: V, S, M (an iron gauntlet)
You raise a hand, calling a spike of metal from the earth at a Duration: Concentration, up to 1 minute.
point you can see within range. If the point is below a creature, Classes: Cleric, paladin, warlock
the creature must make a Dexterity saving throw. If the
creature fails, it takes 4d6 magical piercing damage, or half as In a place of fire and punishment, the only fuel left to burn is the flesh
much damage if it succeeds. of the sinful and wicked.
The spike remains for the duration of the spell. If the
spike is within the area of a spell or effect that deals lightning With a gesture, you call forth a massive burning gauntlet from
damage, the spike absorbs and amplifies some of that power, the ground at an unoccupied point you can see within range,
becoming charged. You can use your bonus action during filling a 5-foot cube. Fire constantly pours from the gauntlet’s
your turn to release the charge, destroying the spike with an palm in a linear blast that is 5 feet wide and 30 feet long,
explosion of lightning. All creatures within in a 10-foot radius pointed in a direction of your choosing. When a creature enters
of the exploding spike must make a Dexterity saving throw. If the area or starts its turn within, it must make a Dexterity
a creature fails, it takes 6d6 lightning damage, or half as much saving throw. If a creature fails, it takes 5d6 fire damage, or half
damage if it succeeds. The spell ends if the spike explodes. as much damage if it succeeds.
At Higher Levels: When you cast this spell using a spell You can use your action to cause the gauntlet to close and
slot of 4th level or higher, the piercing and lightning damage immediately reopen, blasting fire in a new direction of your
each increase by 1d6 per slot level above 3rd. choosing. When the spell ends, the gauntlet and fire vanish.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the fire damage increases by 1d6 per
slot level above 4th.
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