Unnatural Spells

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Unnatural Spells

An eclectic collection of spells from a variety of sources. These sources are primarily:

  • 4th Edition D&D
  • Soulsborne series
  • Tales Of series

Additionally, there are some spells (Tether Soul, Preserve Soul) which are intended for settings where spells such as Raise Dead and True Resurrection do not exist. It is recommended that you ignore these spells in any setting with those resurrection spells exist.

New Spells by Class

Bard

Cantrips
1st Level
  • Bubble Arrow
2nd Level
  • Crownfire
  • Rock Satellite
3rd Level
  • Gale Phantom
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
  • Absolute
  • Crimson Flare
  • Explode
  • Indignation

Cleric

Cantrips
  • Combustion
  • Emit Force
  • Black Flame
1st Level
  • Awe Strike
  • Gravelord Sword
  • Rune of Peace
  • Shielding Word
2nd Level
  • Avenging Flame
  • Crownfire
  • Dead Again
  • Pursuers
  • Sacrifice
  • Warmth
3rd Level
  • Lifehunt Scythe
  • Wrath of the Gods
4th Level
  • Fairy Circle
  • Gravelord Greatsword
  • Karmic Justice
  • Prism Sword
  • Whispers of Despair
5th Level
  • Astral Refuge
  • Dohrys' Gnawing
6th Level
  • Holy Spark
7th Level
  • Guardian Angel
8th Level
9th Level
  • Crimson Flare
  • Indignation
  • Judgment

Druid

Cantrips
  • Combustion
  • Emit Force
1st Level
  • Return to Earth
  • Roots of Resuce
2nd Level
  • Devouring Ice
  • Devouring Insects
  • Freeze Lancer
  • Rebuking Thorns
  • Rock Satellite
  • Warmth
  • Whirling Wind
3rd Level
  • Bubble Arrow
  • Gale Phantom
  • Rain of Fire Needles
  • Unyielding Roots
  • Windstorm
4th Level
  • Fairy Circle
  • Lifeleech Thorns
5th Level
  • Dohrys' Gnawing
  • Spectral Stampede
6th Level
  • Cleansing Rain
  • Great Chaos Fireball
7th Level
8th Level
  • Cloudburst
  • Tree of Life
9th Level
  • Absolute
  • Crimson Flare
  • Explode

Paladin

1st Level
  • Awe Strike
  • Crownfire
  • Gravelord Sword
2nd Level
  • Avenging Flame
  • Dead Again
3rd Level
  • Lifehunt Scythe
  • Wrath of the Gods
4th Level
  • Gravelord Greatsword
  • Prism Sword
  • Whispers of Despair
5th Level
  • Karmic Justice
  • Passage of Arms
  • Shining Bind

Ranger

1st Level
  • Bubble Arrow
  • Return to Earth
  • Roots of Rescue
2nd Level
  • Rock Satellite
  • Warmth
3rd Level
  • Gale Phantom
4th Level
  • Rain of Fire Needles
5th Level
  • Dohrys' Gnawing

Sorcerer

Cantrips
  • Black Flame
  • Combustion
  • Arcane Dart
1st Level
  • Bubble Arrow
2nd Level
  • Crownfire
  • Freeze Lancer
  • Rock Satellite
3rd Level
  • Gale Phantom
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
  • Absolute
  • Explode
  • Indignation

Warlock

Cantrips
  • Black Flame
  • Combustion
1st Level
  • Gravelord Sword
  • Soul Greatsword
2nd Level
  • Crownfire
  • Dead Again
  • Pursuers
  • Rock Satellite
3rd Level
  • Farron Flashsword
  • Lifehunt Scythe
4th Level
  • Whispers of Despair
5th Level
  • Dohrys' Gnawing
  • Gravelord Greatsword
  • Tether Soul
6th Level
  • Great Chaos Fireball
7th Level
8th Level
9th Level
  • Absolute
  • Crimson Flare
  • Explode
  • Indignation
  • Preserve Soul

Wizard

Cantrips
  • Black Flame
  • Arcane Dart
1st Level
  • Bubble Arrow
  • Soul Greatsword
2nd Level
  • Crownfire
  • Pursuers
  • Rock Satellite
3rd Level
  • Farron Flashsword
  • Gale Phantom
4th Level
5th Level
  • Tether Soul
6th Level
  • Homing Crystal Soulmass
7th Level
8th Level
9th Level
  • Absolute
  • Crimson Flare
  • Explode
  • Indignation
  • Preserve Soul

Situational Spell List modifications


New Far-touched spells

The new, Hunter-exclusive spells may be thematically appropriate for some casters which focus on aberrational themes. At DM's discretion, the following spells can be added to the potential spell list which can be learned by an aberration flavored character.

  • Augur of Ebrietas
  • Blacksky Eye
  • Accursed Brew
  • Execuitioner's Glove
  • Empty Phantasm Shell
  • Madaras Whistle
  • A Call Beyond

New Spells By Level

Cantrips
  • Black Flame
  • Combustion
  • Emit Force
  • Arcane Dart
1st Level
  • Augur of Ebrietas
  • Awe Strike
  • Blacksky Eye
  • Bubble Arrow
  • Gravelord Sword
  • Return to Earth
  • Roots of Rescue
  • Rune of Peace
  • Shielding Word
  • Soul Greatsword
2nd Level
  • Accursed Brew
  • Avenging Flame
  • Breath of the Wind
  • Crownfire
  • Dead Again
  • Devouring Ice
  • Devouring Insects
  • Freeze Lancer
  • Pursuers
  • Rebuking Thorns
  • Rock Satellite
  • Sacrifice
  • Warmth
  • Whirling Wind
3rd Level
  • Empty Phantasm Shell
  • Executioner’s Glove
  • Farron Flashsword
  • Gale Phantom
  • Lifehunt Scythe
  • Rain of Fire Needles
  • Soul Spear
  • Unyielding Roots
  • Wrath of the Gods
  • Windstorm
4th Level
  • Fairy Circle
  • Gravelord Greatsword
  • Lifeleech Thorns
  • Madaras Whistle
  • Prism Stars
  • Prism Sword
  • Whispers of Despair
5th Level
  • A Call Beyond
  • Astral Refuge
  • Dohrys' Gnawing
  • Karmic Justice
  • Passage of Arms
  • Shining Bind
  • Spectral Stampede
  • Tether Soul
6th Level
  • Cleansing Rain
  • Great Chaos Fireball
  • Holy Spark
  • Homing Crystal Soulmass
7th Level
  • Guardian Angel
8th Level
  • Cloudburst
  • Tree of Life
9th Level
  • Absolute
  • Crimson Flare
  • Explosion
  • Indignation
  • Judgment
  • Preserve Soul

Spells

Cantrips

Arcane Dart

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

Make a ranged spell attack against a target in range. A thin, dimly lit blue dart races from you towards the target. On hit, the target takes 1 piercing damage. A critical hit with this spell deals four times the spell's damage.

This spell is almost entirely silent and the wound it leaves more akin to that of a dart. Casting it does not immediately break stealth (unless someone witnessed the dart sail from your location to the target), nor does inspection of the injury reveal that it was a magical attack.

This spell's damage increases when you reach 5th level (3 piercing damage), 11th level (4 force damage) and 17th level (7 force damage).

Black Flame

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous

You extend a hand towards an opponent and create a dark flame which saps light. Make a melee spell attack against a creature in range. If the target is wielding a shield, you have advantage on the attack roll. On hit, the target takes 1d6 bludgeoning damage. Additionally, if they are wielding a shield they are unable to benefit from or use the shield until the end of their next turn, as the blast knocks away their shield arm with a preternatural amount of force.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Combustion

Evocation cantrip


  • Casting Time: 1 bonus action
  • Range: 5 feet
  • Components: S
  • Duration: Instantaneous

With a quick twist of your wrist, flames erupt from your fingertips. Make a melee spell attack against a creature in range. On hit, the target takes 1d4 fire damage.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Emit Force

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You clasp your hands together, mutter a prayer, and flick your fingers outward, causing a thunderous burst of divine energy to appear at a point within range that you can see. Any creature in or adjacent to that point must make a Strength saving throw or be knocked back 5 feet away from the point. If a creature is on the point and fails its save, you can choose the direction it is thrown.

This spell's potency increases when you reach 5th level (10 foot knockback), 11th level (only targets hostile creatures) and 17th level (15 foot knockback).

Xephyr's Thunderbolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V,S
  • Duration: Instantaneous

You conjure a sparking bolt of electrical energy. Make a ranged spell attack against a target you can see within range. On hit, the electrical burst strikes both the target and the ground, dealing 1d8 lightning damage and knocking the target 5 feet away from you.

This spell's damage increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

1st Level

Awe Strike

1st-tier evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a weapon attack against one creature within the weapon's range. On a hit, the target suffers the attack's normal effects, takes an additional amount of radiant damage equal to your spellcasting ability, and has its movespeed reduced to 0 until the end of the next round.

Augur of Ebrietas

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self (15 foot cone)
  • Components: S, M (A live slug or similar creature)
  • Duration: Instantaneous

You extend an arm towards your foes and eldritch tendrils rip from your flesh, lashing out at them. All creatures within a 15 foot cone Dexterity saving throw or be knocked back 5 feet and take 1d12 psychic damage. If they fail by more than five, they are also knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ability deals an additional 1d12 psychic damage per spell level above 1st.

Blacksky Eye

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You raise a finger to your eye which darkens--save for a few bright spots of light which resemble stars. One of these spots races from your eye towards a target you can see within range. Make a spell attack roll, ignoring cover so long as you can see the target. The target takes 2d6 force damage on hit. If you succeed on the first hit, you may choose to remain concentrating on the spell.

As long as you maintain concentration, you may use a bonus action to continue assaulting the same target. For each turn you continue concentrating, you may add an additional 1d6 to the total damage the spell deals (on the second turn it deals 3d6 force damage, on the third it deals 4d6, and so on). If you miss the target, the target breaks line of sight, or you do not use the bonus action to repeat the attack on a given turn, your concentration ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage pool increases by 2d6 per spell level above 1st.

Bubble Arrow

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of soapy liquid and a ring)
  • Duration: 1 minute, concentration

A bubble appears at a point you choose within range. It oscillates gently, occupying a five foot cube.

If a creature moves into or out of a space within 5 feet of the bubble, that bubble bursts. All creatures within 5 feet of the bubble must make a Strength saving throw. On a failure they take 2d6 cold damage and are knocked back 15 feet. If the burst was triggered by a creature attempting to move through the bubble, they make their save with disadvantage. On a successful save, a creature takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you conjure an additional bubble per additional spell slot level.

Gravelord Sword

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a broken dagger)
  • Duration: Instantaneous

A jagged blade resembling a charred and blood-drenched tooth erupts from a point within range you can see. A creature underneath it must make a Dexterity Saving Throw or take 2d6 piercing damage and 2d6 necrotic damage, sliding to an adjacent space and taking no damage on success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may choose to concentrate on this spell for up to a minute, causing the sword to remain in place obscuring vision and blocking movement. When you cast this spell using a spell slot of 3rd level or higher, creatures which do not have resistance or immunity to necrotic damage treat the space within 10 feet of the blade as difficult terrain. When cast with a spell slot of 5th level or higher, the blade is permanent until dispelled by dispel magic, removed via hallow, or similar means.

Soul Greatsword

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small stick which resembles a sword handle)
  • Duration: Instantaneous

A ghostly blade appears in your hand, swiping across a 10 foot by 10 foot cube. At least five feet of the cube must be alongside your body as you perform the swinging motion with your component, focus, or free hand. Hostile creatures in the area must make a Dexterity Saving Throw. On a failure, they take 2d6 force damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 2d6 force damage per spell slot level above 1st.

Return to Earth

1st-tier transmutation(ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small scrap of cloth and a plant seed)
  • Duration: Instantaneous

As an action you invoke the circle of life to take back what belongs to it more quickly than usual. Select a number of corpses equal to your proficiency bonus of size Large or smaller within range that you can see. These corpses instantly rot away and wither as a tree of the same size of the creature grows in its place. The creature's non-magical equipment is destroyed as a part of this spell and any magical gear hangs from its branches.

At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can affect one additional creature per spell slot above 1st. Additionally, when cast at 3rd level or higher you can transmute Huge sized corpses with this spell, and at 5th level or higher you can transmute Gargantuan sized corpses with this spell.

Roots of Rescue

1st-tier conjuration


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

As a reaction when you see an ally become grappled, swallowed, or experience forced movement within range, you can use a reaction to conjure roots which quickly liberate that ally from that condition. If the ally suffered forced movement, you can choose at what point in the movement their motion is stopped, however you must be able to see them at the point where their movement stops.

The affected creature must be within 10 feet of the ground in order for this spell to take effect.

At Higher Tiers. When you cast this spell using a spell slot of 2nd tier or higher, you can affect one additional creature per level above 1st.

Rune of Peace

1st-tier abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a weapon attack against one creature within the weapon's range. On a hit, the target suffers the attack's normal effects, takes an additional amount of radiant damage equal to your spellcasting ability, and must make a Wisdom saving throw. On failure, the target cannot make any attacks against you until the end of the next round. On success, any attacks it makes against you are instead made with disadvantage until the end of the next round.

Shielding Word

1st-tier abjuration


  • Casting Time: 1 reaction when an ally is hit by an attack or targeted by the magic missile spell
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

An shimmering barrier of magical force appears and protects the targeted ally. Until the end of the next round, that ally has a +3 bonus to AC, including against the triggering attack, and they take no damage from magic missile.

2nd Level

Accursed Brew

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 45 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a ghastly skull and lob it to a point within range. It screams loudly and shatters when it hits the ground, causing fell spirits to erupt from the earth within a 10 foot radius of the point you chose. Any creature in the area must make a Dexterity Saving Throw to avoid the grotesque spirits which are thrown into the air. On failure, they take 4d6 necrotic damage. The affected area is difficult terrain.

While concentrating on this spell, you can use an action on subsequent turns to cause more spirits to emerge from the ground, causing creatures within the area to repeat the saving throw or take damage again.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 per level above 2nd and you may choose to increase the radius of the area affected by 5 feet per level above 2nd.

Avenging Flame

2nd-tier evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You project your will onto a hostile crature within range, forcing it to feel the pain of its actions. The target must make a Charisma saving throw. On failure, the target becomes possessed by a specter of vengence for the spell's duration. Whenever it makes an attack roll or casts a spell which targets you or one of your allies, it suffers psychic damage equal to your spellcasting ability. If it spends its turn doing neither of these things, it can repeat its saving throw, ending the effect on success.

At Higher Tiers. When you cast this spell using a spell slot of 5th tier the target has disadvantage on attack rolls while under the spell's effect and takes twice your spellcasting ability in psychic damage each time it suffers damage due to this ability.

Breath of the Wind

2nd-tier evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You invoke a powerful gust of air which strikes at your enemy with extreme power and precision. The target must make a Constitution saving throw. On a failure, they are knocked prone. Additionally, on a failure they are unable to speak until the end of the next round, making them unable to cast spells which require verbal components.

Crownfire

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self (15 foot radius)
  • Components: V, S
  • Duration: Instantaneous

A ring of fire forms around your feet, centered on yourself and extends out an additional 15 feet. You may designate any adjacent creature as being immune to the spell.

Any creature affected by the spell must make a Dexterity saving throw to leap over the ring of flame. On failure, they take 3d8 fire damage and are either pulled towards you 5 feet or pushed back 5 feet at your discretion.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 per level above 2nd and you may choose to increase the radius of the spell by 5 feet per spell level above 2nd.

Dead Again

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration up to 10 minutes

A corpse within range that you designate begins to subtly swell with necrotic energy. While concentrating on this spell, you can use a bonus action on your turn to cause the corpse to explode. Alternatively, you can use a reaction to cause this explosion when a creature moves within 10 feet of the targeted corpse. Creatures within 10 feet of it must make a Constitution saving throw or take 4d6 necrotic damage on success, half on failure.

This spell is particularly subtle. The unnatural effect on the corpse is not readily apparent until it explodes. A creature must make a Perception check with a DC equal to your spell save DC in order to notice the building necrotic energy.

At Higher Levels. When you cast this spell at 3rd level or higher, you may choose to either afflict another corpse within range or increase one afflicted corpse's damage dice by 2d6 per spell level spent.

Devouring Ice

2nd-tier conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a shard of ice and a string)
  • Duration: Concentration up to 10 minutes

Choose one creature you can see within range. That creature must make a strength saving throw or have its limbs (or lower portion of its body) encased in ice and take cold damage equal to your spellcasting modifier. While encased in ice in this way, the target's movespeed is reduced to 0, it has disadvantage on dexterity saving throws, and is immune to being knocked prone if it is not already prone.

An encased creature can use its action on each of its turns to make either a Strength saving throw or an Athletics(Strength) check to break free against your spell save DC, escaping on a natural 20 even if that would otherwise not beat the DC.

At Higher Tiers. When you cast this spell using a spell slot of 3rd tier or higher, you can target one additional creature for each slot tier above 2nd.

Devouring Insects

2nd-tier necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an insect exoskeleton)
  • Duration: Concentration up to 1 minute

You conjure a swarm of spirit insects to harry and harass a target within range. At the start of each of its turns, the target must make a Constitution saving throw. On failure, it takes 2d6 piercing damage and has disadvantage on perception checks. On success it takes half damage and does not have disadvantage. Once the target succeeds on its save three times the effect ends.

Additionally, if the target dies while under the effect of this spell, the insects strip the body off of its flesh and return to you, vitality in tow. You regain hit points equal to your spellcasting ability times three or half the damage dealt to the creature over the spell's duration, whichever is more.

At Higher Tiers. When you cast this spell using a spell slot of 3rd tier or higher, you can target one additional creature for each slot tier above 2nd or you can increase the damage dealt per round by this spell by 1d6 for each slot tier above 2nd.

Freeze Lancer

2nd-tier evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A line of freezing hail 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one.

At Higher Tiers. When you cast this spell using a spell slot of 3rd tier or higher, the damage increases by 1d8 for each slot tier above 2nd.

Pursuers

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration up to 1 minute

Two thin shadowy humnaoids approximately 1 foot tall manifest in a space adjacent to you. These entities have a movespeed of 40 feet, 10 hit points, an AC of 11, your saving throw bonuses, and immunity to non-magical piercing, slashing, and bludgeoning damage. When you cast this spell, you may tell the creatures to ignore any specific creatures you can see of your choice.

At the start of your turns, the entities move towards the nearest living creature that you have not told them to ignore. They will use their action to dash if they have not reached a target. Upon reaching a target, a pursuer explodes. The target must make a Dexterity saving throw, taking 4d4 necrotic damage on failure. The creature is destroyed when it explodes.

These dark entities have tremorsense and blindsight out to 120 feet, but cannot communicate in any way. Additionally, if they are prevented from moving their full movespeed (such as being held in a box to use them as a creature-locating compass) they explode out of frustration.

At Higher Levels. When you cast this spell at 3rd level or higher, you may choose to either create another creature or increase the damage dice for all creatures by 1d4 per spell level spent.

Rebuking Thorns

2nd-tier conjuration


  • Casting Time: 1 reaction
  • Range: Self
  • Components: S, M (a thorn from a rose bush)
  • Duration: Concentration up to 10 minutes

As a reaction when you are hit with a melee weapon attack, your attacker must make a strength saving throw as you send a rush of thrashing vines back towards them along their weapon. On a failure, they take 2d6 piercing damage and are either knocked prone or knocked back 10 feet, your choice. On success they take half damage.

You make the concentration check to maintain this spell after this reaction, should you choose to take it.

At Higher Tiers. When you cast this spell using a spell slot of 3rd tier or higher, the damage increases by 2d6 for each slot tier above 2nd.

Rock Satellite

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Two stones approximately a foot wide in diameter spring up from the earth and begin to orbit around you defensively. Whenever you are the target of an attack roll, you can use your reaction to consume one of the stones and add 3 to your AC against that attack.

Alternatively, if a creature makes a melee attack against you, you can instead choose to use your reaction to interrupt them and make a melee spell attack against them, consuming one of the stones. On hit, the target takes 2d10 bludgeoning damage and has disadvantage on the attack roll.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional rock.

Sacrifice

2nd-tier necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You dip deep into your own reservoire of vitality and in an act of desperation grant that vitality to your allies. When you cast this spell you can choose to sacrifice a number of hit points up to twice your spellcasting ability. All creatures of your choice within range regain hit points equal to the amount you sacrificed. However, your maximum hit points also decrease by the amount sacrificed. This decrease is restored after your next long rest or if someone casts Greater Restoration on you. Additionally, once you have cast this spell, you cannot be targeted for healing from this spell cast by another person until after a short rest.

At Higher Tiers. When you cast this spell using a spell slot of 3rd tier or higher, you sacrifice an additional amount of hit points equal to your spellcasting ability for each tier above 2nd.

Warmth

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You gently place a large, flickering flame adjacent to you. It glows and gives off a warm, comforting heat. The flames do not cause damage nor do they ignite any objects. Any creature which starts its turn adjacent to or within the flame restores 1d4 + your spellcasting modifier hit points. Additionally, if the flame is allowed to burn for its full duration, it lets out a final burst which removes one level of exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the hit points restored increases by 1d4 per spell level above 2nd.

Whirling Wind

2nd-tier evocation


  • Casting Time: 1 reaction
  • Range: Self
  • Components: S, M (a thorn from a rose bush)
  • Duration: Instantaneous

As a reaction when you are hit with a weapon attack, you can conjure winds to protect you.

If the attack was a ranged weapon attack, it misses automatically.

If it was a melee weapon attack, your AC increases by 4 against that attack. If this bonus AC causes the attack to miss, you can move the attacker up to 20 feet away from you in any direction you choose.

3rd Level

Empty Phantasm Shell

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (the skin or shell of a creature touched by the far, or a live slug)
  • Duration: Concentration, up to 1 hour

A non-magical weapon you touch shifts partially out of reality, becoming a magic weapon. For the duration, the weapon deals psychic damage instead of its normal damage. Additionally, the weapon deals additional psychic damage equal to 1d4 + your spellcasting modifier on hit.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may choose to have the weapon deal force damage instead of psychic damage. Additionally, it deals 2d4 + your spellcasting modifier on top of its typical damage.

Executioner’s Gloves

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 45 feet
  • Components: S, M (the skull of a rodent, bird, or similar creature on a loop of string)
  • Duration: Concentration, up to 1 minute

A ghastly glove of rotted flesh forms around your hand and three cackling skulls appear above your palm. You can command each skull to strike a separate point within range. They can ignore cover if you are able to describe where they should end up (for example, "go around the corner and continue 10 feet). Once at the designated point, the skull laughs before exploding in a burst of negative energy.

Any creature within 5 feet of a skull must make a Constitution saving throw, taking 4d6 necrotic damage and becoming poisoned until the end of your next turn on failure, or taking half damage on success. No creature can be affected by more than one skull in a single turn.

You may choose not to immediately fire every skull and instead have them orbit you. On subsequent turns, you can use an action to fire an additional skull as a bonus action provided you have any remaining.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you conjure an additional projectile for each spell level above 3rd.

Farron Flashsword

3rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a small stick which resembles a sword handle)
  • Duration: Instantaneous

A ghostly blade appears in your hand, swiping across a 10 foot by 10 foot cube. At least five feet of the cube must be alongside your body as you perform the swinging motion with your component, focus, or free hand. Hostile creatures in the area must make a Dexterity Saving Throw. On a failure, they take 3d8 force damage. On success, they suffer no ill effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d8 force damage per spell slot level above 3rd.

Gale Phantom

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

With an utterance, you point at a creature of same size category (or one size larger/smaller) within range. You and it swap locations. If the creature is unwilling, it can make a Charisma saving throw, resisting the effect on success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell's range increases by 30 feet. Additionally, when used with a spell slot of 5th level or higher, one of the targets affected by the spell gains the benefits of the dodge action (your choice of which target).

Lifehunt Scythe

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (15 foot cone)
  • Components: V, S
  • Duration: Instantaneous

You conjure a ghostly scythe which swings in an arc in front of you. All creatures in a 15 foot cone must make a Constitution saving throw or take 2d10 necrotic damage, taking half damage on success. You recover hit points equal to half of the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 per spell level above 3rd.

Rain of Fire Needles

3rd-tier conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, (a ball of sulfer, guano, and a needle)
  • Duration: Instantaneous

You conjure down hundreds of heated needles from the sky which cover the ground within a 30 foot cube within range. Every creature within range must make a Dexterity saving throw, taking 3d6 piercing damage on failure and half on success. This terrain is difficult terrain until the end of your next turn.

Additionally, at the end of your next turn, the needles explode, dealing 3d6 fire damage to all creatures within it. These flames can also ignite any non-magical objects and plant matter within the radius in flames if you so choose.

At Higher Tiers. When you cast this spell using a spell slot of 4th tier or higher, both the initial damage and the subsequent fire damage increase by 1d6.

Soul Spear

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (10 foot wide, 120 foot long line)
  • Components: V, S
  • Duration: Instantaneous

You emit a spear of force from your hand which is 10 feet wide and travels for 120 feet. When the spear strikes a creature, it must make a Constitution saving throw, taking 10 force damage on failure or 5 force damage on success. Once the spear has dealt 40 damage, it dissipates.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage that can be inflicted before it disappears increases by 10 per spell level above 3rd. Additionally, if cast at 6th level or higher, the spell does 20 damage on a failed save and 10 on success.

Unyielding Roots

3rd-tier conjuration


  • Casting Time: 1 action
  • Range: 45 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You press your palm to the ground, creating vibrant plantlife under foot beneath you and up to 7 allies of your choice within range. At the start of each of their turns, a target of this spell regains 1d4 hit points and gains 1d4 temporary hit points. If the target expends any movement (except to stand from prone), the spell effect ends on that target.

At Higher Tiers. When you cast this spell using a spell slot of 4th tier or higher, the hitpoints regained and the temporary hitpoints increase to 1d6 each. When cast at 6th tier or higher, increase to 1d8 each, and at 8th tier, increase to 1d12 each.

Windstorm

3rd-tier conjuration


  • Casting Time: 1 action
  • Range: 45 feet
  • Components: V, S
  • Duration: Instantaneous

You create a tempestuous burst of wind in a 15 foot radius sphere centered on a point you can see within range. All creatures within that sphere must make a strength saving throw. On failure, you can move them to any other unoccupied space within the sphere.

At Higher Tiers. When you cast this spell using a spell slot of 4th tier or higher, the spell's range increases by 10 feet for each spell tier above 3rd. Additionally, you can choose to increase the radius of the sphere by 5 feet for each level above 3rd as well.

Wrath of the Gods

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a small bell)
  • Duration: Instantaneous

You mutter a swift prayer and stomp the ground, A burst of divine energy erupts from your form. Hostile creatures within 10 feet of you must make a Strength saving throw. On failure, they take 4d8 radiant damage and are knocked back 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 per spell level above 3rd and the knockback increases by 5 feet per level above 3rd.

4th Level

Fairy Circle

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Up to 1 minute, concentration

A 15 foot radius magical circle appears centered on a point you select within range. It glistens with bright lights as several small sprites dance around its edges. For the duration, any friendly creature which starts its turn within the circle regains 2d4 hit points. Additionally, any ranged attacks which target creatures within the circle are made with disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the friendly creatures within the circle gain an additional 1d4 hit points at the start of their turn per spell level higher than fourth.

Gravelord Greatsword

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a broken dagger)
  • Duration: Concentration, up to 1 hour

Four jagged blades resembling charred teeth coated in blood erupt within range, occupying a ten foot cube each. A creature underneath it must make a Dexterity Saving Throw or take 4d6 piercing damage and 4d6 necrotic damage, taking no damage and sliding to an adjacent space of their choice on success. Additionally, the 10 foot area around the blade is considered difficult terrain.

If you maintain concentration on the spell for its full duration, the blades and the difficult terrain become permanent until dispelled.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may create an additional blade for each spell slot above 4th.

Lifeleech Thorns

4th-tier necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a rose thorn and a dried leech)
  • Duration: Concentration up to 1 minute.

You create a vile mass of thorny vines in a 20 foot cube within range originating from a space you can see. This area is difficult terrain. All creatures of your choice in the area must make a Strength saving throw or take 4d6 necrotic damage and be restrained. You regain hit points equal to your Spellcasting Ability times the number of creatures who failed the save. A restrained creature can use its action on each of its turns to attempt to break free, repeating the save or using an Athletics check in place of the save if they so choose.

Additionally, starting at the end of the next round and the end of each round thereafter, you regain 1 hit point for each creature still restrained by the spell.

Madaras Whistle

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration up to 1 minute

You whistle eerily in a manner which seems to pass through existence into what lies beyond. Select an unoccupied 10 foot by 10 foot square within range. The upper half of a ghostly snake emerges from the ground there. As a part of conjuring the snake, you may instruct it to attack one creature within 10 feet of it. Make a melee spell attack. On hit, the creature takes 4d10 piercing damage and must make a Strength Saving Throw or be grappled by the snake.

If a creature moves within your snake’s reach, you may use your reaction to have the snake make an opportunity attack against that creature, as above.

You may also use your action on your turn to have it bite again as well. If a snake has a creature grappled and it wishes to bite a different creature, it must first drop the creature it is holding. If the snake makes a bite attack against a creature it is already grappling, the attack is made with advantage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the snake’s bite deals an additional 1d10 piercing damage per spell level above 4th.

Prism Stars

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M, V (a small piece of cracked glass and a match)
  • Duration: Concentration, up to 1 minute.

You conjure a mist-like cloud with a 25 foot radius originating from a point within range. This mist lightly obscures everything within it and is punctuated by star like constellations which rapidly swirl through it. All creatures within the cloud when it is conjured must roll 1d20. If the creature is friendly, it takes 2d4 force damage on a roll of 5 or less. If the creature is hostile, it takes 2d4 force damage on a roll of 10 or less.

Any creature which ends its turn in the cloud must roll again to see if they are struck by more stars.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may place an additional nebula per spell level above 4th.

Prism Sword

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration up to 1 minute

You conjure a brilliant blade of divine power which occupies a 5 foot cube within range. Its brilliant light creates bright light in a 15 foot radius around it. hostile creatures within 15 feet must immediately make a constitution saving throw or be blinded. If a blinded creature ends its turn more than 15 feet away from the blade, they may repeat their saving throw.

Additionally, when you conjure the blade, you can use it to make a melee spell attack against any creature within 15 feet of it. On hit, the weapon deals 2d12 + your spellcasting modifier radiant damage.

On subsequent turns, you may use your action to cause the blade to shine, causing creatures within 15 feet to make a constitution saving throw or become blinded. You can also use a bonus action on subsequent turns to take another swing with the sword.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the blade deals an additional 1d12 damage per spell level above 4th.

Whispers of Despair

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (bones from a humanoid
  • Duration: Concentration up to 1 minute

Select a point within range. Any hostile creatures within 10 feet of it hear the voices of the damned whispering to them. The targets must make a Wisdom saving throw. On failure, when the target takes necrotic, bludgeoning, slashing, or piercing damage it takes an additional amount of damage equal to twice your spellcasting modifier. This state lasts for 1 minute as the voices convince them that their time is near and to accept the inevitable. The target may repeat their save at the end of each of their turns.

5th Level

A Call Beyond

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a young far realm native)
  • Duration: Concentration, up to 1 minute

You press your hands to the side of your temples as you call beyond the veil of reality to entities which do not obey its rules. Swirling arcane energy surrounds you. You may choose to immediately release this energy or concentrate on it.

If you release it, any hostile creatures within 10 feet of you must make Dexterity Saving Throws as the energy bursts outward in arcing beams of bright light. On failure, they suffer 6d6 force damage and are knocked prone. Additionally, you may select up to three targets within 60 feet of you, those targets must make a Dexterity Saving Throw or take 3d6 force damage and be knocked prone. No target can be affected by more than one source of damage from this spell.

If you choose to continue concentrating on the spell, you can choose to unleash it as a reaction when you take damage (after the concentration check is made). Alternatively, you may unleash it on your own turn as a reaction.

While concentrating, you may use your action to empower the spell further, increasing the damage to each target by 1d6 to a maximum of 10d6 on a given save failure or hit. If you use your action to do anything other than empower the spell, you must make a DC 15 concentration check or lose concentration. While concentrating on this spell, your movespeed becomes 0.

Astral Refuge

5th-tier conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a thin sheet of cloth)
  • Duration: Concentration, up to 1 minute

You touch a willing ally, wisking them away to another plane of existence for a brief respite. This plane is typically a demiplane of your own creation, though if you are a particularly pious sort in favor of your deity it may be your deity's plane at GM's discretion. While in this plane, your ally can use an action to expend one hit die regain hit points equal to your spellcasting ability + the amount rolled. As a bonus action (or if the spell ends due to the minute being up), they can return to a space of their choice within 20 feet of you with temporary hit points equal to twice your spellcasting ability.

If this spell ends early due to you ending or losing concentration, your ally cannot take reactions until the start of the following round and does not gain the temporary hit points.

Dohrys' Gnawing

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, V, M (a small reed instrument)
  • Duration: Concentration, up to 1 hour

You summon a swirling swarm of ghostly insects which surges towards a creature you can see within range. That creature has disadvantage on stealth, perception, and investigation checks as the swarm of insects occupies their space and obscures their vision.

Additionally, if the target is in range, you can use a bonus action to have the target make a constitution saving throw, taking 3d6 piercing and 3d6 necrotic damage on failure.

If a creature afflicted by the swarm dies within range, the swarm returns to your clothing where it stays until you use a bonus action to send them towards another creature.

If a creature afflicted by your swarm leaves the spell's range, you know the direction of the target and the general distance between you (less than 100 feet, greater than 100 but fewer than 500, greater than 500 but less than a mile, or greater than a mile). If the target leaves this plane of existence the spell ends and you are aware of it ending.

At Higher Levels. When you cast this spell at 6th level, you can maintain your concentration for up to 8 hours. When you cast it at 7th level or higher, you can maintain your concentration for up to 24 hours.

Karmic Justice

5th-level necromancy


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, V, M (a bit of rubber and string)
  • Duration: Concentration, up to 10 minutes

You touch a willing creature, embedding a writhing specter of retribution within them. The target gains resistance to necrotic damage. Make a spell casting ability check (1d20 + your proficiency bonus + your spellcasting modifier) and multiply the result by 2. This becomes the necrotic ward strength on the target.

Whenever the target takes bludgeoning, piercing, or slashing damage, total the amount and record it. When a creature deals enough damage to make the amount recorded greater than the ward's strength, that creature must make a Constitution saving throw as the retributive energy pulses forth from the target. On failure, that creature takes an amount of necrotic damage equal to the ward's strength. On success, it takes half this damage.

Passage of Arms

5th-tier abjuration


  • Casting Time: 1 action
  • Range: Self (60 foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

As an action, you invoke protective power in yourself and in a cone behind you. You and allies within the cone gain resistance to all damage for the spell's duration. However, you must use your action each turn to maintain the spell. Using your action to do anything else but sustain the spell causes it to end early.

Additionally, any attack rolls originating from within the cone against you are made with advantage and bypass your damage resistance and any spells cast by enemies within the cone bypass your damage resistance as well.

Shining Bind

5th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V
  • Duration: Instantaneous / Concentration, up to 1 minute

You become a beacon of divine energy and rain purifying light upon your foes. Any hostile creatures within a 15 foot radius, centered on yourself, must make a Dexterity Saving throw as a beam of light strikes down from the heavens upon them. On failure, they take 6d6 radiant damage. On success, they take half. If you have the Divine Smite feature, you may choose to expend an additional spell slot to activate a smite on any creature which has failed its saving throw. You smite each potential target separately, expending a spell slot for each creature you choose to smite and smiting each creature at most once per turn.

You may choose to continue to channel this spell to gain additional effects. If you do not choose to do so, this spell is not considered concentration and will not break your concentration on other spells.

If you continue to concentrate on this spell, you are lifted a foot off of the ground and surrounded by radiant light. You are considered restrained, but gain resistance to all damage. On each subsequent turn, you may use your action to call down a number of additional beams of light equal to your spellcasting modifier divided by two (rounded up, minimum 1). Each target must make the save or suffer the consequences as detailed above. If you do not use your action to continue to use the spell, it ends early.

Spectral Stampede

5th-tier conjuration


  • Casting Time: 1 action
  • Range: Self (20 foot wide, 120 foot long line)
  • Components: V, S, M (a war horn)
  • Duration: Instantaneous

You summon a stampede of spirit animals in a 20 foot wide, 120 foot long line originating from you. All creatures in the line must make a Constitution saving throw, taking 4d8 force damage and 4d8 bludgeoning damage and being knocked prone on failure, and taking half on success.

Additionally, structures take double damage from the spell, but if they do not fall, they will block the stampede, preventing it from proceeding and affecting people within or behind the obstacle.

At Higher Tiers. If you cast that spell at 6th tier or higher, both the force damage and bludgeoning damage increase by 1d8 per spell tier above 5th.

Tether Soul

5th-tier necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a 500gp gem which is consumed)
  • Duration: Instantaneous

You reach out to the soul of a being whose body you have and has died within the past week or who has died in this location in the past week, you can attempt to tether its soul to prevent it from passing on.

As a part of casting this spell, you can attempt to tether the soul to an undead, suit of armor, granting the soul limited control over its new form. However, this process is not exact. Your GM determines which statistics the revived soul uses in its new form and it is under no obligation to obey you. Any future attempts to tether that same soul have a 50% chance of failure.

Alternatively, you can tether the soul to an object. While tethered in this way, the soul continues to degrade over time. The first three months of tethering pass without incident. After that point, roll a percentile die. On a roll of a 1, the soul dissolves completely, not passing onto the next life. For each week, increase the difficulty of the check by 1.

6th Level

Cleansing Rain

6th-tier conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

As an action you conjure a cloud of restorative energy that occupies the air above a 20 foot radius cylinder originating on a point you can see within range. Any creature of your choice which is in the cylinder, as well as that starts its turn there, recovers 1d10 + your spellcasting ability hit points and a single negative condition is removed from it.

The condition can be blinded, charmed deafened, frightened, paralyzed, or poisoned.

As a bonus action on each of your turns, you can move the cloud up to 10 feet in any direction that you choose.

Great Chaos Fireball

6th-level evocation


  • Casting Time: 1 action
  • Range: 45 feet
  • Components: S, M (a half-melted candle)
  • Duration: Instantaneous

You hurl a twisted, writhing fireball to a point within range. The fireball then explodes, causing all creatures within a 15 foot radius to make a Dexterity save or take 8d6 fire damage. As the flames fall to the ground, they twist and become lava. The afflicted area becomes difficult terrain as the lava inhibits movement. Additionally, any creature which enters the lava or ends its turn in it must make a Constitution saving throw, taking 6d6 fire damage on failure and half that on success.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage of the recurring fire damage due to lava increases by 1d6 per spell level above 6th.

Holy Spark

6th-tier evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bit of fur and an amber rod)
  • Duration: Concentration, up to 1 minute

You command divine lightning to surge around a nearby foe, encasing them in energy and they must make a Charisma saving throw. On failure, they immediately take 3d8 lightning damage and 3d8 radiant damage. On success they take half damage.

Additionally, on failure the energy continues to course through them. When a creature's initiative slot occurs for the first time in a round, they take 2d8 lightning and 2d8 radiant damage. Additionally, up to 3 hostile creatures of your choice within 30 feet of the target must make a Dexterity saving throw or suffer this damage as well. The creature's initiative is then delayed by an amount equal to your spellcasting ability.

At the end of each of its turns, the creature repeats its Charisma saving throw, ending the effect on itself on a success.

Homing Crystal Soulmass

6th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, a handful of small wads of cotton)
  • Duration: Concentration, up to 1 minute

You summon 8 spherical motes of force with rigid, uneven crystalline growths jutting from them. The spheres hover above your head.

As a bonus action, you may fire up to 2 of these spheres at a target within 60 feet of you. On hit, the sphere does 1d12+3 force damage.

As a reaction, you may fire a single dart at a creature that has declared an attack roll against you. On hit, the sphere deals 1d6+1 force damage and the target has disadvantage on their attack roll.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon an additional sphere per level above 6th.

Last Resort

6th-tier necromancy


  • Casting Time: 1 action
  • Range: Self (radius 30 feet)
  • Components: V, S
  • Duration: Instantaneous

As an action, you and all allies within 30 feet of you that you can see can expend a number of hit dice up to your spellcasting ability. Each recovers hit points equal to the amount they rolled plus your spellcasting ability.

Until the end of your next turn, you cannot take any actions, reactions, or bonus actions, and can only move up to half of your movespeed. Additionally, until the end of your next turn all attacks against you have advantage and you have disadvantage on all saving throws.

7th Level

Guardian Angel

7th-tier conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small idol representing your deity worth at least 100 gp)
  • Duration: Concentration up to 1 minute

As an action you become a conduit for your deity's power and channel it either to yourself or an ally within range that you can see. The shimmering form grants the target a flyspeed of 60 feet, a +2 bonus to AC and saving throws, adds 1d8 radiant damage to all of the target's weapon atrack damage rolls, and opportunity attacks against the creature are made with disadvantage.

8th Level

Cloudburst

8th-level evocation


  • Casting Time: 1 action
  • Range: Self (90 foot cone)
  • Components: V, S, M (A small metal disk with at least four small lenses embedded into it.)
  • Duration: Instantaneous

Wind swirls and wraps around you as storm clouds surround your body, lifting you several feet into the air. Bolts of electricity arc from your body and sweep across a 90 foot cone originating on you. All creatures within that area take 6d6 thunder damage.

Additionally, all hostile creatures within that area must make a Dexterity Saving throw. On failure, they take an additional 6d8 lightning damage. On success, they take no lightning damage.

Tree of Life

8th-tier conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a single seed)
  • Duration: Concentration, up to 1 minute

You select an unoccupied point within range which you can see. Instantly, a tree grows in that space occupying a cylinder which is 15 feet in radius and 20 feet tall (including the branches). If the tree is too large to fit in the space, it may destroy surrounding walls or simply cease growth when it hits the boundary depending on the material of the barrier and GM's discretion. When you summon the tree you can choose to have it contain 3d4 goodberries on its lower branches. If so, it requires a bonus action for any creature adjacent to the tree to pluck one of the berries.

For 1 minute or until you lose concentration, friendly creatures which start their turn within 20 feet of the tree recover hit points equal to 1d12 + your spellcasting ability. Additionally, any friendly creature adjacent to the tree can use its action to place its hand onto the tree and grasp at its healing magic, gaining the benefit of the Lesser Restoration or Greater Restoration spell (its choice) though it cannot break a curse with this action. Even blinded creatures know the location of the tree and can touch it or move towards it without issue.

When you lose concentration on this spell, the healing properties of the tree vanish, but the tree itself remains.

9th Level

Absolute

9th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a forearm sized shard of solid ice)
  • Duration: Instantaneous

An intense cold manifests, removing all heat, showing creatures' breath, and snuffing out non-magical fires. Choose a point within range. Each creature within a 30 foot radius sphere must make a Constitution Saving Throw. On a failure, the creature is treated as if they were under the effect of the Slow spell until the start of your next turn as frost appears on the surface of their forms.

At the start of your next turn before the slow effect fades, any creature within the area must then make a Constitution saving throw. On failure, they take 15d8 cold damage. On success, they take half damage.

If a creature is reduced to 0 as a result of this spell, they are instantly killed as their body is frozen solid.

Additionally, non-magical light sources in the area, as well as light sources generated by spells of 5th level or lower or cantrips are extinguished in the area.

Crimson Flare

9th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a small idol representing the sun)
  • Duration: Concentration, up to 1 minute

A 15 foot radius sphere of flame descends from the sky at a point you choose within range. As it impacts the ground, it releases a wave of flame out for an additional 15 feet beyond the edge of the sphere. The sphere lightly obscures creatures within and beyond it.

Any creature caught within the sphere must make a Constitution Save or take 10d6 fire damage, taking half on success. Any creatures within the flames just outside the sphere must also make a Dexterity saving throw, taking 5d6 fire damage on failure, half on success. Additionally, the area within the sphere is considered difficult terrain.

Any creature that ends its turn within the sphere takes 4d6 fire damage.

On subsequent turns, you may use your action to cause the sphere to swirl and flare again, as per the second paragraph of the spell description.

Explosion

9th-level conjuration


  • Casting Time: 1 to 10 minutes, concentration
  • Range: ~
  • Components: S, M, V (a chunk of meteorite which is consumed in the casting)
  • Duration: Instantaneous

You focus on the meteorite, calling upon others like it to strike at any point you can see. A thin red beam connects the point you chose to the sky, parting clouds above it and revealing the descending meteor. While meditating upon this spell, you are unable to move or take any other action or bonus action.

When you lose concentration or the spell completes, a meteor strikes the point you chose. The radius of effect begins at 20 feet and the damage at 1d10 force damage and 1d10 fire damage.

For each minute you spend in meditation, the meteor deals an additional 1d10 force damage and 1d10 fire damage. Its radius of effect also doubles (to a maximum of 4 miles).

Once you lose concentration or the spell completes, the meteor instantaneously descends. Any creature within the area of effect must make a Constitution saving throw or take the damage and be knocked prone. On success, they take half damage and are not knocked prone. Any creature reduced to 0 by this spell has a 50% chance of being reduced to ash.

Structures such as caves, buildings, and bridges that are not magically constructed take quadruple damage from this spell.

Once the casting is completed, the caster remains in trance for one minute. They cannot leave this trance by choice and are treated as if they are unconscious.

Indignation

9th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (miniature of a gate, forged from a rock harvested from hell)
  • Duration: Instantaneous

Select a point within range you can see. Electrical energy arcs along the ground in a 30 foot radius around that point. The air grows dry and individuals within the spell's influence can feel their hair beginning to stand on end. Creatures within the area must make a Constitution saving throw. On a failure, the area is treated as difficult terrain.

Additionally, the affected area suppresses magical effects. Already present effects (such as a previously cast Haste spell) are not ended, but their effects are suppressed while in the area of effect. Summoned creatures dismissed, and spells cannot be cast within its influence. If a creature is concentrating on a spell and ends its turn within the area of influence, they lose concentration on that spell.

At the end of your next turn, the building electrical energy above flashes downward, enveloping the whole area in a massive discharge of electrical energy. All creatures within the area of effect take 5d10+25 lightning damage.

Judgment

9th-level evocation


  • Casting Time: 1 action
  • Range: Self (25 foot radius)
  • Components: V, S
  • Duration: Instantaneous

You recite a prayer of condemnation calling forth the divine light of judgment from your deity. An area within 25 feet of you is bathed in divine light, becoming brightly lit with daylight for a brief moment as dozens of beams of light strike downwards.

All hostile creatures within a 25 foot radius, centered on you must make a Dexterity saving throw or take 10d10 radiant damage and become blinded. You may designate any number of friendly creatures to be immune to the damage of the spell, but they are still blinded in awe of the radiant light on a failed save.

Preserve Soul

9th-tier necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, M (an object of value to the deceased)
  • Duration: Instantaneous

In some cases, a soul is too valuable to allow to drift to the afterlife nor is reincarnation an option. Either in an attempt to preserve the soul for a full ressurection further in the future or to imprison it for nefarious purposes.

Preserve Soul is a terrible rite which binds a soul to an object of value to the deceased. This component cannot be replaced by an arcane focus.

You touch a creature which has died within the past day and whose soul is free (not yet claimed by another entity or spell).

A creature willing to be bound in this way targetted makes a series of DC 10 Charisma saving throws with advantage. Once it hits three succeses, it is bound. On three failures, the spell fails and the soul cannot have this spell attempted on them again.

A creature unwilling to be bound makes a series of Charisma saves against your spell save DC. On three failures, it is bound. On three successes, it evades your grasp and the soul is immune to the spell for one day.

Once bound, the soul will remained tethered to the object for 1 year without issue. For each following year, the soul must repeat the series of Charisma saving throws against a DC equal to 10 + the number of years it has been preserved. This DC is maximized at 30. Upon failing this series of saves, the soul is released and cannot be targeted by this spell again.

 

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