Pyromancy
Camella's Combustion
Evocation cantrip (Cleric, Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You unleash a burst of fire at a creature or object within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 fire damage ignites in flames, shedding dim light in a 5 foot radius. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
This spell's initial damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Camella's Bonfire
3rd-level evocation (Cleric, Druid, Ranger)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a coiled iron sword worth 1 sp)
- Duration: 1 hour
You plant the coiled sword into the ground, creating a bonfire. The flames of the fire dance gently and playfully, and the crackling soothes the soul.
Up to six creatures can rest at the bonfire. Each creature that completes a short rest around the bonfire regains 1 hit die, which it can immediately spend when the short rest ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hit dice regained by each creature increases by 1 for each slot level above 3rd.
Camella's Smoke Plume
2nd-level evocation (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S, M (a pinch of dried leaf, which the spell consumes)
- Duration: Instantaneous
You light the dried leaf and inhale the smoke, exhaling it in a cone before you. Each creature in a 15-foot cone must make a Constitution saving throw or be poisoned for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Camella's Warmth
2nd-level evocation (Cleric, Druid, Ranger)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a stick of incense)
- Duration: Concentration, up to 1 minute
You create a ball of warm flames to soothe the wounded. The ball of flames appears in a space that is a 5-foot cube you can see within range.
Until the spell ends, whenever a creature starts its turn within 10 feet of the flame, it regains 1 hit point. Additionally, each creature within 10 feet of the flame has resistance to cold damage. The flame can't heal constructs or undead.
As a bonus action on your turn, you can move the ball of flames up to 30 feet to a space you can see.
Camella's Kindling
2nd-level transmutation (Druid, Sorcerer, Warlock)
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a bundle of twigs)
- Duration: 1 minute
You turn your body into kindling and ignite yourself, letting the flames draw out the strength within you. Until the spell ends, your's weapon attacks deal an extra 1d6 fire damage. At the start of each of your turns, you take 1d6 fire damage, and each creature within 5 feet of you takes 1d6 fire damage. Until the spell ends, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 fire damage.
You can use your action to supress the flames and end the spell early.
Stormgale's Divine Embers
2nd-level evocation (Cleric, Druid, Paladin)
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a small parchment with a bit of holy text written on it)
- Duration: 1 minute
You consecrate your body, imbuing yourself with divine light. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and when you deal fire or radiant damage you can change the damage type to either radiant or fire. Additionally, fiends and undead have disadvantage on saving throws against spells you cast that deal fire or radiant damage.
Camella's Flame Jet
3rd-level evocation (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: S
- Duration: Instantaneous
You unleash a burst of fire underneath you, propelling you through the air. Each creature within 10 feet of you must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
You can then fly up to 40 feet in any direction. This movement does not provoke opportunity attacks.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot above 3rd.
Camella's Smoke Shapes
3rd-level evocation (Druid, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You shape smoke into the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
Each beast has resistance to all damage, and it disappears when it drops to 0 hit points, when the spell ends, or when blasted with wind of moderate or greater speed (at least 10 miles per hour).
These beasts act on your initiative. As a bonus action on each of your turns, you can mentally command any beasts created with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the beast will take no action.
At Higher Levels. When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th level slot, three times as many with a 7th level slot, and four times as many with a 9th level slot.
Camella's Hazy Apparitions
4th-level divination (ritual) (Cleric, Druid, Wizard)
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S, M (a stick of incense)
- Duration: 1 minute
You release spectral smoke, which mingles with the spirits of the dead and fills a 30-foot-radius sphere centered around you. The smoke takes on the form of each creature that died in the area within the past 10 days, reenacting each creatures' last 1 minute of life before dispersing. The smoke is incapable of leaving the spell's area, and only shows a creature's actions performed within the area.
At Higher Levels. If you cast this spell using a slot of 5th level or higher, the smoke takes on the forms of each creature that died within the past 1 year. If you use a spell slot of 7th level or higher, the smoke takes on the forms of each creature that died within the past 10 years. If you use a spell slot of 9th level, the smoke takes on the forms of each creature that died within the past 100 years.
Electromancy
Kilesh's Jolt
Evocation cantrip (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: Instantaneous
You hurl an orb of pure electrical energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage, and if you roll maximum damage on any of the damage die, the electrical charge jumps to another creature within 10 feet of the original target, which takes lightning damage equal to half of the spell's original damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Kilesh's Static Discharge
1st-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S
- Duration: Instantaneous
You channel electrical currents from the air, momentarily turning you into a makeshift lightning rod. Electrical energy erupts from you and electrocutes all creatures within 10 feet of you. Each creature in that area must make a Dexterity saving throw. Creatures in this area wearing armor made of metal have disadvantage on the saving throw. On a failed save, a target takes 2d8 lightning damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
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.
Kilesh's Brontide
2nd-level evocation (Sorcerer, Wizard)
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You weave threads of static electricity together to create a whip of solidified storm in your hand. This magic whip lasts until the spell ends. It counts as a simple melee weapon which you are proficient. It has a range of 30 feet. It deals 2d8 lightning damage on a hit, has the light property, and uses your spellcasting modifier for attack rolls. In addition, when you use the whip to attack a target wearing armor made of metal, you have advantage on the attack roll.
Additionally, if you hit a Large or smaller creature with this whip on your turn, you can use a bonus action to attempt to pull it toward you. The target must succeed on a Strength saving throw or be pulled up to 30 feet toward you in a straight line.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th-level or higher, the damage increases to 5d8.
Kilesh's Lightning Redirection
2nd-level evocation (Artificer, Druid, Sorcerer, Wizard)
- Casting Time: 1 reaction, which you take when you take lightning damage
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You redirect the electricity harmlessly through you toward another creature within range. Make a ranged spell attack against the target. On a hit, the target takes the original lightning damage plus an additional 2d10 lightning damage. Hit or miss, you take no damage from the triggering damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Kilesh's Magnetic Field
3rd-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V, S, M (a lodestone)
- Duration: Concentration, up to 10 minutes
You channel electricity in swirling eddies around you, creating a magnetic field in a 20-foot radius around you that moves with you, remaining centered on you. This area is considered difficult terrain to creatures wearing metal armor or carrying more than 10 pounds of metal. Melee weapon attacks using metal weapons are made at disadvantage within the area. Ranged weapon attacks using metal projectiles that enter the area are also at disadvantage, and automatically miss beyond the weapon's normal range.
Kilesh's Linear Accelerator
6th-level evocation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Self (600-foot line)
- Components: V, S
- Duration: Instantaneous
Choose one metal object weighing 1 to 10 pounds that you are holding. The object flies in a straight line up to 600 feet in a direction you choose before falling to the ground. All creatures in the path of the object must make a Dexterity saving throw. On a failed save, the object strikes the target and pierces through them, and the creature takes 10d8 piercing damage.
The object can penetrate barriers up to a total of 100 feet of wood, 20 feet of rock, or 10 feet of metal.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum weight of objects that you can target with this spell increases by 10 pounds, and the damage increases by 1d8, for each slot level above 6th.
Chronomancy
Ajamar's Stasis
1st-level transmutation (Bard, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
You touch a Medium or smaller object that is not being carried or worn and suspend it in time. For the duration, the object is fixed in place, even if it defies gravity. A creature can use their action to attempt to move the object by making a Strength check against your spell save DC. On a successful check, the object can be moved up to 10 feet.
Ajamar's Spell Stall
2nd-level abjuration (Sorcerer, Warlock, Wizard)
- Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you finish casting a spell
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 round
You attempt to delay the release of a spell cast by another creature. If the creature is casting a spell of 2nd level or lower, the spell cast but its effect is not released until you stop concentrating on this spell. If the creature is casting a spell of 3rd level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell's effect is not released until you stop concentrating on this spell.
Before the delayed spell is released, the caster must concentrate on the spell. If its concentration is broken, the spell dissipates without taking effect.
At Higher Level. When you cast this spell using a spell slot of 3rd level or higher, the delayed spell has no effect if its level is less than or equal to the level of the spell slot you used.
Ajamar's Distortion Field
3rd-level transmutation (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Self (15-foot radius)
- Components: V, S, M (a broken clock)
- Duration: Concentration, up to 1 minute
The flow of time within a 15-foot radius of you disconnects from the normal time stream for the duration. When a creature enters the area for the first time on a turn or starts their turn there, its speed is halved, and it must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls until the end of its turn.
Ajamar's Allegro
3rd-level transmutation (Bard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a conductor's baton)
- Duration: Concentration, up to 1 minute
You conduct an invisible orchestra playing an upbeat tune, audible out to 300 feet. The speed of each creature of your choice within the range is doubled while they remain within range. A creature must be able to hear you to benefit from this spell's effects.
Ajamar's Stitch in Time
3rd-level transmutation (Bard, Wizard)
- Casting Time: 1 reaction, which you take at the start
of your turn - Range: Self
- Components: V, S, M (a thimbleful of sand)
- Duration: Instantaneous
You cause a brief hiccup in the flow of time, slowing it for yourself to accelerate it for someone else. Your turn ends immediately, and one creature you can see within 60 feet of you can immediately take a turn.
Ajamar's Aging Grasp
4th-level transmutation (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d8 necrotic damage and is aged 4d4 years. The aging effect can be reversed with a remove curse, greater restoration, or wish spell, but only within 24 hours of it occurring.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 and the number of years aged increases by 1d4, for each slot level above 4th.
Ajamar's Hasted Hour
6th-level transmutation (Sorcerer, Warlock, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a crystal hourglass worth at least 1000 gp, which the spell consumes)
- Duration: 1 minute (1 hour inside the area)
You partition off an area within range from the normal flow of time, warping time within it. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. The area has the following properties:
- The boundaries of the area are heavily obscured.
- Time within the area moves at sixty times of the speed as the outside world. For each round that passes outside the affected area, sixty rounds pass inside it.
- Creatures may pass through the boundary, along with anything they are carrying. However, ranged or melee weapon attacks and magical effects such as spells cannot pass through the boundary.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 minute (or 1 hour inside the area) for each slot level above 6th.
Phytomancy
Gul-Nhaar’s Mouldering
Necromancy cantrip (Cleric, Druid)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You choose a portion of living plant matter or untreated wood that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
-
You cause complete decay, reducing any plant matter or untreated wood in the area to fine dust. A plant creature within the cube instead must make a Constitution saving throw or take 1d6 necrotic damage.
-
You cause controlled decay, boring up to three 6-inch-radius holes in any plant matter or untreated wood in the area. You can have the holes follow any path you choose. A plant creature within the cube instead must make a Constitution saving throw or take 1d6 necrotic damage.
-
You cause light decay, carving patterns into exposed surfaces. Patterns created by this effect can include words or symbols, but details can be no finer than those created by removing a quarter-inch-radius sphere of material.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Gul-Nhaar’s Lignification
4th-level transmutation (Cleric, Druid)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a twig cut from a sapling)
- Duration: Concentration, up to 1 minute
You attempt to turn the flesh of one creature you can see within range into wood. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, the target begins to lignify.
While lignified, the target’s speed is halved, it takes a −2 penalty to Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
An affected creature must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it becomes restrained for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
While restrained by this spell, a creature is considered a plant and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. If it is in contact with dirt, it doesn’t required food, drink, or sleep, provided it spends at least an hour in direct sunlight each day.
If you maintain your concentration on this spell for the entire duration, this spell's effects last until they are removed by a greater restoration spell.
Gul-Nhaar’s Photosynthesis
4th-level transmutation (Druid)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a green leaf)
- Duration: Concentration, up to 1 minute
You can cast this spell only in the daytime, under direct sunlight. Until the spell ends, your skin and hair turns green, and you gain the following benefits:
- You regain 1d4 hit points at the start of each of your turns.
- Your movement speed increases by 10 feet.
- When you take the Attack action, you can make an additional attack.
Enchantment
Carmine's Makeshift Wand
Evocation cantrip (Artificer, Wizard)
- Casting Time: 1 bonus action
- Range: Touch
- Components: S
- Duration: 10 minutes
You touch a Small or smaller object and channel volatile arcana into it, turning it into a temporary wand. The spell ends if you cast it again or dismiss it as an action. For the duration, any creature with an Intelligence score of 6 or higher that is holding the object can use its action to activate the object, firing a ray made of arcane energy imbued in it. It makes a ranged spell attack, which uses your spellcasting modifier, against a different creature within 60 feet. On a hit, the target takes 1d8 acid, fire, cold, lightning or thunder damage (chosen when you first cast the spell).
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Carmine's Makeshift Weapon
Transmutation cantrip (Artificer, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute or Instantaneous
You touch a piece of metal that fits within a 5-foot cube and transform it into a weapon. For the duration, you can make attacks using your spellcasting ability instead of Strength or Dexterity using this weapon, and the weapon is considered magical. The spell ends if you let go of the weapon.
Alternatively, you can attempt to briefly turn an item another creature within range is holding or wearing into a dangerous object, potentially damaging them. Make a melee spell attack. On a hit, the target takes 1d8 piercing damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Carmine's Toolbelt
1st-level conjuration (Artificer, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 30 feet
- Components: S, V
- Duration: 8 hours
You summon a set of artisan tools with which you are proficient formed of arcane energy, which can be used in place of their normal counterparts for the purposes of crafting and other tasks which would require them. They vanish when the spell ends.
Carmine's Vial of Wind
1st-level transmutation (Artificer, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial worth 1 gp, which the spell consumes)
- Duration: Instantaneous
You compress a vast amount of air into the bottle, and throw it, causing the glass to shatter on impact. Choose a point within range. Each creature within a 10-foot-radius sphere centered on that point must make a Dexterity saving throw or take 2d8 piercing damage, or half as much on a successful save. Objects and terrain within the sphere take twice the amount of damage.
At Higher Levels. When you cast this spell using a 3rd- or 4th level spell slot, you create two bottles, choosing two points within range. When you cast it using a 5th- or 6th level spell slot, you create three bottles, choosing three points within range. When you cast it using a 7th- or 8th level spell slot, you create four bottles, choosing four points within range. When you cast it using a 9th level spell slot, you create five bottles, choosing five points within range.
Carmine's Makeshift Ring
4th-level abjuration (Artificer, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a ring worth at least 100 gold, which the spell consumes)
- Duration: 1 hour
You touch a Medium or smaller object that can be worn and channel arcane energy into it. When you cast this spell, choose one effect from the list below. For the duration, a creature that wears the object gains the benefits of the effect.
Ring of Resistance. You have resistance to acid, cold, fire, lightning, thunder, or poison damage (chosen when the spell is cast).
Ring of Freedom. Difficult terrain doesn't cost you extra movement.
Ring of Spell Defense. You gain a +2 bonus on saving throws against spells.
Ring of Shielding. You have a +1 bonus to AC.
Metallurgy
Lucian's Adamancy
5th-level abjuration (Paladin, Warlock, Wizard)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a shard of adamantine worth at least 1 gp)
- Duration: 10 minutes
A suit of adamantine armor coats your form. You gain 50 temporary hit points for the duration. While you have these hit points your AC can't be less than 20, regardless of what kind of armor you are wearing, and any critical hit against you becomes a normal hit.
You can dispel these hit points as a bonus action, ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain an additional 10 temporary hit points for each slot level above 5th.
Toximancy
Sykdomir's Toxification
1st-level transmutation (Cleric, Druid, Sorcerer, Wizard, Warlock)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a flake of arsenic, which the spell consumes)
- Duration: 8 Hours
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is polluted with horrible poison. The spell attempts to keep the poison from affecting the food noticeably, and requires a successful Perception (Wisdom) or Cooks Utensils (Wisdom) check against your spell save DC to be discovered.
When you cast this spell, choose between Acute or Chronic poison
Any creature that partakes in the poisoned food must make a Constitution saving throw against poison, or suffer the effects of the poison.
Acute. For 1 minute, when the food is consumed, and at the start of each of its turns, the creature takes 1d8 poison damage. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the spell ends on the target.
Chronic. For 8 hours, 1 hour after the food is consumed, the creature is poisoned. At the end of each hour, the creature can make another Constitution saving throw. On a success, the spell ends on the target.
Sykdomir's Noxious Haze
1st-level conjuration (Druid, Sorcerer, Wizard, Warlock)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a 10-foot-radius sphere of haze centered on a point within range. Each creature must succeed on a Constitution saving throw or become poisoned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the spell on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the haze increases by 20 feet for each slot level above 1st.
Sykdomir's Twisted Toxin
2nd-level evocation (Druid, Sorcerer, Warlock, Wizard)
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (the bones of a venomous snake)
- Duration: 1 minute
You desecrate your body, inflicting yourself with a twisted curse. For the duration, when you deal poison damage, you can change the damage type to necrotic instead. Additionally, spells you cast ignore immunity against the poisoned condition.
Sykdomir's Sepsis
3rd-level necromancy (Cleric, Druid, Sorcerer, Wizard, Warlock)
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S, M (a bit of diseased flesh)
- Duration: Instantaneous
A wave of decay washes out from you, shutting down the critical body functions of anything in its path. Any creatures within a 30ft cone originating from you must make a Constitution saving throw at the end of their next turn. A creature takes 6d4 poison and 6d4 necrotic damage on a failed save, or half as much on a successful one.
This spell has no effect on creatures that are immune to disease.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 poison and 1d4 necrotic for each slot level above 3rd.
Wax Magic
Krenshaw's Effigy
3rd-level divination (Bard, Sorcerer, Wizard)
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a wax candle worth at least 1 cp, which the spell consumes)
- Duration: Concentration, up to 1 hour
You create a wax effigy of the target you can see within range.
For the duration of the spell, you can use your action to see through the target's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the target's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
If the target is hostile to you, it can make a Wisdom saving throw. On a success, the target becomes aware of your attempt and the effigy is destroyed.
Krenshaw's Mannequin
3rd-level enchantment (ritual) (Bard, Sorcerer, Wizard)
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (100 wax candles worth at least 1 cp each, which the spell consumes)
- Duration: Concentration, up to 1 hour
You create a wax replica of yourself, which appears in an unoccupied space you can see within range. The replica is visually indistinguishable from you, and has 1 hit point and an armor class equal to 10 + your spellcasting modifier. Roll initiative for the replica. When the replica takes the Attack action, it can make one unarmed strike using your spell attack modifier, which deals bludgeoning damage equal to 1d4 plus your spellcasting modifier.
On each of your turns, you can use a bonus action to mentally command your replica if it is within 60 feet of you. You decide what action the replica will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the replica will take no action.
Necromancy
Bone to Pick
1st-level necromancy (Druid, Sorcerer, Wizard)
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You reach out and touch a bone from the corpse of a Small or Medium humanoid creature, imbuing it with necrotic energy. This bone becomes a simple melee weapon with which you are proficient. It deals 3d8 necrotic damage on a hit, and has the light, finesse, and thrown (20/60) feet properties. When you deal damage with this bone, it shatters and the spell ends. If the spell ends before the bone shatters, it reverts to a nonmagical bone.
If you drop the weapon or throw it, you can use a bonus action while you are within 60 feet of it to cause it to fly back in your hand if there is not behind full cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage the bone deals increases by 1d8 for each slot level above 1st.
Corpse Command
2nd-level necromancy (Bard, Cleric, Wizard)
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 10 minutes
Choose a pile of bones or a corpse of a Medium or Small humanoid within range. You call out to it, imbuing it with a foul mimicry of life and raising briefly it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to verbally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for the spell's duration, after which it reverts back into a pile of bones or a corpse.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate one additional undead creatures for each slot level above 2nd. Each of the creatures must come from a different corpse or pile of bones.
Rib Cage
2nd-level necromancy (Wizard)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a ???)
- Duration: Concentration, up to 1 minute
Choose a corpse or undead creature you can see within range. One creature of your choice within 5 feet of the target must succeed on a Dexterity saving throw or be caged if it is at least 1 size smaller than the target. A caged creature is unable to move outside of the cage, and has half cover from effects that originate outside the cage.
If the target is a corpse, the cage is an object with 30 hit points, an AC of 16, and immunity to poison, psychic, and necrotic damage. If the target is an undead, the cage is part of the undead, and shares the target's hit points and AC. The cage moves with the target, and is destroyed if the target is reduced to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional corpse or undead creature for each slot level above 2nd.
Discography
Tenser, well known for pioneering the floating disk, did not spend his following years idly. The madman developed every aspect of The Disk that he could.
Tenser's Recording Disk
Conjuration cantrip (Bard, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a drop of mercury)
- Duration: Concentration, up to 1 hour
This spell creates a circular disk of force, 1 foot in diameter and infinitesimally thin, and floats above your hand. While you are concentrating on the spell, you can place a finger on the disk, causing it to record any sounds you can hear.
When the spell ends, the disk of force becomes a disk of solid mercury (Tiny object, AC 15, 1 hit point), which shatters if it is reduced to 0 hit points or you cast the spell again. As an action while you are holding the disk, you can cause it to spin in the air and place a finger on the disk, projecting the recorded sounds through your open mouth.
Tenser's Battling Disk
2nd-level conjuration (Wizard)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a flask of mercury)
- Duration: Concentration, up to 10 minutes
This spell creates a circular disk of force, 3 feet in diameter and infinitesimally thin, that floats in an unoccupied space of your choice that you can see within range. The disk is a Medium object with an AC of 15 and 20 hit points, and shatters if it is reduced to 0 hit points.
When you cast the spell, and as an action on subsequent turns until the spell ends, you can command the disk perform one of the following tasks:
Attack. The disk moves up to 30 feet toward a creature you can see. Make a melee spell attack. On a hit, the target takes 3d8 force damage. Hit or miss, the disk stops in an unoccupied space within 5 feet of the target.
Defend. The disk moves up to 30 feet to an unoccupied space you can see and rotates, forming a barrier and providing three-quarters-cover to each creature of your choice within 5 feet of the disk.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional disk for every two slot level above 2nd. When you cast the spell, each disk appears in an unoccupied space of your choice that you can see within range, and you can command all disks created by this spell as part of the same action, issuing separate commands to each disk.
Tenser's Vacuuming Disk
7th-level conjuration (Wizard)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a flask of mercury and a burlap sack)
- Duration: Concentration, up to 10 minutes
This spell creates a circular disk of force, 3 feet in diameter and 1 foot thick, that floats in an unoccupied space of your choice that you can see within range. The disk is a Medium object with an AC of 15 and 100 hit points, and shatters if it is reduced to 0 hit points.
At the start of each of your turns, you can use a bonus action on your turn to command the disk to in a straight line n a direction of your choice. If you don't command the disk, roll 1d8 to determine what direction it moves in. The disk moves 30 feet in a straight line in the chosen direction. Each creature that comes within 10 feet of the disk as it moves must succeed a Strength saving throw or be pulled up to 10 feet toward the disk, becoming shunted into a harmless pocket dimension if it is pulled within 5 feet of the disk. Additionally, unsecured objects that come within 10 feet of the disk as it moves are sucked into the disk and are also shunted into the pocket dimension.
When the spell ends, the disk vanishes, and everything within the pocket dimension is deposited neatly in a burlap sack in the disk's space.
Other
Disarm
1st-level evocation (Bard, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a parrying dagger)
- Duration: Instantaneous
You cause an object of your choice held by a creature within range to jolt violently. The holder of the object must make a strength saving throw. On a failed save, the object is flung 10 feet away from the creature. If the object is being held in two hands, the creature has advantage on the saving throw.
Mass Command
3rd-level enchantment (Cleric, Paladin)
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V
- Duration: 1 round
You speak a one-word command. Roll 10d10; the total is how many hit points of creatures this spell can effect. Creatures in a 30-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell follows the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If a target can't follow your command, it instead does nothing on its turn.
Approach. A target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. A target drops whatever it is holding and then ends its turn.
Flee. A target spends its turn moving away from you by the fastest available means.
Grovel. A target falls prone and then ends its turn.
Halt. A target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, roll an additional 2d10 for each slot level above 3rd.
Lucian's Phantasmal Fraud
4th-level illusion (Bard, Warlock, Wizard)
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a silver mirror and a lamp)
- Duration: Concentration, up to 10 minutes
You twist your magics to directly assault the mind. Until the spell ends, you can choose to change a spell's damage type to psychic when you cast a spell that deals damage. Additionally, if the spell forces a creature to make a saving throw, it changes to a Wisdom saving throw instead of the spell's ordinary saving throw. Spells cast in this way count as illusion spells, are incapable of affecting objects or the environment, and have no effect on creatures that can read your mind or see through illusions.
Earworm
1st-level enchantment (Bard, Druid (Groove))
- Casting Time: 1 minute
- Range: 60 feet
- Components: V
- Duration: 8 hours
You sing or hum a catchy tune, attempting to get it stuck in the minds of those around you. Each creature within the spell's range that can hear you must make a Wisdom saving throw. On a failed save, a creature comes under the effects of the spell for the spell's duration.
As a bonus action on your subsequent turns before the spell ends, you can sing or hum part of the tune, triggering the earworm. Each affected creature within 60 feet of you that can hear you becomes afflicted by the earworm until the end of its next turn. An afflicted creature can then repeat the saving throw, ending the spell on itself on a success.
When you cast the spell, choose the nature of the earworm from the following options:
- When afflicted, the target has disadvantage on Wisdom (Perception) checks.
- When afflicted, the target has disadvantage on Constitution saving throws made to maintain its concentration on a spell.
- When afflicted, the target must snap its fingers along to the tune using a free hand, and can't pick up or interact with objects using that hand. If it doesn't have a free hand, it must drop an object of its choice to free up a hand.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative earworm effect, but it should be no more powerful than those described above. The DM has final say on the earworm's effect.
Boomer
2nd level transmutation (Bard, Sorcerer, Wizard)
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, M (a snowflake, which the spell consumes)
- Duration: 1 hour
You touch a creature and empower its voice, allowing it to speak loudly. For the spell's duration, the creature's voice booms up to ten times as loud as normal, and is audible from up to 1 mile away.
Until the spell ends, the creature can use an action to shout. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 2d6 thunder damage on a failed save. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the creature by the effect.
Speak with Book
Transmutation cantrip (Artificer, Bard, Cleric, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You touch a book or tome, briefly imbuing intelligence into it. When you cast the spell, you can ask the target one question. When you do so, a magical mouth appears on it, answering by directly reading aloud the first passage (up to 25 words) within it that answers the questions, in the language the passage is written in. The target knows only what information is contained within it. If the target is sentient, it is under no compulsion to offer an answer if you are hostile to it or it recognizes you as an enemy. If the book or tome can't be opened, such as if it is bound or locked shut, it is unable to answer.
The maximum number of words the target can answer with increases when you reach higher levels, to 50 words at 5th level, 100 words at 11th level, and 200 words at 17th level.
Plague
9th-level necromancy (Druid)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a live rat, which the spell kills and then consumes)
- Duration: Instantaneous
You unleash a contagious disease on a creature within range. When you cast the spell, choose one of the diseases from the contagion spell. The target becomes a vector for the disease.
When you cast this spell, you can designate any number of creatures to be unaffected by it. An affected creature that spends 1 hour within 10 feet of an infected creature must succeed on a Constitution saving throw or become infected with the chosen disease.
An infected creature can be treated over the course of 1 hour, becoming cured with a successful Wisdom (Medicine) check against your spell save DC. If an infected creature is cured of the disease, it becomes immune to the disease for 7 days.
Dragon's Lair
6th-level evocation (Sorcerer, Wizard)
- Casting Time: 24 hours
- Range: Touch
- Components: V, S, M (a hoard of treasure worth at least 10,000 gp and a dragon's scale)
- Duration: Until dispelled
You touch a point and infuse the area around it with the mystic powers of a dragon's lair. The area can have a radius up to 300 feet, and must contain the hoard of treasure. If the value of the hoard is reduced to less than 10,000 gp, the spell ends. The spell also ends if you die.
While you are within the area, you can activate any of the following effects as a bonus action on your turn.
Elemental Cloud. Choose acid, cold, fire, lightning, or poison. A blast of elemental energy, imbued with the chosen type, fills a 20-foot sphere centered on a point you can see within the area, which lasts until you choose a different effect. The cloud's area becomes heavily obscured until the start of your next turn, and each creature that enters the cloud's area for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 3d6 damage of the chosen type.
Falling Rocks. Part of the ceiling collapses above one creature that you can see within the area. The creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can use its action to make a Strength check against your spell save DC to remove the rubble, ending the buried state on a success.
Grasping Tide. Each pool of water you can see within the area surges outward in a grasping tide. Each creature of your choice within 20 feet of such a pool must succeed on a Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
Resounding Echo. You release a savage roar, which is amplified within the area. Each creature of your choice within the area that can hear the roar must succeed on a Wisdom saving throw or be frightened of you. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this option for the next 24 hours.
Tremor. A tremor shakes the lair. Each creature of your choice that is standing within in the area must succeed on a Dexterity saving throw or be knocked prone.
Vow of Enclosure
5th-level evocation (Cleric, Paladin)
- Casting Time: 1 minute
- Range: Self
- Components: V
- Duration: Until Dispelled
This spell must be cast within an enclosed room that can be entirely contained within a 100-foot cube. You swear a divine vow, which grants you nourishment and good health in exchange for your willing imprisonment. Until the spell ends, you are immune to disease and poison and don't need to eat or drink.
The spell ends if you leave the room where it was cast.
Vow of Silence
4th-level abjuration (Cleric, Paladin)
- Casting Time: 1 minute
- Range: Self
- Components: V
- Duration: Until Dispelled
You swear a divine vow, which grants you protection against magical effects in exchange for your continued silence. Until the spell ends, you have advantage on saving throws against spells and other magical effects, and have resistance against the damage of spells.
The spell ends if you speak, including as part of casting a spell with a verbal component.