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#### Etch *transmutation cantrip* *Sorcerer, Warlock, Wizard* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (a vial of acid worth at least 25gp) - **Duration:** Instantaneous This spell applies a small amount of acid to a nonmagical surface or object made of glass, metal, or stone that you touch, allowing you to produce one of the following effects of your choice: * You etch a design into the target, such as a sigil or a small message. The design can cover a 1 foot square of the surface. * You corrode and deface the target, such as rusting iron, oxidizing copper, pockmarking stone, or clouding glass. * You polish and refine the target, such as creating a mirrored metal surface, a smoothed stone, or crystal-clear glass. This effect can also remove corrosion and defacement like rust and pockmarks, including those created by this spell. The effects of this spell are merely superficial, and have no impact on the strength or other properties of the material. #### Splash *conjuration cantrip* *Druid, Sorcerer, Warlock, Wizard* ___ - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** S - **Duration:** Instantaneous You conjure a blast of water that buffets a Large or smaller creature within range. The target must succeed on a Strength saving throw or take 1d8 bludgeoning damage and be pushed up to 5 feet in a direction of your choice. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Stone Fist *evocation cantrip* *Druid, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** S - **Duration:** Instantaneous Stone coalesces around your fist, which you then smash into a target within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 bludgeoning damage. Additionally, if a target takes this damage and isn't larger than you, it must succeed on a Strength saving throw or be knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \columnbreak #### Caustic Pool *1st-level conjuration* *Druid, Sorcerer, Warlock, Wizard* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a vial of acid worth at least 25gp) - **Duration:** 1 minute Bubbling, multi-colored acid pools across the ground in a 15-foot square starting from a point within range. For the duration, this pool turns the ground in the area into difficult terrain. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 3d4 acid damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4, and the square's size increases by 5 feet, for each slot level above 1st. #### Earthen Disk *1st-level transmutation* *Druid, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a rock or chunk of earth) - **Duration:** Instantaneous You raise a small disk of stone from the ground and send it flying at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage and is knocked prone if it is Medium or smaller. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you create one additional disk for each slot level above 1st. #### Lightning Rod *1st-level evocation* *Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a 5-foot conductive rod worth at least 10gp) - **Duration:** Instantaneous You electrify the rod used to cast this spell, and send a thin streak of lightning at a target within range. The target must make a Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much damage on a successful one. If you are outdoors in stormy conditions or have taken lightning damage in the past minute when you cast this spell, the spell’s damage increases by 1d8. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd or higher level, the damage increases by 1d8 for each slot level above 1st. \pagebreak #### Swim *1st-level transmutation* *Druid, Ranger, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (the fin of a fish) - **Duration:** 1 hour You touch a willing creature. The target gains a swimming speed equal to their movement speed for the duration. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature within range for each slot level above 1st. #### Water Whip *1st-level conjuration* *Druid, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** Instantaneous You wrap your hand in a whip of water and cast it out at a target within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 2d12 bludgeoning damage, and if the creature is Large or smaller, you can push or pull the creature up to 15 feet in a direction of your choice other than upwards. If the target is pulled to within 5 feet of you, you can choose to immediately grapple it. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12, and the distance the target is moved increases by 5 feet, for each slot level above 1st. #### Ball Lightning *2nd-level evocation* *Druid, Sorcerer, Warlock, Wizard* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** Concentration, up to 1 minute A 5-foot-diameter sphere of shimmering lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that starts its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. When you summon the sphere, choose a direction for it to move. At the start of each of your turns, the sphere moves 10 feet in that direction. As a bonus action, you can choose a new direction for the sphere to move, and it moves 5 feet in that direction. The sphere is ethereal, able to move through objects and barriers, and hovers. The sphere sheds bright blue light in a 30-foot radius and dim light for an additional 30 feet. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Blasting Bubble *2nd-level evocation* *Druid, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, V - **Duration:** Instantaneous You inflate a roiling bubble and send it flying at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage. Hit or miss, the bubble then explodes. The target and each creature within 10 feet of it must succeed on a Strength saving throw or take 2d8 thunder damage. If one of the creatures around the original target fails the saving throw, they are also pushed 10 feet away from the original target. A target immersed in water has disadvantage on the saving throw. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the thunder damage increases by 1d8 for each slot level above 2nd. #### Chilling Breeze *2nd-level evocation* *Druid, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** Self (15-foot line) - **Components:** V, S, M (a tuft of fur from an arctic animal) - **Duration:** Concentration, up to 1 minute You cast forth a gentle breeze of freezing air in a line 15 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature that fails the saving throw takes 1d12 cold damage and is chilled for the spell's duration, as ice freezes their feet to the ground. A chilled creature has its speed reduced to 0, and disadvantage on attack rolls. A chilled creature can make a Strength check as an action against your spell save DC, freeing itself on a success. The spell ends if there are no chilled creatures. A creature resistant to cold damage has advantage on the saving throw, and a creature immune to cold damage automatically succeeds. \pagebreak #### Geysers *2nd-level conjuration* *Druid, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (A pickaxe) - **Duration:** Concentration, up to 1 minute You cause a steaming geyser to momentarily spray from the ground from a point you can see within range. Each creature within 5 feet of the point must succeed on a Dexterity saving throw or take 2d6 fire damage and, if the creature is Large or smaller, be tossed 10 feet into the air by the geyser. Being underwater doesn't grant resistance against this damage. A tossed creature lands in an unoccupied space of your choice within 15 feet of the geyser, taking 1d6 bludgeoning damage from the fall. If a creature smacks into a ceiling or other object on their way up, they take 1d6 bludgeoning damage. Until the spell ends, you can use your action to create a new geyser within range. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6, and the height the target is tossed increases by 5 feet, for each slot level above 2nd. #### Redirect Lightning *2nd-level evocation* *Druid, Sorcerer, Wizard* ___ - **Casting Time:** 1 reaction, which you take when you or a creature within 5 feet of you takes lightning damage - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous This spell can redirect some of the lightning cast at you or allies. Roll 2d12 + your spellcasting ability modifier, and reduce the lightning damage by the number rolled. You immediately make a ranged spell attack against a target of your choice within range. On a hit, the new target takes lightning damage equal to the damage prevented. #### Snake Trap *2nd-level illusion* *Druid, Warlock, Wizard* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S, M (the fang of a serpent) - **Duration:** 1 minute You place the image of a small, coiled snake in an unoccupied space within range, acting as a trap. The trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers the first time a Small, Medium, or Large creature moves onto the ground or the floor in the trap's space. That creature must succeed on a Dexterity saving throw or be suddenly bitten by the illusory snake, taking 1d12 poison damage and becoming poisoned until the spell ends. On a successful save, the spell ends. At the end of each of its turns, a poisoned target can make a Constitution saving throw. On a success, the spell ends. #### Acid Rain *3rd-level evocation* *Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute Droplets of murky acid coalesce and fall from the air in a 15-foot radius around you for the duration. When a creature other than you starts or ends its turn in the area, it must make a Constitution saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d4 for each slot level above 3rd. #### Dissolve *3rd-level transmutation* *Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a vial of acid worth at least 25gp) - **Duration:** Concentration, up to 1 minute A target of your choice that you can see within range begins to waste away, their outer layers afflicted with acidic corrosion. The target must make a Constitution saving throw. The target takes 6d4 acid damage on a failed save, or half as much damage on a successful one. On a failed save, the target also begins to dissolve for the spell’s duration. At the end of each of its turns, the target repeats the saving throw. It takes 6d4 acid damage on a failed save, and the spell ends on a successful one. If you target a construct or a creature wearing metal armor, it makes the saving throws with disadvantage. If you target an object, it doesn’t make a saving throw and the spell deals maximum damage to it. If you target a nonmagical surface, such as a stone wall or a metal floor, this spell can dissolve a 5-foot square of it, and then the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d4 for each slot level above 3rd. \pagebreak #### Incinerate/Uncinerate *3rd-level transmutation (ritual)* *Druid, Wizard* ___ - **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (a tinderbox) - **Duration:** Special You burn and disintegrate one nonmagical object you touch into a pile of magical ashes, which can be later reconstituted through this same spell. The object must be Small or smaller, and you must hold it throughout the entire casting time of the spell. After casting the spell, the object is reduced to a pile of magical ashes regardless of the material it was made of previously. You can also target a pile of magical ashes made by this spell. Doing so causes the ashes to magically reform into the object that was originally burned, in the same nonmagical state that it was before being incinerated. If a pile of ashes created by this spell are dispersed into wind or water, their magic is lost and the original object with it. #### Envenom *4th-level transmutation* *Druid, Warlock, Wizard* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour You cause a weapon you touch to seep thick, black poison. Until the spell ends, the first time the wielder hits a creature with the weapon on each of their turns, it deals an additional 2d8 poison damage, and the target must succeed on a Constitution saving throw or be poisoned until the end of their next turn. #### Become Ooze *5th-level transmutation* *Wizard* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a sample of ooze jelly) - **Duration:** Concentration, up to 10 minutes You transform into a gelatinous, ooze-like form. Until the spell ends, you can’t cast spells, and you gain the following benefits: * You are amorphous, able to move through a space as narrow as 1 inch wide without squeezing. You can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. * You have blindsight with a radius of 60 feet. * You are immune to the blinded, deafened, exhaustion, frightened, and prone conditions. * You gain a +3 bonus to the attack and damage rolls of melee attacks, and when you hit with a melee attack, the target takes an additional 3d8 acid damage. #### Electric Field *5th-level evocation* *Wizard* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a copper rod) - **Duration:** Concentration, up to 1 minute The air is filled with sparks and arcing electricity in a 15-foot square starting from a point within range. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 2d8 lightning damage and be stunned until the start of its next turn. A creature resistant to lightning damage has advantage on the saving throw, and a creature immune to lightning damage automatically succeeds. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th or higher level, the damage increases by 1d8 for each slot level above 5th. #### Melting Blast *5th-level evocation* *Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot line) - **Components:** V, S - **Duration:** Instantaneous A wave of yellow acid forming a line 30 feet long and 10 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 12d4 acid damage on a failed save, or half as much damage on a successful one. If a target fails the save by 5 or more, any armor they are wearing and weapons they are holding are melted and destroyed unless they are magical. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object also takes the damage if it’s in the spell’s area. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d4 for each slot level above 5th. \pagebreak #### Acid Veins *6th-level transmutation* *Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a vial of acid worth at least 25gp) - **Duration:** Concentration, up to 1 hour You transmute the blood of a willing creature you touch into an acidic compound, which sprays out at attackers. For the duration, whenever the creature is hit with a melee attack, the attacker takes 5d4 acid damage. #### Toxigenate *6th-level transmutation* *Wizard* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a small vial of troll blood) - **Duration:** 8 hours You imbue a willing creature you touch with a limited ability to heal from otherwise deadly toxins. For the duration, the target is immune to poison damage and the poisoned condition. When the target would have taken poison damage, they instead regain hitpoints equal to half the damage prevented. Once the target has regained hitpoints from this spell a number of times equal to your spellcasting ability modifier, the spell ends. \columnbreak #### Antiheal *7th-level necromancy* *Wizard* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** 7 days You attempt to infect a creature you touch with an insidious poison. The target must make a Constitution saving throw. On a failed saving throw, the target can't regain hitpoints for the duration, and whenever they would regain hitpoints, they instead take poison damage equal to the amount of hitpoints they would have regained. The target regains no hitpoints from completing a long rest (taking no poison damage), and loses all its hit dice for the duration. This spell's effects are subtle, and hidden from detection by the *detect poison and disease* and *detect magic* spells. #### Snowdrift *1st-level conjuration* *Druid, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M (a snowball) - **Duration:** 1 minute Snow covers the ground in a 15-foot square centered on a point within range and turns it into difficult terrain for the duration. When the snow appears, each creature standing in its area must succeed on a Constitution saving throw or take 1d4 cold damage and have its speed halved until the end of its next turn. A creature that enters the area or ends its turn there must also make the saving throw. #### Stone Sap *2nd-level transmutation* *Wizard* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (a hammer and chisel) - **Duration:** 1 hour You touch a stone object of Large size or smaller or a section of stone no more than 10 feet in any dimension and disrupt its structural integrity. The object or section of stone has vulnerability to bludgeoning and piercing damage for the duration. \pagebreak #### Blinding Spit *2nd-level evocation* *Druid, Sorcerer, Warlock, Wizard* ___ - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V - **Duration:** Instantaneous You spit a glob of yellow acid into the eyes (or nearest equivalent) of a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage and is blinded until the end of its next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. #### Ice Spear *3rd-level evocation* *Druid, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a drop of water or piece of ice) - **Duration:** Instantaneous You send a long, spear-like icicle hurtling at a target of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 cold damage and 3d8 piercing damage. Hit or miss, the spear then explodes into a cloud of frost. The target and each creature within 5 feet of it must succeed on a Constitution saving throw or have its speed reduced to 0 until the end of its next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the cold and piercing damage each increase by 1d8 for each slot level above 3rd. #### Poison Darts *1st-level transmutation* *Druid, Ranger, Wizard* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** 1 minute You touch one to three darts and imbue them with poison. You or someone else can make a ranged spell attack with one of the darts by throwing it or blowing it through a blowgun. If someone else attacks with the dart, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes poison damage equal to 2d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the dart. \columnbreak #### Galvanize *1st-level transmutation* *Wizard* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, M (a vial of acid worth at least 25gp) - **Duration:** 8 hours You touch an object, such as a suit of armor, a shield, or a weapon, and magically protect it from acid and corrosion. For the duration, the object is immune to the destructive effects of corrosive creatures such as rust monsters or oozes, and can't be destroyed by acid damage.