Kharkinos - Spells Remastered & Homebrew Spells

by EnemyKrab

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Spells Remastered

General Rules

Targeting Objects

Most spells that target only a creature or creatures can potentially target objects as well. There's too many spells and potential situations for me to list which spells can and can't be used in this manner, so if a spell specifies "creature" and you want to use it on an object, ask first.

Scrolls

The second paragraph of all spell scrolls now reads: "If you do not have the ability to cast spells, you must make an ability check using an ability score associated with the spellcasting ability of the creature who authored the scroll in order to determine whether you cast it successfully (the DM will tell you which ability score to use). If the spell is on your class's spell list but of a higher level than you can normally cast, you must also make this ability check but with advantage and using your own spellcasting ability. The DC is equal to the scroll's DC. On a failed check, the scroll retains its magic, but you cannot attempt to cast the spell through the scroll again for 24 hours, as the magic is rendered inert."

Hiding Your Spells

Sometimes a situation arises where you do not want your spellcasting to be obvious. Perhaps magic is outlawed, or you're trying to remain unseen as you prepare for an ambush.

As an action, you can begin casting a spell, trying to hide either its verbal component, or its somatic and material components. The spell you choose must have a casting time of 1 action.

If you choose to hide the verbal component, make a Charisma (Performance) check. If you choose to hide the somatic and material components, make a Dexterity (Sleight of Hand) check. This is against any observing creatures passive Perception.

On a success, that component is successfully hidden from a creature and you can release the spell as an action before the end of your next turn. On a failure, you can either choose to lose the spell and hide your failed casting, or you can release the spell as an action on your next turn anyways. Regardless, you must concentrate on the spell until you release it.

Verbal Components

The verbal components for spells must be enunciated loudly and clearly--at least as loud as normal human speech.

Foci and Somatic Components

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. This hand can be the same as one being used to hold as spellcasting focus, replacing the gestures with a flick of a wand, a twirl of a staff, or some other movement with the focus itself.

Rebalanced Spells

Player's Handbook

Cantrips

Acid Splash*

The cantrip has been rewritten as it follows.

Acid Splash

Evocation cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You create an acidic bubble and hurl it at a point within range, where it explodes in a 5-foot-radius sphere. Each creature in that sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.

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

Blade Ward*

The cantrip has been rewritten as it follows.

Blade Ward

Abjuration cantrip

Casting Time: 1 reaction, which you take in response to a visible creature targeting you with a melee attack

Range: Self

Components: V, S

Duration: Instantaneous

You trace a sigil of warding, imposing Disadvantage on the creature's attack roll against you.

Chill Touch

This spell now says "the target's heals half the amount from any source until the start of your next turn."

Friends*

The cantrip has been rewritten as it follows.

Friends

Enchantment cantrip

Casting Time: 1 action

Range: 10 feet

Components: S, M (some makeup)

Duration: Concentration, up to 1 minute

You magically emanate a sense of friendship toward one visible creature within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force the target to make a saving throw.

Guidance

This spell is now a reaction.

Poison Spray*

The cantrip has been rewritten as it follows.

Poison Spray

Evocation cantrip

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Instantaneous

You launch a mist of toxic energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

This spell's damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Produce Flame*

The cantrip has been rewritten as it follows.

Produce Flame

Evocation cantrip

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: 10 minutes

A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell ends if you dismiss it as a Bonus Action or if you cast it again.

Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Resistance

This spell is now a reaction.

Spells

Animate Objects

This spell is reworked so animating tiny objects is not the best choice at all times and completely overshadow both martials and any summoning spell (including the other choices in this spell). It was also reworked to be more akin to the newer summoning spells.

Animate Objects

5th-level transmutation


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

Objects come to life at your command. Choose one of the following options below:

  • You animate up to 3 medium objects within range
  • You animate up to 2 large objects within range
  • You animate 1 huge object within range.
  • You animate at least 10 and up to 40 small or tiny objects in a 20-foot radius within range, creating a swarm of animated objects.

Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. The creatures are allies to you and your companions. In combat, the creatures share your initiative but it will take their turn immediately after yours. They obey your mental commands (no action required by you). If you don't issue any, each creature takes the dodge action and uses its movement to avoid danger.

Size HP AC Attack STR DEX
Medium 30 16 one attack, reach 4 ft., 2d8+1 damage 10 12
Large 45 15 one attack, reach 5 ft., 2d12+3 damage 16 10
Huge 100 13 two attacks, reach 10 ft., 3d6+4 damage 18 6
Swarm 80 19 Each creature in its space, 2d10+4 damage 6 18

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. It is immune to poison and psychic damage, and is immune to the following conditions: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over.


If you animate a swarm, it is also immune to the grappled and prone conditinos, and can occupy another creature's space and viceversa. The swarm can also move through any opening large enough for each individidual object, and the swarm can't regain hit points or gain temporary hit points. The swarm's size is also determined by how many objects you animate; medium for 10, large for 20, huge for 30 and gargantuan for 40.


If you command an object to attack, it can make attacks as described in its statistics. It makes a slam attack with an attack bonus equal to your spell attack bonus and damage determined by its size. The DM determines the type of damage for the attack, such as bludgeoning for a broom, slashing for a knife or fire for a torch. If it deals bludgeoning, piercing or slashing damage, the damage is considered magical.

Barkskin

The spell does not require concentration and the target’s AC becomes 16, if its AC is not already higher from wearing armor. The creature can benefit from wearing a shield as normal.

Blinding Smite. Staggering Smite, and Searing Smite

Blinding, Staggering and Searing Smite require a "weapon attack" instead of "melee weapon attack".

Cure Wounds*

Healing has increased to 2d8, and the healing improves by 2d8 at higher levels.

Cloud of Daggers

This spell now has the following sentence added:

"As a bonus action, you can move the cloud up to 30 feet in any direction."

Circle of Death

This spell now states that a creature reduced to 0 hit points by the spell’s damage is immediately killed.

Conjure Spells*

These spells have all been redesigned to differentiate them from the summoning spells from Tasha’s Cauldron of Everything and to avoid slowing down combat.

Conjure Animals

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You summon nature spirits that take the form of a Large swarm of spectral animals in an unoccupied space that you can see within range. The swarm lasts for the duration, and you choose the animal form of the spirits, such as wolves, serpents, or birds.

When a creature hostile to you enters a space within 10 feet of the swarm for the first time on a turn or starts its turn there, you can make a melee spell attack against that creature. On a hit, the target takes Radiant damage equal to 2d10 plus your spellcasting ability modifier.

You have Advantage on Strength saving throws while you’re within 10 feet of the swarm, and when you Move on your turn, you can also move the swarm up to 30 feet to an unoccupied space you can see.

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

Conjure Celestial

7th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You summon the protective presence of a Celestial spirit, which manifests surrounded by a pillar of divine light that shines in a 10-foot-radius, 40- foot-high Cylinder centered on a point within range. Until the spell ends, Bright Light fills the Cylinder, and when you Move on your turn, you can also move the Cylinder up to 30 feet.

When a creature enters the Cylinder for the first time on a turn or starts its turn there, you can bathe that creature in one of the following lights:

Healing Light. The creature that isn’t an Undead or a Construct regains Hit Points equal to 4d12 plus your spellcasting modifier. A creature can be healed by this light only once per casting of this spell.

Searing Radiance. The creature must make a Dexterity saving throw, taking 8d12 Radiant 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 level 8 or higher, the healing and damage increase by 1d12 for each slot level above 7.

Conjure Elementals

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You summon an Elemental spirit that fills a 10-foot Cube within range. The spirit lasts for the duration and is composed of air, earth, fire, or water (your choice) when you cast this spell.

When a creature hostile to you Moves within 5 feet of the spirit, you can make a melee spell attack against that creature. On a hit, the target takes 8d8 damage of a type determined by the spirit’s element: Bludgeoning (earth), Cold (water), Fire (fire), or Lightning (air). If the target is a Large or smaller creature, it is also pulled into the Cube and has the Restrained condition.

At the start of each of its turns, the target must make a Strength saving throw against your spell save DC. On a success, the target frees itself. On a failure, the target takes 4d8 damage of the same type as the spell attack. The spirit can have only one creature restrained at a time.

At Higher Levels. When you cast this spell using a spell slot of level 6 or higher, the damage increases by 2d8 for each slot level above 5.

Conjure Fey

6th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You summon the awesome presence of a Medium Fey spirit in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can immediately make one melee spell attack against a creature within 5 feet of the spirit. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn.

As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and repeat the attack against a creature within 5 feet of it.

At Higher Levels. When you cast this spell using a spell slot of level 7 or higher, the damage increases by 2d12 for each slot level above 6.

Conjure Minor Elementals

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You summon elemental spirits that a flit around you for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature within 15 feet of you. This damage is Bludgeoning, Cold, Fire, or Lightning (your choice when you make the attack).

In addition, the ground within 15 feet of you is Difficult Terrain for your enemies.

At Higher Levels. When you cast this spell using a spell slot of level 5 or higher, the damage increases by 2d8 and the range of Difficult Terrain increases by 5 feet for each slot level above 4.

Conjure Woodland Beings

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You summon nature spirits that flit about you for the duration. Until the spell ends, each creature you choose that enters a space within 10 feet of you for the first time on a turn or starts its turn there must make a Wisdom saving throw, taking 5d8 Force damage on a failed save or half as much damage on a successful one.

In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.

At Higher Levels. When you cast this spell using a spell slot of level 6 or higher, the damage increases by 1d8 for each slot level above 5.

Conjure Barrage

This spell's damage has been increased to 4d8 damage, instead of 3d8.

Compelled Duel

This spell no longer ends if another creature attacks the target, instead, the target repeats the saving throw.

Cordon of Arrows

This spell's damage has been increased to 1d6 + your Wisdom modifier in damage.

Darkvision

When you cast this spell using a spell slot of 3rd level or higher, the target's darkvision can see through magical darkness created by a lower level spell.

Daylight

This spell now creates sunlight.

Dimension Door

This spell now allows the caster to bring along an unwilling creature if it is grappled by the caster.

Enhance Ability

This spell's Bear's Endurance option now grants temporary hit points at the start of each turn, rather than just once.

Elemental Weapon

This spell's damage has been increased to 1d8. Additionally, the upcasting now increases the damage by 1d8.

Ensnaring Strike

This spell's damage has been increased to 2d6 and the target instantly takes the damage before making the saving throw.

Flame Arrows

The spell's magic doesn't end when twelve pieces of ammunition have been drawn from the quiver.

Finger of Death

This spell now states that a creature reduced to 0 hit points by the spell’s damage is immediately killed.

Flame Strike

This spell's damage has been increased to 6d6 fire damage and 6d6 radiant damage, instead of 4d6 of each. Upcasting it increases both the fire damage and radiant damage increase by 1d6.

Find Traps

This spell now has a radius of self (30 ft. radius). It has a duration of 10 minutes and is a concentration spell. The following paragraph replaces the second paragraph of the spell:

"As an action you can focus on a specific trap, if any part of the trap is visible to the naked eye it glows faintly in your vision. When you focus on a specific trap you learn general information regarding the intended purpose of the trap.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.""

Flame Arrows

The spell no longer ends after 12 pieces of ammunition have been drawn, and it now works with firearms.

Flame Blade

This spell has been entirely rewritten to behave more like shadow blade, and has been added to sorcerer's spell list.

Flame Blade

2nd-level evocation. (Druid, Sorcerer)


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

You evoke a fiery blade in your free hand, similar in size and shape to a scimitar. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 3d6 fire damage on a hit, has the finesse and light properties. In addition, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 4d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 5d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 6d6.

Grease

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the dimensions of the square increase by 5 feet for each slot level above 1st.

Geas

The damage of the spell reduces your maximum Hit Points as well.

Grasping Vine

A creature that fails the saving throw is also grappled and restrained, in addition to being pulled. You can use your Bonus Action to continue grappling the same creature on subsequent turns.

Hail of Thorns

This spell's damage has been increased to 2d6 piercing damage instead of 1d10, and this damage increases by 1d6 for each slot level above 1st (to a maximum of 6d6)

Healing Word*

Healing has increased to 2d4, and the healing improves by 2d4 at higher levels.

Jump

The spell now takes a bonus action to cast.

Leomund's Tiny Hut

This spell now ends the moment a creature or object leaves the dome's area.

Lightning Arrow

This spell now does the normal weapon damage on top of the lightning damage for the main target of the spell. It also now works with firearms.

Magic Missile

This spell now counts as a single source of damage, and only triggers one concentration check and one failed death saving throw.

Mass Cure Wounds*

The spell now heals for 5d8 instead of 3d8.

Mass Healing Word*

The spell now heals for 2d4 instead of 1d4.

Meteor Swarm

The area affected by the spell becomes difficult terrain, as the meteors cause craters on the area.

Melf's Acid Arrow

This spell's damage has been increased to 5d4.

Melf's Minute Meteors

This spell is no longer concentration.

Mirage Arcane

The spell no longer includes the following line:

"Similarly, you can alter the appearance of structures, or add them where none are present."

This is because Mirage Arcane is strictly an illusion, and it does not alter the properties of already existing terrain or structures.

Mordenkainen's Sword

The spell lasts 1 hour and does not require concentration. Instead of requiring your bonus action, the sword moves and attacks a creature at the start of your turn. You designate what creature it attacks when you cast the spell and can choose a different creature on each subsequent turn as a bonus action. If a creature is not designated, it instead follows you.

Power Word Heal

This spell now works at a 60 foot range and does not require a somatic component, like the other power words.

Stoneskin

Stoneskin no longer requires concentration.

Time Stop

You can now cast this spell as a reaction if someone else casts Time Stop, causing time to stop for everyone but the casters. It also now lets you cast other spells and make ranged attacks that target other creatures without ending the spell. The following lines have been added:

"If you cast a spell during this period, it does not manifest until this spell ends. Additionally, you can make ranged attacks at other creatures. These attacks are made at advantage, but do not hit until the spell ends."

Web

When you cast Web using a spell slot of 3rd level or higher, the dimensions of the cube increase by 5 feet for each slot level above 2nd.

Witch Bolt

The spell requires a bonus action to deal damage to the target after it is initially cast and its range is increased to 60ft. Losing line of sight does not end the spell early, but you cannot deal the damage to a creature you cannot see.

When you cast this spell using a spell slot of 2nd level or higher, the secondary damage also increases by 1 for each slot level above 1st.

Weird

This spell no longer requires concentration, and it does not require an initial saving throw. In addition, the spell damage increases to 5d10

Xanathar's Guide to Everything

Cantrips

Create Bonfire

The spell does does not require concentration, but it ends early if you cast it again.

Lightning Lure

The spell changes to be the following

"You create a whip made of lightning and attempt to wrap it around a target within range. Make a melee spell attack against the target. If the attack hits, you can either pull yourself up to 10 ft towards the creature or pull the creature 10ft towards you and choose to deal 1d6 damage to them.

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

Spells

Absorb Elements

The extra damage applies to any weapon attack.

Agnazzar’s Scorcher

The damage is increased to 4d8.

Chaos Bolt

Obeying rules as written, this spell can be twinned. The Sage Advice regarding this topic will be disregarded, as it is explicitly incorrect.

Dragon's Breath

Obeying rules as written, this spell can be twinned. The Sage Advice regarding this topic will be disregarded, as it is explicitly incorrect.

Earth Tremor

The damage is increased to 2d6.

Enervation

The spell does not end early if you lose line of sight of the creature, but you cannot damage a creature you cannot see.

Healing Spirit

The spell ends early once it has healed a number of times equal to twice the caster’s spellcasting ability modifier.

Holy Weapon

The spell specifies it is creatures within 30ft of the weapon that are affected by the burst of light.

Mind Spike

The damage increases to 4d8.

Thunder Step

This spell now allows the caster to bring along an unwilling creature if it is grappled by the caster.

Skywrite

The spell does not require concentration, but it ends early if you cast the spell again.

Snilloc’s Snowball Swarm

The damage increases to 4d6. The sphere also changes to be 10ft.

Steel Wind Strike

This spell now uses a weapon attack roll instead of a spell attack roll. It is also available for Sorcerers.

Skill Empowerment*

This spell is now 4th level and does not require concentration. In addition, you don't need to be proficient in a skill to gain the benefits of the spell.

Lost Laboratory of Kwalish


The only spell available from this Extra Life adventure is Flock of Familiars.

Guildmaster's Guide to Ravnica

Encode Thoughts

The cantrip has been rewritten as it follows.

Encode Thoughts

Enchantment cantrip

Casting Time: 1 action

Range: 5 feet

Components: S

Duration: 8 hours

Putting a finger to the head of a willing target, you pull a memory, an idea, or a message from their mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If the target is unwilling, they must instead make an Intelligence saving throw against your spell save DC, and the thought strand is extracted on a failed save.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

Acquisitions Incorporated


The spells from this book no longer have the [Royalty] component.

Explorer's Guide to Wildemount

Immovable Object

The target of the spell must not be worn or carried by an unwilling creature.

Fortune's Favor

The spell component is now worth 25 gp.

Wristpocket

The spell is no longer 2nd level, and is now a cantrip, rewritten as it follows.

Wristpocket

Conjuration Cantrip

Casting Time: 1 action

Range: Self

Components: S

Duration: 1 hour.

You flick your wrist with a flourish, causing a single object that weighs no more than 5 lbs that you hold within your hand to vanish. The object is actually transported and stored within a small extradimensional pocket plane. The object remains there until this cantrip is cast again or the spell ends, upon which it is immediately transported back into your grasp.

You cannot store an object while one already occupies the extradimensional pocket.

Rime of the Frostmaiden

Frost Fingers

This spell does 3d6 damage instead.

Tasha's Cauldron of Everything

Green Flame Blade

The range of the spell is changed to 5 ft., and the material component no longer has a cost attached to it.

Booming Blade

The range of the spell is changed to 5 ft., and the material component no longer has a cost attached to it.

Spirit Shroud

This spell now says "the target's heals half the amount from any source until the start of your next turn."

Summon Aberration

This spell's summoned Slaad claw attack now says "the target's heals half the amount from any source until the start of your next turn."

Strixhaven: a Curriculum of Chaos

Silvery Barbs

This spell is no longer a 1st level spell, but a 2nd level spell instead.

Wither and Bloom

This spell now does an extra 1d6 damage.

Astral Adventurer's Guide

Create Spelljammer

The spell is no longer a 5th level spell but a 6th level spell. In addition, the material component is now worth 10,000 gold.

Hemomancy


Certain spells included here have the special tag: hemomancy. Such a spell has an additional cost when it is cast: your own hit points.

When you cast a spell with this tag, you must spend a number of hit points during the casting of the spell. Spending hit points in this way causes you to take necrotic damage equal to the amount spent, which cannot be reduced through any means. The number of hit points you can spend is based on the spell's level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells.

Hemomancy Spell Table

Spell Level Minimum Cost Maximum Cost
1st 1 10
2nd 4 15
3rd 7 20
4th 10 25
5th 13 30
6th 16 35
7th 19 40
8th 22 45
9th 25 50

When you cast a spell with the hemomancy tag, you must spend a number of hit points that is between the minimum and the maximum amount you can spend. For example, if you are casting a spell of 2nd level, you must spend at least 4 hit points to cast it, though you can choose to spend up to 15 hit points in order to increase the power of the spell.

Hydromancy

Certain spells in the ABYSS supplement have the special tag: hydromancy. Each spell with the hydromancy tag also notes a radius, in feet, which is the spell's hydromancy radius. If you touch a body of water when casting a spell with this tag, you can choose a point within the hydromancy radius that is within the same body of water. The spell is cast as if you were at the chosen point, but you must use your own senses.

For example, if you cast a hydromancy spell with a range of touch, you can choose to touch a body of water as you cast the spell. When you do so, you can target any creature that is within reach of a point in the same body of water that is also within the hydromancy radius, rather than only being able to target creatures within your normal touch range.

The following spells have the Hydromancy tag:

  • Fog Cloud (hydromancy 240 feet)
  • Ice Knife (hydromancy 120 feet)
  • Sleet Storm (hydromancy 300 feet)
  • Tidal Wave (hydromancy 240 feet)
  • Wall of Ice (hydromancy 240 feet)
  • Wall of Water (hydromancy 120 feet)
  • Watery Sphere (hydromancy 180 feet)

Pyromancy

I would surely like to come up with something for this, but the only idea I have is to allow some spells to be cast from open flames within a certain range of the caster.

Homebrew Spells

Cantrips

Madaraki's Instant Weapon

Transmutation Cantrip


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: S, M (A nonmagical metal object)
  • Duration: 1 minute
  • Classes: Artificer

You touch a nonmagical metal object that fits within a 5-foot cube that isn't being worn or carried and transform it into an arcane weapon. For the duration, this magic weapon counts as a simple melee or ranged weapon with which you are proficient. It deals 1d8 damage of acid, cold, fire, lightning, poison or thunder, chosen on the spell's initial casting. You can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of attacks using this weapon. It has a normal range of 40 feet and no long range. The spell ends if you cast it again or if you let go of the weapon. When the spell ends, the weapon reverts to it's original form and appears on an unoccupied space within 5 feet of you.

This spell's power increases when you reach certain levels. At 5th levels, you can affect weapons with it. At 11th level, you can create two weapons with it and at 17th level, you can create three weapons.

Conjure Furniture

Conjuration cantrip


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Artificer, Bard, Warlock, Wizard

You conjure a Medium or smaller wooden item of furniture in an unoccupied space within range, such as a chair or a table. You can control the item's design, for example including a backrest or cushion on a chair, but you can't give it special workmanship or embellishments. The item is an object with 10 AC and disappears if it takes any damage, when this spell ends, or if you cast the spell again. You can end the spell early as a bonus action.

This spell's number of furniture creature increase when you reach certain levels. At 5th level, you can conjure two pieces of furniture. At 11th level you can conjure three pieces of furniture, and four pieces of furniture at 17th level.

Arcane Blade

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 5 ft.
  • Components: V, M (a weapon)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You strike the air with your weapon,creating a wave of pure magic to strike your enemy. As a part of the action used to cast this spell, you brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 30 feet of you. On a hit, the target suffers the weapon attack's normal effects and your weapon's damage is changed to force damage instead of its normal damage type.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 2d4 force damage. The damage roll increases by 2d4 at 11th level (4d4) and 17th level (6d4).

Caustic Strike

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 5 ft.
  • Components: V, M (a weapon)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

As a part of the action used to cast this spell, you brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and a 5-foot puddle of acid fills the target's space until the start of your next turn. Any creature that moves into the acid's space or ends its turn there takes acid damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d6 acid damage and the damage of the puddle increases to 1d6 + your spellcasting modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).

Frigid Blade

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 5 ft.
  • Components: V, M (a weapon)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

As a part of the action used to cast this spell, you brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and it becomes coated in brittle magical frost until the start of your next turn. If the target does not willingly move by the end of its next turn, it takes 1d8 cold damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 cold damage and the extra damage increases by 1d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).

Lightning Slash

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 5 ft.
  • Components: V, M (a weapon)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

As a part of the action used to cast this spell, you brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and the target is coated in a volatile magical spark until the start of your next turn. If the target uses his reaction, it takes 1d8 lightning damage, and then the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 lightning damage, and the reaction damage increases by 1d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).

Vile Cut

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 5 ft.
  • Components: V, M (a weapon)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

As a part of the action used to cast this spell, you brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and if the target is blinded, frightened, poisoned or incapacitated, they take an 1d8 poison damage at the start of their turn as a dormant poison surges through their body, and then the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target on a hit, and dormant poison damage increases by 1d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).

Virtue

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round
  • Classes: Artificer, Bard, Cleric

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

Air Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet.
  • Components: S, M (a weapon)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You deftly swing your weapon at a creature, causing a flurry of aerial strikes. Choose one creature you can see within range. The target must succeed on a Dexterity saving throw or take 2d4 damage and be pushed 5 feet away from you in a straight line. The damage type is the same as that of the weapon used as a component.

The spell damage increases by 2d4 once you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Ice Dart

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You conjure and fling a shard of ice at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4+1 piercing damage and 1d4 cold damage. A delicate object, such as silk or paper, is pierced when hit by this spell.

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

Determine Enviroment

Divination Cantrip


  • Casting Time: 1 Minute
  • Range: Self
  • Components: V, S, M (a small pebble or stone from the local region)
  • Duration: Instantaneous
  • Classes: Artificer, Cleric, Druid, Wizard

You gain a flash of knowledge about the enviroment around you. Pick one of the following effect.

This spell only accounts for mundane processes. It provides meaningless, incomprehensible information if magic is affecting what you are trying to discern, for example if someone had cast the control weather spell nearby when you chose to Forecast. The spell also fails if you cast it outside the Material Plane.

Compass. You learn which direction is north.

Sundial. You learn the precise time until the next sunrise or sunset, whichever is sooner.

Forecast. You learn of any changes to the local weather up to one hour in the future. This ranges from large-scale phenomena such as storms to more subtle changes in the wind speed and direction.

Map. You learn the general shape of any coastlines within 5 miles. This allows you to detect islands, lakes and rivers, but not smaller features such as caves or shoals, nor differentiate between types of coast such as cliffs and beaches.

Survey You learn the direction of both the highest and lowest points on land within 5 miles.

Measure. Choose a point of ground you can see. You learn the approximate distance from you to that point in a straight line. The value is usually accurate to one or two significant figures.

The number of effects you can choose when you cast this spell increases by one when you reach 5th level (2 effects), 11th level (3 effects), and 17th level (4 effects).

Concealed Shot

Illusion cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a ranged weapon)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Druid, Wizard

As part of the action used to cast this spell, you must make an attack with a ranged weapon, otherwise the spell fails. The attack’s projectile is invisible while in flight and the weapon itself is silent. If the weapon is a firearm, this spell suppresses the smoke and light the weapon produces, making it impossible to see or hear where the shot came from. This spell only conceals the first shot you make; any additional shots are not concealed

Minor Divination

Divination Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric, Bard, Warlock, Wizard

You touch a creature and draw inconsequential information out of its mind. An unwilling creature can make a Wisdom saving throw to resist the effects. You learn one of the following details:

  • The name and pronouns by which the creature currently prefers to be called.
  • The creature's age.
  • The creature's month or season of birth.
  • The creature's height and weight.
  • The creature's astrological sign, affiliated element, totem or placement within another similar system with which you are familiar.
  • The creature's favorite or least favorite item within a certain group or category, such as food or color.
  • A simple, inconsequential thought currently being consciously held in the creature's mind, such as a chosen number or card, but not something the creature is deliberately keeping hidden, such as a location or secret identity.

You can only learn what the creature knows. For example, if false information is honestly believed by the creature, you learn their belief, but you don't learn about its inaccuracy. Similarly, you learn nothing if the creature doesn't know the information you seek.

You can learn one additional detail when you reach 5th level (2 details), 11th level (3 details), and 17th level (4 details).

Control Smoke

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of ash)
  • Duration: Instantaneous or 1 hour
  • Classes: Bard, Druid, Sorcerer, Wizard.

A little spell used mainly by students on winter nights by the fire to tell stories. You choose nonmagical smoke that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You make the smoke disappear.
  • You make the smoke expand 5 feet in one direction that is not down.
  • You change the smoke's color.
  • You create shapes within the 5 foot cube, these shapes can be incredibly detailed and beautiful, but are always clearly made of smoke.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Detect Attraction

Divination Cantrip


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Warlock

Choose a humanoid that you can see within range. The DM rolls a d20 and consults the following table to determine the spell effects.

d20 Effect
1 The spell informs you that the creature isn't currently attracted to you in any way, at all.
2-19 The spell informs you if the creature is currently attracted to you, wheteher sexually, romantically, or in any other way.
20 The spell informs you that the creature is currently attracted to you both sexually and romantically.

This spell's casting time decreases to an action when you reach 5th level, and to 1 bonus action when you reach 11th level.

Chalkboard

Illusion Cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a piece of chalk)
  • Duration: 1 Hour
  • Classes: Artificer, Bard, Wizard

Favoured by academics, this spell creates an intangible, opaque, floating plane with the appereance of a slate chalkboard within range, which lasts for the duration. You choose the chalkboard's size, from 1-inch to 1-foot square. You can choose the orientation of the chalkboard, and whether it remains stationary or moves with you, maintaining some relative distance and orientation. You can change the size of the chalkboard as an action, choosing whether to scale the drawings with it or not.

You can draw on the chalkboard moving your finger along its surface, and you can erase existing marks by wiping it with the back of your hand. The drawing's color can be whatever you choose, defaulting to white if you make no choice. You can designate creatures to also be able to write or erase marks on the board at any point (no action required).

The spell ends early if you move more than 60 feet away from the chalkboard, if you dismiss it as a bonus action, or if you cast it again.

The maximum size of the chalkboard increases at 5th level (5-foot square), 11th level (10-foot square) and 17th level (15-foot square).

Finger Gun

Evocation Cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S,
  • Duration: 1 Minute
  • Classes: Artificer, Bard, Sorcerer, Wizard

You extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, you can use your action to make a ranged spell attack against one creature you can see within 60 feet, dealing 1d12 piercing damage on a hit. Your finger gun does not require ammunition, but is considered to be a firearm for spells and effects which influence firearms.

The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Hocus Pocus

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Warlock

You conjure minor paranormal phenomena and other ominous effects. You create one of the following magical effects within range for 1 minute:

  • You cause all candles, torches, and other open flames to darken and flicker.
  • You create a quiet sound that originates from a point of your choice within range, such as ominous whispers, the drone of insects, or the sound of crying.
  • You create up to four torch-sized spectral, glowing orbs, which float around within range. The orbs do not provide light, apart from a dim glow.
  • You can chill or warm the air in a 10-foot cube by 10 degrees.
  • Cause small, unattended objects to rattle or levitate an inch off the ground.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action

Moment to Think

Transmutation cantrip (dunamancy)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 round
  • Classes: Artificer, Bard, Wizard

A spell created by scholars tinkering with time itself to allow them to make better decisions in moments of pressure. When you cast this spell, you briefly slow time for everyone but yourself. For the duration, you can take one additional action that can be used only to take the Search or Use an Object action, or to make an Intelligence check to remember information about something.

Phantom Grapnel

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

You conjure a chain and hook made of magical force, which you propel at a creature or unoccupied space you can see within range. When you target a space or a creature of Huge size or larger, your grapnel pulls you to that target in a straight line. You provoke opportunity attacks for this movement as normal.

When you target a creature of Large size or smaller, you pull the target up to 15 feet towards you. A creature can make a Strength saving throw to resist this movement.

Quickstep

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 round
  • Classes: Artificer, Druid, Sorcerer, Wizard.

You call upon your inner reserves to give you a brief flash of speed. When you cast this spell, your movement speed increases by 10 feet until the end of your next turn

Tag

Illusion cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a drop of paint)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Wizard

You press your hand against a flat plane on an object and imprint an elaborate and vibrant image onto the surface. The image can contain a message up to three words in length, and can include art, caricatures, or identifying logos in any combination of colors, decided when you cast the spell.

Forest Thunder

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a bullet)
  • Duration: Instantaneous
  • Classes: Druid

A wooden, vine- and leaf-covered appendage grows suddenly on your arm, taking the form of a firearm. Its appearance and size are chosen by you, but its effects remain the same. Make a ranged spell attack against a target within range; firing the shot disintegrates the wooden weapon. On a hit, the target takes 1d10 piercing damage. The appendage is considered to be a firearm for spells and effects which influence firearms.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Minor Appearance Modification

Illusion Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (makeup)
  • Duration: 1 hour
  • Classes: Bard, Druid, Sorcerer, Wizard

A common cantrip used for seduction or fashion, but also just to mess around. You create an illusory small change in your appearance. You may:

  • Change the size or colour of your eyes.
  • Change the shape, width or length of your nose (no more than 3 inches).
  • Change the colour or length of your hair (no more than 3 inches).
  • Change the colour or length of your fingernails (no more than 3 inches).
  • Create a small tattoo or scar anywhere on your body (it can't occupy a space larger than 3 square inches).
  • Remove a spot, scar or mark (no larger than 3 square inches).

If you cast this spell multiple times, you can have up to two of its effects active at a time, and you can dismiss such an effect as an action.

Jinx

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of blood)
  • Duration: 1 round
  • Classes: Druid, Sorcerer, Warlock

One creature of your choice that you can see within range must make Charisma saving throws. On a failed save the target must roll a d4 and subtract the number rolled from the next attack roll or ability check it makes before the start of your next turn.

The spell targets more creatures when you reach higher levels: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level.

Arcane Spike

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You launch a bolt of pure magical energy towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 force damage.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Temporal Anchor

Abjuration cantrip (dunamancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Warlock, Wizard

You slow the passage of time for one creature you can see within range. The target must succeed on a Charisma saving throw or have its speed halved until the end of its next turn.

The spell targets more creatures when you reach higher levels: two creatures at 5th level, three creatures at 11th level, and four creatures at 17th level.

Argon's Flashsword

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, M (a spellcasting focus)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer Warlock, Wizard

You wreathe your spellcasting focus in a glowing aura of magic, creating a thin spectral blade of magical force at its tip. The blade is similar in size and shape to a shortsword. Make a melee spell attack with the blade. On a hit, the target takes 1d10 force damage.

The spell allows you to make more attacks when you reach higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can direct the attacks at the same target or at different ones.

Adrasteia's Combustion

Evocation cantrip (pyromancy)


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Druid, Sorcerer, Wizard

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).

Kairon's Jolt

Evocation cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

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).

Ulyaoth's Rot

Necromancy cantrip


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

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).

Tenser's Recording Disk

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of mercury)
  • Duration: Concentration, up to 1 hour
  • Class: Artificer, Cleric, Bard, Wizard.

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. 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.

Speak with Book

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Cleric, Wizard

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.

Covetus's Count Currency

Divination cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a platinum coin)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Warlock, Wizard

Currency within 1 foot of a point you can see within range is sorted into a neat stack by denomination, value or some other specification of your choice. This spell can't move currency that is secured, such as coins inside a bag, box or pocket. The stacks appear at the point you chose.

Although currency typically refers to coins made out of precious metal, you can alternatively use this spell to sort and identify the value other objects of notable worth, such as gemstones and ingots. This spell can only sort one class of objects a a time.

Bloodletting

Necromancy cantrip (hemomancy)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

You touch a creature and spend 1 hit point, opening a wound where you touch. Make a melee spell attack against the target. On a hit, the target takes 1d12 necrotic damage. If this damage reduces the target to 0 hit points, you gain temporary hit points equal to half the damage dealt. These temporary hit points last for up to 1 minute.

The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Dueling Shadows

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

Choose two creatures within range that are within 5 feet of each other. Each target must succeed on a Dexterity saving throw or take 1d4 necrotic damage as their shadows lash out at each other. If one of the creatures moves before the start of your next turn, both targets must repeat the saving throw as the shadows lash out again, dealing another 1d4 necrotic damage.

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

Laceration

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Warlock, Wizard

Two bolts of necrotic energy shoot from your fingertips towards a single creature within range. Make two ranged spell attacks against the target. On a hit, the target takes 1d4 necrotic damage. If both bolts hit the target, they strike simultaneously as a single instance of damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage it took. The target's hit point maximum returns to normal after 10 minutes.

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

Binding Thread

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a read or black thread)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You create a binding thread that ties your soul to the soul of creature within 5 feet of you. If that creature moves more than 5 feet away from you, it must succeed on a Charisma saving throw or take 2d6 necrotic damage, and the spell ends. The spell also ends if you move more than 5 feet away from the creature.

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

Umbrathurgy

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Up to 1 hour
  • Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard

You compel shadows to create one of the following effects at a point you can see within range:

  • The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 hour.
  • You cause shadows to conceal up to 2 creatures within a 15- foot radius area of dim light or darkness, allowing them to Hide as a bonus action on their next turn if they remain in the area.
  • The shadow of a creature or object becomes either blurred or unblurred, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Life Leech Strike

Evocation cantrip


  • Casting Time: 1 action
  • Range: self
  • Components: V, M (a weapon)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warlock

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within your reach, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and you siphon the life force from the creature, dealing 1d4 bonus necrotic damage. If the creature has less than half its hit point maximum, you instead deal 1d8 bonus necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d4 or 2d8), 11th level (3d4 or 3d8), and 17th level (4d4 or 4d8).

Static Electricity

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard, Warlock

You fire a mote of static electricity towards a creature within range, making a ranged spell attack. On a hit, the target takes 1d8 lightning damage. If the attack misses, you can choose for the mote of electricity to bounce to another creature within 30 feet of the initial target, rerolling the attack against that creature. The attack can only repeat this way once.

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

Mote of Chaos

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer

You launch a mote of chaotic energy towards a creature within range. Make a ranged spell attack, dealing 1d6 force damage on a hit. If you roll a 1 or 6 on a damage die for this spell, the mote bounces to a creature of your choice within 5 feet of the target, which takes the spell's damage as well.

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

Battery Assault

Evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Artificer

You cause a crackle of magical fire to spark at a target within 5 feet of you. The target must make a Dexterity saving throw, taking 1d8 fire damage on a failed save. Regardless of whether the target fails or succeeds, if they are still within 5 feet of you by the start of your next turn, they must repeat the saving throw or take the spell's damage again.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Commit to Memory

Divination cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 month
  • Classes: Artificer, Wizard

This spell records complex information that you can see, such as a detailed map or a long sequence of symbols. Until the spell ends, you can use your action to create an illusory duplicate of the information recorded. If you cast this spell again before it ends, the first information recorded is lost.

Arterial Flow

Transmutation Cantrip (hemomancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 hour
  • Classes: Sorcerer, Warlock, Wizard

You choose an amount of blood that you can see within range and that fits within a 5-foot cube. You cannot manipulate blood that is still within a living creature, and manipulating the blood of a bleeding creature doesn't harm it. You manipulate the blood in one of the following ways:

  • You instantaneously move or otherwise change the flow of the blood as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage and can't stop a creature from bleeding.
  • You cause the blood to form into words or simple shapes and animate at your direction.

If you cast this spell multiple times, you can have up to three effects created by it active at a time, and you can dismiss such an effect as an action.

Starry Wisp*

Evocation Cantrip


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

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Borrow from Tomorrow WIP*

Conjuration ???


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (an hourglass)
  • Duration: Instantaneous

You reach forward through time, pulling arcane energy from your future self. You regain one expended spell slot of 3rd level or lower. When you finish your next long rest, you immediately expend a spell slot of equivalent level.

If you cast this spell again before 24 hours have passed, it has no effect.

Level 1 Spells

Kriv's Healing Elixir

1st-level conjuration


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (alchemist's supplies)
  • Duration: 24 hours
  • Classes: Artificer

You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it's consumed, at which point the vial vanishes.

As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

Sudden Awakening

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Artificer, Ranger, Wizard, Bard

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.

Wild Cunning

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Ranger, Druid

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:

  • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
  • If there is edible forage within range, you know it and where to find it.
  • If there is clean drinking water within range, you know it and where to find it.
  • If there is suitable shelter for you and your companions with range, you know it and where to find.
  • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
  • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

Unearthly Chorus

1st-level illusion


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard

Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.

Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.

Sense Emotion

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Sorcerer, Warlock, Wizard

You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target's prevailing emotion, whether it's love, anger, pain, fear, calm, or something else. If the target isn't actually humanoid or it is immune to being charmed, you sense that it is calm.

Lightning Strike

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a melee weapon)
  • Duration: Instantaneous
  • Classes: Artificer, Paladin, Ranger, Sorcerer, Warlock, Wizard

Your weapon crackles with powerful electricity before lurching forward, launching you with it at incredible speed. You fly up to 10 feet in a straight line and then make a melee attack with a weapon against one creature within your reach. On a hit, the target suffers the attack's normal damage plus an extra 2d6 lightning damage. If you fly straight towards a target, you make this attack with advantage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 and you can fly an additional 5 feet for each slot level above 1st.

Arcane Overcharge

1st-Level evocation


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, M (a weapon)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer

You modify your weapon and charge it with magical energy, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. If the weapon isn't magical, it becomes a magic weapon for the spell's duration. Until the spell ends deals an extra 1d4 damage of the chosen type.

As a bonus action, you can change the damage type, choosing from the options above.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 1 hour.

Guard

1st-level abjuration


  • Casting Time: 1 reaction, which you take when a creature other than you or an object you can see within range is hit by an attack or targeted by the magic missile spell
  • Range: 15 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Artificer, Cleric, Sorcerer, Wizard

An invisible barrier of magical force appears and protects a creature or object you can see within range. Until the start of its next turn, the target has a +5 bonus to AC, including against the triggering attack, and they take no damage from magic missile.

This spell cannot affect anyone under the effects of the shield spell and you cannot be affected by the shield spell if you are under the effects of this spell.

Guardian Sphere

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a glass or crystal bead)
  • Duration: 1 hour
  • Classes: Artificer, Sorcerer, Wizard

You create a shimmering orb of force that lazily floats around you. When you are targeted by n attack before the spell ends, you can use your reaction to cause the orb to protect you from harm. Make a spellcasting ability check, if the result is equal to or greater than the triggering attack roll, the orb intercepts the attack, turning a hit into a miss. Otherwise, if the attack hits, the orb only absorbs the brunt of the attack, reducing the damage you take from that attack by 1d12.

If the orb absorbs a total of 20 damage, the spell ends early. This damage can come from multiple sources. The orb disappears when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd-Level or higher, the orb can absorb an extra 10 damage before the spell ends early for each slot above 1st.

Freezing Claws

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute.
  • Classes: Artificer, Druid, Sorcerer

Magical ice grows along your fingernails, ending in razor-thin claws. Until this spell ends, you can make unarmed strikes using your spellcasting ability instead of Strength. When you hit with an unarmed strike, you deal an extra 1d8 cold damage. Additionally, you can freeze up to 1 gallon of water you touch as a bonus action.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 1 hour. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 8 hours.

Dowsing Rod

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a forked hazel branch)
  • Duration: Concentration, up to a 10 minutes.
  • Classes: Artificer, Druid, Ranger, Wizard

Holding the branch in two hands, you gently sway it from side to side. For the duration, you can sense the presence and depth of freshwater up to 300 feet directly beneath you.

Endow Vigour

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S,
  • Duration: Instantaneous
  • Classes: Artificer, Cleric, Druid, Paladin, Ranger, Sorcerer

Placing your hand on a willing creature other than yourself, you transfer some of your lantent lifeforce and strength of will. Roll and spend one of your Hit Dice. The creature regains a number of hit points equal to the result plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose to roll and spend an extra Hit Die for each slot level above 1st. The creature regains an extra number of hit points equal to the result plus half your spellcasting ability modifier (rounded down) for each Hit Die you rolled.

Petty Curse

1st level Enchantment


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V,S
  • Duration: 24 Hours
  • Classes: Bard, Cleric, Warlock

You attempt to place a minor curse on a creature you can see within range, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, you create a small, harmless magical effect of your choice that only inconveniences the target. The target is aware they are under this curse but cannot communicate this fact including through speech, written text, telepathy, or charades. Alternatively, you can choose one of the following effects:

  • The target cannot say or always forgets a common word of your choice such as Tuesday or apple as long as it does not impact their ability to communicate.
  • The target must substitute a word of your choice with a figurative phrase such as snake with danger noodle.
  • The target has a 1 inch patch of skin that glows a color of your choice.
  • The target always suffers from minor clothing inconvenience such as always having slightly damp socks or shirts with holes at the elbows.
  • The target takes slightly too long to fall asleep, causing them to think about embarassing moments of their past.
  • The target feels their behind itch at the worst times.
  • The target almost trips every time they attempt to run.
  • The target always has a pebble inside of their shoes.

You can end this spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, the duration is 1 week. When you cast this spell using a spell slot of 5th or 6th level, the duration is 1 year. When you cast this spell with a spell slot of 7th level or above, the spell lasts until it is ended by one of the Spells mentioned above.

Quiet Quarter

1st-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a forked hazel branch)
  • Duration: Concentration, up to a 1 hour
  • Classes: Artificer, Bard, Druid, Ranger, Wizard

A willing creature or object emanates an aura of quiet with a 5-foot radius for the duration. Within this aura, creatures and objects are resistant to thunder damage, and sounds are muted such that normal speech has the same volume as a whisper. Sounds crossing the effects boundary are also muted in a similar fashion. The aura moves with the target.

Copy Text

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (A vial of ink worth at least 1 gp, which the spells consumes)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Cleric, Wizard

You touch one page to copy its writing to another, neither of which can be larger than 2 feet in any dimension. The source page can be anything marked in some way by ink, paint, or dye, such as inscribed parchment, dyed cloth, or painted stone. The target can be anything that could be marked similarly. The spell duplicates the markings on one side of the source page to the target, including both text and drawings but not any textures or engravings. If the target is already marked in some way, the copied marks are superimposed.

This spell cannot copy spells into a spellbook.

Accelerate/Decelerate

1st-level transmutation (dunamancy)


  • Casting Time: 1 reaction, which you take when a creature you can see within range is hit with an attack
  • Range: 60 feet
  • Components: V, S, M (a drop of oil or a drop of molasses)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard.

This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. When you take a reaction to cast this spell you can choose from one of the following effects:

Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier.

Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage).

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st

Blood Print

1st-level necromancy (hemomancy) (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an ounce or more of blood)
  • Duration: Instantaneous
  • Classes: Artificer, Cleric, Druid, Warlock, Wizard

As you cast this spell, you must spend 1 hit point. At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.

Rumbling Charge

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a lump of granite)
  • Duration: Instantaneous
  • Classes: Sorcerer, Druid, Wizard.

You imbue yourself with the elemental power of a landslide. When you cast this spell, you immediately move 30 feet in a straight line without provoking opportunity attacks. If your path is blocked by a creature or object, you stop moving there and that creature or object must make a Strength saving throw or take 2d12 bludgeoning damage, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.

Chromatic Bullet

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a firearm)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Ranger, Wizard, Warlock

The next time you hit a creature with a ranged weapon attack using a firearm during the spell’s duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You choose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm’s damage to one of these damage types. You do not need to pick the same damage type for both.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Conjure Cover

1st-level conjuration (ritual)


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V, S, M (a duck figurine)
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Druid, Ranger, Wizard.

You conjure a low cobblestone wall along the ground, a perfect source of cover, at a point you can see within range. The wall is 18 inches thick and is composed of three 5-foot long by 3-foot high segments. Each segment must be contiguous with at least one other segment.

A Medium creature that hunkers behind the wall has half cover from ranged attacks and a Small creature that hunkers behind it has three-quarters cover from ranged attacks. A prone creature has full cover behind the wall. The wall can be leapt over without using any additional movement.

Each segment has AC 10 and 60 hit points. Reducing a segment of the wall to 0 hit points causes it to crumble, destroying it. The wall disappears when all the segments are destroyed or the spell ends.

Exhume

1st-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of blood)
  • Duration:- Instantaneous
  • Classes: Warlock, Wizard

Choose an unoccupied 20-foot square within range—note that the area must have solid earth beneath it; this spell fails if cast on the upper floor of a building. This spell then causes one pile of humanoid bones to rise out of the ground within that square. If you cast this spell within a burial place such as a graveyard, mausoleum, or barrow, 1d4 piles of bones are exhumed instead of 1. The ground itself is not changed or disturbed by this spell; the bones simply appear out of the ground.

Retry Possibility

1st-level transmutation (dunamancy)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Wizard

You gain a vision of the future through the timestream of possibilities, allowing you to avoid mistakes you would have made in other realities. The next time you miss a creature with an attack before this spell ends, you can instantly reset yourself to the moment before the attack and repeat it against the same target, attempting to avoid a mistake that ocurred in another reality.

Tasha's Tomfoolery

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Artificer, Bard, Sorcerer, Warlock

Jabbering occult curses, you attempt to afflict a creature you can see within range with a comical curse. The creature must make a Charisma saving throw. On a failed save, the creature makes a ridiculous honking sound whenever it takes a step before the spell ends, causing it to fail stealth checks that require to be silent while moving. It also emits the sound whenever the target touches a creature or object with their hands or weapon. The DM may give the character disadvantage for certain checks depending on the situation, for example, the target may have disadvantage on Intimidation check because the honking doesn't allow anyone to take them seriously.

This sound can be heard up to 60 feet away.

At Higher Levels. When you cast this spell using certain higher-level spell slots, the duration increases: 8 hours at 3rd level, 24 hours at 5th level, and until dispelled at 7th level

Magic Quill

1st-level Transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Artificer, Bard, Sorcerer, Wizard

The essayist's best friend, this little spell has also been used to eavesdrop several times. You touch a quill or another writing instrument and a piece of parchment or another writing surface. The quill becomes enchanted, you can choose one of the following effects that it will perform for the duration or until you end this spell as a bonus action:

  • It will write down whatever you dictate, crossing out or correcting itself if you tell it to.
  • It will write down whatever is said within 15 feet of it, as long as there's no total cover between the speakers and the quill. It will use quotation marks to separate the different speakers, and will number them as speaker 1, speaker 2, etc. based on the order they first speak in.
  • It will go over a text, correcting and crossing out grammar mistakes.
  • It will copy a text, the copy will be distinguishable from the original though.

The quill or writing instrument requires ink to write, but will dip itself in an ink bottle without instruction when it runs out if it is provided with one. You can use this spell to write down spells in your spellbook, but must dictate the spell and doing so requires the same investment in ink and time.

Capture Moment

1st-level spell transmutation (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (paints worth 5gp, that are consumed)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard

A spell often used by students to create gifts or retain memories. You touch a canvas, a parchment, or another smooth and blank surface. Upon the surface you may create an image of something you have seen within the last 24 hours. The image must be no larger than a 5 foot square. The image is a perfect representation of what you remember, down to the finest details.

Divine Protection

1st-level abjuration


  • Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you makes a saving throw
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

You mutter a prayer that grants the target greater resilience against the triggering effect. The target gains advantage on its saving throw.

Paper Messenger

1st-level Transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a quill)
  • Duration: 1 hour
  • Classes: Artificer, Bard, Sorcerer, Wizard

As useful for sending love letters as for asking to borrow someone's homework, this is a very popular spell in wizarding schools. You touch a piece of paper or parchment no heavier than an ounce. The paper or parchment folds itself into the shape of a bird and gains a flying speed of 30 feet. You give the creation a precise location: this can either be an address, a place you've been to and can explain how to get to, or a direction and a distance (example, east, 500 feet). You may also describe a person at said location.


Your creation will then spend the duration of this spell flying towards the described location. It may not pass through obstacles to do so, but will try to fly over or around them if possible. If it becomes blocked, it will wait until the obstacle is removed or until this spell ends (whichever comes first). In one hour, this creation can travel up to 6 miles. When it arrives at the described destination, the creation will float to the ground and unfold itself. If a person was described along with the destination, the creation will search an area within 150 feet of the destination for the described person, landing in front of them if they succeed. When this spell's duration ends, if the creation hasn't found its destination, it will float to the ground and unfold.

At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the Duration of the spell increases by 1 hour for each slot level above 1st.

Flashbang

1st-level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (a pinch of powdered magnesium or aliminium)
  • Duration: 1 minute
  • Classes: Artificer, Bard, Ranger, Sorcerer, Wizard

You form a tiny bead of energy in your hand, which sheds a dim light in a 5-foot radius for the duration. A creature holding the bead can throw it to a point within 30 feet as an action. You can also throw the bead as part of the action used to cast this spell.

As a bonus action on your turn, you can end the spell and cause to loudly explode in a shower of light. Each creature within 10 feet of the bead must make a Constitution saving throw. A creature takes 2d4 thunder damage on a failed save, or half as much damage on a succesful one. Additionally, on a failed save, a creature is blinded and deafened until the start of your next turn.

A creature can use its reaction to automatically suceed on the saving throw by covering its eyes and ears. Creatures that can neither see nor hear are unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Arcane Greatsword

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (10-foot cylinder)
  • Components: S, M (a spellcasting focus)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You form a glowing blade of magic around your spellcasting focus and swing it in an arc around you. The blade is similar in size and shape to a greatsword. Each creature in a 5-foot-tall cylinder with a 10-foot radius centered on you must make a Dexterity saving throw. A target takes 4d4 force 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Dark Edge

1st-level necromancy


  • Casting Time: 1 action
  • Range: Self (10-foot line)
  • Components: S, M (a spellcasting focus)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You form a dark blade of shadows around your spellcasting focus and bring it crashing down before you. The blade is similar in size and shape to a greatsword. Each creature in a line 10 feet long an 5 feet wide must make a Dexterity saving throw. A target takes 3d8 necrotic 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 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Kairon's Static Discharge

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

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.

Benedict's Stasis

1st-level transmutation (dunamancy)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Warlock, Wizard

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.

Madaraki's Toolbelt

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • Duration: 8 hours
  • Classes: Artificer, Sorcerer, Wizard

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.

Minerva's Miniature Missile

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial worth 1 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

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.

Neferinjara's Toxification

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a flake of arsenic, which the spell consumes)
  • Duration: 8 Hours
  • Classes: Cleric, Druid, Sorcerer, Wizard, Warlock

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.

Neferinjara's Noxious Haze

1st-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard, Warlock

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.

Bone to Pick

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

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.

Disarm

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a parrying dagger)
  • Duration: Artificer, Bard, Sorcerer, Wizard

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 against your spellcasting DC. 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.

Earworm

1st-level enchantment


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V
  • Duration: 8 hours
  • Class: Bard, Druid

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.

Blackblood

1st-level transmutation (hemomancy)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Class: Artificer, Cleric, Sorcerer, Wizard

You transform a portion of your blood into a poisonous substance. As you cast this spell, you must spend a number of hit points. You gain a number of temporary hit points equal to the amount spent. For as long as these temporary hit points last, whenever a creature hits you with an attack while within 5 feet of you they take 1d8 poison damage and become poisoned until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Blackflame

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Class: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard

You choose a flame that you can see within range and that fits within a 5-foot cube. The flame momentarily changes color into a deep black, and then lashes out at surrounding creatures. Each creature within a 5-foot radius extending from the flame must make a Dexterity saving throw. A creature takes 1d6 necrotic damage and 2d6 fire 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 2nd level or higher, the necrotic damage increases by 1d6 for each slot level above 1st.

Bloodburn

1st-level evocation (hemomancy)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Class: Sorcerer, Warlock, Wizard

You inflict a burning pain upon yourself, causing another creature that you can see within range to feel an even more excruciating pain as their blood boils. As you cast the spell, you must spend a number of hit points. The creature must then make a Constitution saving throw. On a failed save, the creature takes 2d6 + the number of hit points spent as fire damage, and immediately falls prone as they become wracked with pain. On a successful save, the target takes half as much damage and doesn't fall prone. Constructs, elementals, and undead are immune to this spell.

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.

Bloodsight

1st-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Class: Artificer, Sorcerer, Warlock, Wizard

You draw out a portion of your blood, causing your eyes to take on a crimson hue. For the duration, you can see the life force of nearby creatures. The range of this vision is a number of feet equal to 5 times the number of hit points spent on this spell.

When a creature is at full health, they appear perfectly normal, but as they become more wounded a red aura begins to surround them. You can notice when a creature's current hit points are below 1/2 or 1/4 of their hit point maximum. If a creature is below 1/2 of their hit point maximum, you can see them even through walls and invisibility.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour. If you use a slot of 7th level or higher, the duration is 8 hours. If you use a 9th level spell slot, the duration is 24 hours. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Cruorwhip

1st-level necromancy (hemomancy)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Class: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard

You create a whip out of your own blood in your free hand. By spending a number of hit points, you create a whip similar in size and shape to a normal whip. If you let go of the whip, it disappears, but you can recreate it again as a bonus action.

You can use your action to make a melee spell attack with the whip. For every 5 hit points spent in the casting of this spell the reach increases by 5 feet, with a minimum health cost of 5 hit points. On a hit, the target takes 2d6 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 3d6. When you use a spell slot of 5th level or higher, the damage increases to 4d6. When you use a spell slot of 7th level or higher, the damage increases to 5d6. When you use a 9th level spell slot, the damage increases to 6d6.

Inflict Pain

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Class: Artificer, Bard, Cleric

You touch a creature, inflicting them with negative energy and racking them with excruciating pain. The target must succeed on a Constitution saving throw or take 2d10 necrotic damage and become incapacitated with pain until the start of your next turn.

**At Higher Levels.**When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Reaper's Scythe

1st-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a piece of a scythe blade)
  • Duration: Concentration, up to 1 minute
  • Class: Cleric, Sorcerer, Warlock, Wizard

You create a scythe out of necrotic energy in your free hands. The scythe is a large weapon, requires both hands to wield, and lasts for the duration. If you let go of the scythe, it disappears, but you can conjure it again as a bonus action.

You can use your action to make a melee spell attack with the scythe. On a hit, the target takes 2d4 + your spellcasting modifier necrotic damage, and you gain temporary hit points equal to half the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Devour

1st-level necromancy


  • Casting Time: 1 action
  • Range: 15 ft
  • Components: V, S
  • Duration: Instantaneous
  • Class: Wizard, Sorcerer, Warlock

You directly consume the life-force of a creature within range. The target must make a Constitution saving throw, taking 3d6 necrotic damage on a failed save or half as much on a success. If the damage reduces the targets hit points to 5 or less, they immediately drop to 0 hit points and you regain hit points equal to the damage you rolled.

At Higher Levels. Whenever you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the threshold at which a creature drops to 0 hit points increases by 5 for each slot level above 1st.

Blinding Squall

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (5-ft radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Druid, Ranger, Sorcerer

A blinding wind circles in a 5-ft radius around you. Whenever you cast this spell, each creature in that radius must make a Constitution saving throw. On a failed save, a creature takes 2d4 cold damage and is blinded until the end of your next turn. On a successful save a creature instead takes half damage.

For the duration, opportunity attacks and ranged attacks have disadvantage against you and your speed increases by 10 feet.

Battle Stomp

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15-ft cone)
  • Components: V, S, M (a weapon)
  • Duration: Instantaneous
  • Class: Cleric, Paladin, Ranger, Artificer

You crash your weapon onto the ground, shattering the earth in front of you. Each creature in a 15-ft cone must make a Strength saving throw, taking 2d8 bludgeoning damage and falling prone on a failed save, or half damage on a success.

At Higher Levels. Whenever you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Keen Eye

1st level divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 1 hour
  • Class: Ranger

You imbue yourself with the ability to see at incredible distances with great detail. For the duration, the range of your spells and ranged weapon attacks is doubled and you ignore the penalty for making attacks in your weapons second range increment. Additionally, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Tranquil Walk of Peace

1st-level enchantment


  • Casting Time: 1 action
  • Range: Self (10-ft. radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Paladin, Cleric

An aura of peace emanates from you in a 10 ft. radius. When you cast this spell, you can designate any number of creatures to be unaffected by it. An affected creatures speed is halved while in the aura and they cannot benefit from the dodge or disengage actions.

Karmic Justice

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 10 minutes
  • Class: Druid, Ranger, Warlock
  • Class: Paladin, Cleric

You place a defensive ward on yourself that lasts for the duration or until you cast the spell again. This ward has 10 hit points. Whenever you take damage, the ward takes damage as well. When the ward reaches 0 hit points, it explodes, and each creature of your choice within 10 ft. of you must make a Strength saving throw. On a failed save, a creature takes 2d8 force damage and is pushed 10 ft. away from you in a straight line and knocked prone. On a successful save, a creature takes half damage and isn't pushed or knocked prone.

Mosquito Swarm

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (mosquito larvae)
  • Duration: Instantaneous
  • Class: Druid, Ranger, Warlock

You summon a swarm of mosquitos to drain the life force of a creature within range. The target must make a Constitution saving throw, taking 1d10 + your spellcasting ability modifier piercing damage, or half as much on a success. You then regain hit points equal to the damage that you dealt.

At Higher Levels. Whenever you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Deafening Shriek

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self (10-foot radius)
  • Components: V
  • Duration: 1 round
  • Class: Bard

You unleash a fierce shriek. Each creature within 10 feet of you must make a Constitution saving throw. On a failed save, a creature takes 2d4 psychic damage and is deafened until the start of your next turn. While deafened this way, a creature has disadvantage on attacks and cannot cast spells with verbal components. On a success, a creature only takes half damage and isn't deafened.

Frayed Circuit

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: S
  • Duration: Instantaneous
  • Class: Artificer, Wizard, Sorcerer, Druid, Warlock

Wildly sparking electricity jumps from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d6 + your spellcasting ability modifier lightning damage on a failed save, or half as much on a success. Regardless of whether a creature passes or fails, they cannot take reactions until the start of your next turn.

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.

Caustic Adhesive

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M
  • Duration: Instantaneous
  • Class: Artificer, Sorcerer, Wizard

You conjure a sticky, oozing glob of acidic material and hurl it towards a creature within range, making a ranged spell attack. On a hit, the target takes 2d8 + your spellcasting ability modifier acid damage and has their speed halved until the end of your next turn.

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.

Unstable Concoction

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a flask of volatile chemicals worth 10 gp, which is consumed by the spell)
  • Duration: Instantaneous
  • Class: Artificer

You infuse the material component of the spell with volatile magic before throwing it at a target within range. Make a ranged spell attack. On a hit, the target takes 1d4 fire damage. Hit or miss, the concoction then explodes, creating fire, deafening noises, and blinding lights in a 15-foot cube centered on the target. Each creature in that area must make a Constitution saving throw or take 2d4 fire damage and be both blinded and deafened until the end of your next turn. On a success, a creature takes half damage and isn't blinded or deafened.

At Higher Levels. Whenever you cast this spell using a spell slot of 2nd level or higher, both damage rolls increase by 1d4 for each slot level above 1st.

Lay Bare the Heart*

1st-level Divination


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a crocodile tooth)
  • Duration: Instantaneous
  • Classes: Cleric, Bard, Sorcerer, Warlock, Wizard

You reach out to a creature you can see within range that has an Intelligence score of 4 or greater. The spell creates an illusion of the target's heart leaving their chest.

You learn the target's current emotional state. The target must succeed on a Charisma saving throw or you also learn the target's alignment and a flaw or secret about the target. Celestials, Fiends, and Undead automatically fail this saving throw.

Lucky Offering*

1st-level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a coin with a hole punched in the center, worth at least 1cp, which the spell consumes)
  • Duration: 1 minute
  • Classes: Bard, Cleric, Wizard

You present the coin as an offering to a yokai spirit, who bestows you a bit of luck in exchange. When you make an attack roll, an ability check, or a saving throw before the spell ends, you can dismiss this spell on yourself to gain advantage on the roll. When you dismiss this spell on yourself, you gain temporary hit points equal to your spellcasting bonus

Salvage*

1st-level Evocation (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a wrench)
  • Duration: Instantaneous
  • Classes: Artificer, Wizard

You magically repair a broken object, vehicle, or Construct you can see in range. If the target is a Construct that died within the last minute, it returns to life with 0 hit points and is unconscious. If the creature has been dead for longer than 1 minute, this spell has no effect.

If the target is an object or vehicle, it is repaired and regains hit points equal to 1d6 + your spellcasting modifier. If the target was broken apart, this spell reattaches the pieces, provided all the pieces are within range. This spell leaves no trace of damage

Sleep with the Fishes*

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a length of string and stone)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

One creature you can see within range must succeed on a Constitution saving throw or become cursed for the duration. While cursed, the target loses the ability to swim and can't benefit from a swim speed, and their weight is doubled. If submerged in liquid—such as water, mud, or snow—the target sinks at a rate of 60 feet per round.

Sticky Fingers*

1st-level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Ranger, Sorcerer, Wizard.

Choose one object you can see within range weighing no more than 10 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet toward you. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet toward you.

Aperture*

1st-level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 hour.
  • Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

This spell creates a prophecy orb, a ball of glowing blue energy, in an unoccupied space within 5 feet of you. It is a Tiny weightless, semisolid object that can be held and carried, and lasts for the duration.

While holding the orb, it captures and records information you receive by a single divination spell (such as divination, legend lore, or scrying). Thereafter, the orb depicts an illusory recreation of the knowledge recorded, and can't record any further information. Once an orb has recorded information, the orb lasts until it is dispelled.

Casting this spell while holding a prophecy orb allows you to instantly receive the information recorded. Casting detect thoughts on the orb has the same effect.

Level 2 Spells

Disrupt Arcana

2nd-level abjuration


  • Casting Time: 1 reaction, which you can take when a creature you can see casts a spell
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute.
  • Classes: Bard, Sorcerer, Warlock.

With an intuitive feel for the weave, you attempt to lock the triggering spell away from the triggering creature. The triggering spell occurs as normal, and the creature makes a saving throw modified by its spellcasting ability, with advantage if it cast a spell of 3rd level or higher. On a failure, it can't cast that spell again for the duration, even if it has the necessary spell slots. The creature is aware of this effect.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the triggering creature only has advantage on the saving throw if the triggering spell's level is greater than the level of the spell slot you used. Additionally, the spell duration increases at certain spell slot levels: 1 hour at 4th level, 1 day at 6th level, 1 year at 8th level and until dispelled at 9th level.

Moisten

2nd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a flask of water)
  • Duration: 8 hours
  • Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Warlock.

You touch a willing creature and douse them with water, which is absorbed through its skin. The creature is unaffected by any requirement to submerge itself in a liquid for the duration. When this spell ends, the remaining time the creature has until it must submerge itself resumes, unchanged from when the spell was cast. The creature isn't granted any special breathing abilities, and it will still suffocate if it can't breathe air.

At Higher Levels. When you cast this spell using a 4th-level spell slot, the duration is 24 hours.

Melty Kiss

2nd-level enchantment


  • Casting Time: a reaction when a creature within range is about to take a turn in combat.
  • Range: Touch
  • Components: V, S, M (a flask of water)
  • Duration: 1 minute.
  • Classes: Bard, Cleric, Sorcerer, Warlock.

You attempt to interrupt a creature with a kiss. The target must a Wisdom saving throw. On a succesful save, the creature takes a turn as normal. On a failed save, the creature is charmed by you for the duration and immediately ends its turn.

Each time the target takes damage, it makes a new Wisdom saving throw to end the charmed condition on itself. If the saving throw succeeds, the spell ends.

Mother Minas's Dark Embrace

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a shard of obsidian)
  • Duration: 8 hours
  • Classes: Artificer, Cleric, Druid, Ranger, Warlock, Wizard.

You touch a willing creature within range, whose skin and eyes darken a shade. For the duration, the creature is unnafected by sunlight beyond that of normal light, and any features or traits that cause an adverse effect due to sunlight are nullified. For example, this spell temporarily removes a kobold's Sunlight Sensitivity or a vampire's Sunlight Hypersensitivity.

At Higher Levels. When you cast this spell using a 4th-level spell slot, the duration is 24 hours.

Wyrm Sentinel

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a shred of dragonscale)
  • Duration: Concentration, up to 10 minutes.
  • Classes: Artificer, Bard, Sorcerer, Wizard.

You conjure a Tiny draconic being out of elemental energy, which flies around you erratically. For the duration, you can use your bonus action to command the dragon to attack a creature or object you can see within 60 feet by blasting it with a bolt of energy from its mouth. Make a ranged spell attack. On a hit, the target takes 3d4 acid, lightning, fire, poison or cold damage (your choice when you cast the spell).

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can conjure one additional dragon for each slot level above 2nd. You can use your bonus action to command any number of dragons to attack, rolling a ranged spell attack roll for each one. You can choose a different target for each attack.

Mossbeard's Smoke Plume

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a pinch of dried leaf, which the spell consumes)
  • Duration: Instantaneous
  • Class: Druid, Ranger, Sorcerer, Wizard

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 and 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.

Cypherspeech

2nd-level Illusion


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, M (a small whistle made out of bone)
  • Duration: 1 hour
  • Classes: Artificer, Bard, Ranger, Warlock, Wizard

Choose up to four willing creatures with whom you must link arms throughout the casting. Each creature must be able to speak at least one language, although you don't need to share one in common. For the duration, you and each creature gain access to a secret language that is incomprehensible to others. A creature can choose to speak normally or in this secret tongue, which you and other creatures you choose understand fluently.

The secret language sounds like a conventional language, but it is indecipherable by mundane methods. It can't be translated with a comprehend languages spell. The secret language has no written form, and a creature under the effects of the tongues spell can understand the language, but it can't speak it itself.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose up to two additional creatures for each slot level above 1st.

Jam Weapon

2nd-level transmutation


  • Casting Time: 1 reaction, which you take when a creature you can see within range attacks with a ranged weapon.
  • Range: 60 feet
  • Components: V, S, M (a pinch of wet gunpowder)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Druid, Wizard.

The weapon you target jams upon firing. The attack fails, and the weapon is jammed. A jammed weapon can't be used to make an attack until a creature uses its action or bonus action to clear the weapon malfunction.

Battery Recharge

2nd-level transmutation


  • Casting Time: 1 minute.
  • Range: Touch.
  • Components: V, S, M (a magical item)
  • Duration: Instantaneous.
  • Classes: Artificer.

You touch an magic item within your grasp to imbue it with magical energy and recharge its magical reserve. If the magic item is missing any of its charges and can regain them normally, it regains a number of charges equal to your spellcasting modifier, otherwise the spell fails.

Nova's Instant Reload

2nd-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a spent bullet casing)
  • Duration: 1 hour
  • Classes: Artificer, Ranger.

One ranged weapon you touch becomes enchanted to reload itself automatically. If the weapon has the Loading property, you can ignore this for the duration. When the weapon’s ammunition is depleted, new ammunition teleports from your person to your hand or into the weapon, as appropriate. If the weapon takes an action or longer to reload, it reloads itself at the end of your turn. If you are not carrying sufficient ammunition for the weapon to reload, the spell ends.

Perforating Smite

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Ranger

The next time you make an attack with a firearm before this spell ends, the shot is charged with an incredible amount of power. Instead of making an attack roll against a single target, the shot becomes a 5-foot wide line that extends from you out to the weapon’s normal range. Each creature in that line must make a Dexterity saving throw. A creature takes the weapon’s normal damage plus 1d8 piercing damage on a failed save, or half as much damage on a successful one.

Petal Storm

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a handful of flower petals)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger, Sorcerer

Choose an unoccupied 15-foot cube of air that you can see within range. An elemental force of swirling winds appears in the cube and lasts for the spell’s duration. The cloud heavily obscures its area. Any creature that enters the storm for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, the creature takes 4d4 slashing damage. As a bonus action, you can move the storm up to 30 feet in any direction. If the storm’s area contains leaf litter, flowers, bushes, or trees, it sucks up extra material and the damage the spell deals increases by 2d4.

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

Protective Field

2nd-level abjuration


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

Choose a point you can see within range. You create a protective field of magical force that occupies a 10-foot-radius sphere centered on that point, which lasts for the duration. Creatures in the area have resistance to force damage and gain half cover against attacks and effects that pass through the field.

As a bonus action on each of your turns before the spell ends, you can move the sphere up to 30 feet to a new location within range.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the field increases by 5 feet for each slot level above 2nd.

Summon Ballista

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 15 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Wizard

You summon a Large magical ballista in an unoccupied space within range. The ballista has 30 hit points and an AC of 13, and is immune to poison and psychic damage.

As an action, you or a creature within 15 feet of it can make the following attack.

Bolt. Ranged Weapon Attack: plus your spell attack modifier to hit, range 120/480 ft., one target. Hit: 3d10 piercing damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10, and the ballista's hit points increase by 10, for each slot level above 2nd.

Io's Warmth

2nd-level evocation (pyromancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a stick of incense)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Druid, Ranger

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.

Adrasteia's Kindling

2nd-level transmutation (pyromancy)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a bundle of twigs)
  • Duration: 1 minute
  • Classes: Druid, Sorcerer, Warlock

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.

Rao's Divine Embers

2nd-level evocation (pyromancy)


  • 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
  • Classes: Cleric, Druid, Paladin

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.

Roark's Railwhip

2nd-level evocation


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

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 + spellcasting modifier 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.

Tel-Amai's Lightning Redirection

2nd-level evocation


  • Casting Time: 1 reaction, which you take when you take lightning damage
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Wizard

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.

Kwalus's Spell Stall

2nd-level abjuration (dunamancy)


  • 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
  • Classes: Sorcerer, Warlock, Wizard

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.

Houjouroni's Twisted Toxin

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (the bones of a venomous snake)
  • Duration: 1 minute
  • Classes: Druid, Sorcerer, Warlock, Wizard

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.

Corpse Command

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Warlock, Wizard

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


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a corpse)
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard

Choose a corpse 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 the same size as the corpse or smaller. A caged creature is unable to move outside of the cage, and has half cover from effects that originate outside the cage.

The cage is an object with 30 hit points, an AC of 16, and immunity to poison, psychic, and necrotic damage.

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.

Tenser's Battle Disk

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a flask of mercury)
  • Duration: Concentration, up to 10 minutes
  • Classes: Wizard

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.

Boomer

2nd level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, M (a snowflake, which the spell consumes)
  • Duration: 1 hour
  • Clases: Bard, Sorcerer, Wizard

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.

Aura of Shade

2nd-level illusion


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a deep black stone)
  • Duration: 1 minute
  • Clases: Artificer, Bard, Druid, Ranger, Sorcerer, Warlock, Wizard

You create a 15-foot radius sphere of shadow magic centered on a point within range. The area appears to be wreathed in swirling shadows and darkness, and is easily identifiable when it is in an area of bright or dim light. The sphere spreads around corners, and each creature that ends their turn within the area becomes invisible. This invisibility ends for a creature if they attack, cast a spell, or leave the area. Anything they are wearing or carrying is also invisible as long as they are.

Blood Seal

2nd-level necromancy (hemomancy; ritual)


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (an ornate dagger worth at least 25gp)
  • Duration: 1 hour
  • Clases: Artificer, Cleric, Sorcerer, Wizard

You inflict a wound upon yourself to create a protective seal on another creature within range. As you cast the spell, you spend a number of hit points and the target gains 1d10 + the number of hit points spent as temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains 1d10 additional temporary hit points for each slot level above 2nd.

Clinging Shadows

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (bat fur)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

You choose an area of dim light or darkness that you can see within range and that fits within a 20-foot cube. Each creature within the area must succeed on Strength saving throw or be restrained by shadows until the spell ends. A creature restrained by the shadows can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Until the spell ends, you can use an action on each of your turns to cause a tendril of shadow to reach out and grab a creature within 15 feet of the area. The creature must repeat the saving throw. On a failed save, the creature is pulled into the area and becomes restrained.

If the area becomes bathed in bright light, the spell has no effect until the bright light fades.

Ichorous Smite

2nd-level necromancy (hemomancy)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Ranger, Paladin

You imbue a weapon with a portion of your life force, spending a number of hit points as you cast the spell. The first time you hit with a melee weapon attack during this spell's duration, the attack deals additional necrotic damage equal to 2d4 + the number of hit points spent.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Sanguine Rope

2nd-level transmutation (hemomancy)


  • Casting Time: 1 action
  • Range: Special
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Ranger, Sorcerer, Warlock, Wizard

You draw out a portion of your blood, forming it into a rope that you can use to either pull yourself to a location, or pull an object or creature to you. As you cast the spell, you must spend a number of hit points. Then, you immediately send the rope to grab a target that you can see within a range equal to 5 times the number of hit points spent. Once you grab a target, you can either pull yourself to a location within 5 feet of the target, or you can attempt to pull the target to a location within 5 feet of you. In order to pull the target to you, it must weigh less than 100 pounds, and if it is a creature it can make a Strength saving throw to avoid being pulled. If you pull yourself to a target, you move in a straight line towards the target and take opportunity attacks as normal.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of weight you can pull increases by 100 pounds for each slot level above 2nd.

Vampire's Kiss

2nd-level enchantment (hemomancy)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Special
  • Classes: Sorcerer, Warlock, Wizard

You draw out a portion of your own blood as you kiss another humanoid. As you cast the spell, you must spend a number of hit points. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 10 minutes for every hit point spent on the casting of the spell, ending early if you or your companions do anything harmful to it. The charmed creature falls hopelessly in love with you. When the spell ends, the creature knows it was charmed by you.

Displace

2nd-level conjuration


  • Casting Time: 1 reaction, whenever a creature within range attempts to teleport or is summoned
  • Range: 30 ft
  • Components: V, S
  • Duration: Instantaneous
  • Class: Wizard, Sorcerer, Warlock

You twist the conjuring magic, altering the destination of the target. The target must make a Charisma saving throw (they can choose to fail) or instead be teleported or summoned in another unoccupied space of your choice within range. If the effect is created by a spell of 5th level or higher, the target has advantage on the saving throw.

Tentacle Lash

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: S
  • Duration: Instantaneous
  • Class: Druid, Warlock, Artificer

You must have a free hand to cast this spell. Your arm morphs into a long, powerful tentacle. Make a melee spell attack against a creature within range. On a hit, the target takes 3d12 bludgeoning damage and the target suffers one of the following effects of your choice;

  • They are disarmed of one object they are holding in one of their hands, like a shield or weapon.
  • The target is knocked prone.
  • The target is moved up to 15 feet any direction horizontally.

At Higher Levels. Whenever you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 1st.

Track

2nd level divination


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: S
  • Duration: 24 hours
  • Class: Druid, Ranger

This spell is completely silent and if you are hidden, does not reveal you. You place a magical mark on a creature you can see within range. Until the spell ends, you always know that creatures relative direction and distance to you as long as its on the same plane of existence as you. If the target travels to another plane of existence, you learn which plane of existence they traveled to but not how they got there or where within that plane they arrived. Additionally, the target can't become hidden from you and if it's invisible, it gains no benefit from that invisibility against you.

Necro Bolt

2nd level necromancy


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (a heart of a person or animal)
  • Duration: Instantaneous
  • Class: Wizard, Warlock, Sorcerer, Artificer

You sacrifice a portion of your life force and send it as a bolt of explosive necrotic energy to a point within range. You take 2d6 necrotic damage and each creature within a 10 ft. radius of the point you chose must make a Dexterity saving throw, or take necrotic damage equal to three times the damage you took, or half as much on a success.

At Higher Levels. Whenever you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Undead Rapport

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Wizard, Warlock

You attempt to gain control of an unintelligent undead creature you can see within range. The target must make a Wisdom saving throw. A creature with an intelligence of 10 or higher automatically succeeds. On a failed save, the creature becomes friendly to you and obeys your commands for the duration. The target can repeat the save at the end of each of its turns, ending the effect on a success.

At Higher Levels. Whenever you cast this spell using a spell slot of 3rd level or higher, you can target one additional undead creature for each slot level above 2nd. The targets must be within 30 ft. of each other when you target them.

Power Within

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute
  • Class: Druid, Paladin, Ranger

You unlock your inner strength at the cost of vitality. For the duration, you deal 1d6 additional damage whenever you roll damage for a spell or attack, but at the start of each of your turns while you are conscious, you take 1 necrotic damage, which cannot be reduced or ignored in any way. Additionally, you ignore the effects of exhaustion for the duration of the spell.

The spell ends early if you fall unconscious or cast it again.

Morgrave's Maddening Song

2nd-level enchantment


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: 1 round
  • Class: Bard

Up to two creatures of your choice within a 30-foot radius of you must make a Wisdom saving throw as you sing a maddening song. On a failed save, a creature must use their next action on their next turn to attack the creature nearest to it. A creature automatically succeeds its save if it's immune to being charmed or if it cannot hear you.

At Higher Levels. Whenever you cast this spell using a spell slot of 3rd level or higher, you can target two additional creatures for each slot level above 2nd.

Ball Lightning

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a lightning rod made of mithral worth at least 100 gp)
  • Duration: 1 minute
  • Class: Druid, Sorcerer

You create a 5-foot diameter orb of lightning that hovers in an unoccupied space of your choice within range and lasts for the duration. Whenever you summon the ball, make a ranged spell attack against the nearest creature within 15 feet of the orb. On a hit, the target takes 1d6 + your spellcasting ability modifier lightning damage and cannot take reactions until the start of your next turn.

As a bonus action on your turn, you can move the orb up to 20 feet and repeat the attack against whichever creature is closest to it and within 15 feet.

If this orb enters another creatures space, or if a creatures enters its space, the creature takes 1d6 + your spellcasting ability modifier lightning damage and cannot take reactions until the start of your next turn. Then the orb disappears and the spell ends.

At Higher Levels. Whenever you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Pyrogenesis

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a firefly preserved in amber)
  • Duration: 1 minute
  • Class: Druid

You wreath a creature in purging flames that both heal and harm. The target must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much on a success. Regardless of whether the target succeeds or fails, any disease and any effect causing the poisoned condition immediately ends on the target. Then, at the start of each of the targets turns for the duration, they regain 1d8 hit points. This healing ends early if the target is reduced to 0 hit points.

Torrent

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V, S
  • Duration: 1 round
  • Class: Druid, Sorcerer

You summon a torrent, which is a 5-foot radius, 30-foot high cylinder of rushing water, and that originates from a point within range. The torrent lasts until the end of your next turn.

A large or smaller creature that starts their turn in the torrent, or enters it for the first time, must make a Dexterity saving throw or be dragged up to to 30 feet to the top of the cylinder and be restrained while the torrent persists. On a success, a creature is pushed outside the torrent to the nearest side and cannot pass through it until it disappears.

If the torrent is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the torrent takes 2d6 bludgeoning damage

When the torrent disappears, creatures that were held aloft by it fall unless something else is holding them up.

Crippling Fear

2nd-level echantment


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Class: Bard, Warlock

You emanate an aura of sheer terror in a 10-foot radius around you. When you create this aura, you can designate creatures to be immune to its effects.

Whenever a creature enters your aura for the first time or starts their turn there, they must make a Wisdom saving throw. On a failed save, a creature is frightened of you for the duration. While frightened this way, the target cannot speak, nor can they perform the verbal components of spells.

A creature can repeat the save if it ends its turn outside your aura, ending the effect on a success.

At Higher Levels. Whenever you cast this spell using a spell slot of 3rd level or higher, the radius of the aura increases by 5 feet for every slot level above 2nd.

Weavegate

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: S
  • Duration: 10 minutes
  • Class: Sorcerer

Choose a space within range. You create an invisible portal there in the weave itself. For the duration, whenever you cast a spell, you can choose to cast that it as if you were in the portal's space, though the portal does not provide any vision. If you have multiple portals created by this spell, you can choose which one the spell is cast from.

Additionally, the next spell of 1st level or higher you cast out of the portal is treated as if you cast it using a spell slot one level higher than the one you used.

Any spell with a non-permanent duration that you cast through this portal end early when this spell ends. Any creature that can see invisible objects sees the portal as a luminous, glowing bulb floating in space. A creature that sees the bulb can use an action while within 5 feet of it to make an Intelligence (Arcana) check against your spell save DC, ending the spell early on a success.

At Higher Levels. Whenever you cast this spell using a spell slot of 4th level, the duration becomes 8 hours. At a slot level of 5th, the duration becomes 8 hours. At a slot level of 6th, the duration becomes 24 hours. At a slot level of 8th, the spell is permanent until dispelled.

Hydrargyrum

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S, M (a flask of quicksilver worth 15 gp, which is consumed by the spell)
  • Duration: 1 minute
  • Class: Artificer

You infuse the material component with magical energy, causing it to simmer and bubble, before opening it and spraying boiling hot quicksilver in a 30-foot cone that emanates from you in a direction of your choosing. Each creature in that area must make a Dexterity saving throw or take 2d6 fire damage.

Creatures that fail their save must make a Constitution saving throw at the start of the next turn or take another 2d6 poison damage and become poisoned for the duration, as the quicksilver seeps into their bodies. On a successful save, a creature takes half damage and isn't poisoned.

A creature can repeat the save at the end of each of their turns, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both damage rolls increase by 1d6 for each slot level above 2nd.

Spray of Cards*

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 15-ft cone
  • Components: V, S, M V, S, M (a deck of cards)
  • Duration: Instantaneous
  • Class: Artificer, Bard, Sorcerer, Warlock, Wizard

You spray spectral cards from your hands or sleeve; the cards blind or slash at your enemies, and then vanish. Choose one of the following effects for the cards.

Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be blinded until the end of their next turn.

Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 + Spellcasting Modifier force 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 damage of cutting cards increases by 1d10 for every two slot levels above 2nd

Abaddon's Fury*

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Class: Artificer, Ranger, Paladin Sorcerer, Warlock, Wizard

You create a chain whip made of writhing flame, which lashes out in one of the following ways:

Sweep. Each creature within range must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage and is knocked prone.

Smash. Make a melee spell attack against one creature within range. If the attack hits, the target takes 3d8 fire damage and is stunned until the end of its next turn.

Luminous Bonds*

2nd-level Conjuration

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Artificer, Cleric, Paladin, Sorcerer, Wizard

You summon radiant chains of light to bind a Large or smaller creature you can see within range. The target must succeed on Dexterity saving throw or be restrained until the spell ends or until the chains are destroyed.

A creature restrained by the chains can use its action to make a Strength check against your spell save DC. If it succeeds, the chains are destroyed. The chains can also be attacked and destroyed (AC 18; hp 18; immunity to fire, psychic, poison, and radiant damage).

River's Favor*

2nd-level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Ranger, Druid, Sorcerer

Channels of water flail around you in a 10-foot radius and move with you, remaining centered on you. The channels lasts for the spell's duration.

The channels of water have the following effects:

  • You and other creatures in the area have resistance to fire damage.
  • It extinguishes unprotected nonmagical flames in the area.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the area.

Yokai Flare*

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger, Cleric, Warlock, Wizard

You call forth a Tiny kami of fire. It flits around you in your space for the duration, and sheds bright light in a 5 foot radius and dim light for an additional 5 feet. The kami grants you resistance to fire damage. Once before the spell ends, you can use an action to direct the kami to throw a stream of flame in a 30-foot line. Each creature in that area must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. The spell then ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Seismic Wave*

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Ranger, Paladin, Warlock, Sorcerer, Wizard.

You slam the ground, causing a rippling shockwave to emit from you along the ground in a 15-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half that damage and isn't knocked prone. Structures and objects in the area that aren't being worn or carried take double damage.

Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Witness Protection*

2nd-level Illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Bard, Sorcerer, Wizard.

You make one creature you touch look and sound different until the spell ends. This spell affects the target's appearance and voice, but not its clothing, armor, weapons, or other belongings on its person. The target can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change the target's body type, so the target must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to the target's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the target's head and hair. If you use this spell to cause the target to appear thinner than they are, the hand of someone who reaches out to touch them would bump into them while it was seemingly still in midair.

To discern that the target is disguised, a creature can use its action to inspect the target's appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

If you concentrate on this spell for the entire possible duration, you can choose for the illusion to become permanent. A remove curse spell ends this effect.

Wiretapping*

2nd-level Divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a copper wire and a pair of pliers)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Wizard

Choose an item within range to immediately understand its inner workings and use it as a spying tool. Until the spell ends, when a creature using the item is communicating with another creature, you can hear the communications in your mind. You can hear the voices of communicating creatures and recognize them if you have met them before.

This spell doesn't translate languages or decode secret messages.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 4th level or higher, the duration is 8 hours. If you use a spell slot of 5th level or higher, the duration is 24 hours. If you use a 7th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 4th level or higher grants a duration that doesn't require concentration.

Corpse Explosion*

2nd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warlock, Wizard.

You cause the corpse of a Medium or smaller creature you can see within range to explode. Each creature in a 10-foot radius sphere centered on the corpse must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The corpse targeted by this spell and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. That creature can be restored to life only by means of a true resurrection or a wish spell

Arcane Bombardment*

2nd-level Abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Sorcerer, Wizard

Before the spell ends, when you cast a 2nd-level spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell. When you do so, this spell immediately ends. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell effects the next 3rd-level spell you cast before the spell ends that is eligible.

Illuminated Blade*

2nd-level Conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You summon twin daggers of solidified light in your hands. These magic daggers last until the spell ends. They count as simple melee weapons with which you are proficient. They deal 1d8 radiant damage on a hit and have the finesse, light, and thrown properties (range 20/60). In addition, the daggers shed bright light in 10-foot radius and dim light for an additional 10 feet.

If you drop one of the weapons or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the dagger to reappear in your hand.

Level 3 Spells

Ice Blades

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a sheet of ice or snow)
  • Duration: Concentration, up to 10 minutes.
  • Classes: Druid, Sorcerer.

You conjure three sharp disks of ice in your space, each one foot across. The disks spin in the air and orbit around you for the spell's duration. When you cast this spell, and as an action on each of your turns thereafter, you can send any number of disks towards one or more creatures or objects you can see within 60 feet of you. Make a ranged spell attack for each disk. On a hit, a disk deals 1d6 slashing damage and 2d4 cold damage.

If you roll a 1 on a disk's attack roll, the disk shatters and is lost. Otherwise, each disk returns to you after its attack.

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

Hellwhip

3rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute.
  • Classes: Artificer, Sorcerer, Warlock, Wizard.

With the flick of your hand, a crackling whip of hellfire forms in your hand. This magic whip lasts until the spell ends. It counts as a martial melee weapon which you're procifient in. It deals 1d4 slashing damage plus 1d12 fire or lightning damage (your choice when you cast the spell) on a hit and has the finesse and reach properties. This whip sheds bright light within a 5-foot radius and dim light for an additional 5 feet.

When you hit a creature with this whip, it must make a Constitution saving throw. On a failed save, it can take an action or bonus action on its turn, but not both, or its speed is halved until the end of its next turn (your choice). If a creature fails by 5 or more, it is also stunned until the end of its turn.

If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the whip to reappear in your hand.

At Higher Levels. When you cast this spell using a 5th or 6th-level spell slot, the fire or lightning damage increases to 2d12, and when you cast it using a spell slot of 7th-level or higher, the fire or lightning damage increases to 3d12.

Localised Dispel Magic

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Paladin, Sorcerer, Wizard.

You emit a magically neutral vod in a 5-foot-diamater sphere on a location of your choosing within range. Make an ability check using your spellcasting ability for each spell whose effect is within or intersects with the spell's area. The DC equals 10 + the spell's level. On a succesful check, the spell ends.

If a magical effect isn't fully enclosed by this spell's area, it is only dispelled within the area. For example, if a portion of a fog cloud spell were inside this spell's area, only that portion of the cloud disappears. The remaining portion otuside this spell's area persists as normal.

At Higher Levels. When you cas this spell using a slot of 5th level or higher, the spehere's diameter increases by 5 feet for every two slots above 3rd.

Touch of Rust

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (some iron filings and a drop of water)
  • Duration: Instantaneous
  • Class: Artificer, Druid, Ranger, Wizard.

You touch a nonmagical metal object, which immediatley corrodes. If the object is being worn or carried by a creature, that creature can prevent you from touching the object with a successful Dexterity saving throw.

If the object is either a weapon, a suit of armor, or a shield, roll a d4. The object takes a permanent and cumulative penalty equal to the number rolled. The penalty applies to the object's damage rolls if it is a weapon. Or to the AC it offers if it is a piece of armor or a shield. If a weapon's penalty drops to -5, a suit of armor is reduced to an AC of 10, or a shield drops to a +0 bonus, it is destroyed.

Otherwise, the object takes an appropiate amount of damage determined by the DM. An intricate Tiny object such as a lock, key, or handheld tool is rendered unusable and damaged beyond mundane repair.

You can also use this spell to damage creatures. Choose a creature predominantly made of metal within your reach, and make a melee spell attack against it. On a hit, the target takes 4d12 acid damage and becoems covered in rust. While rusted, its AC is reduced by 1d4 (to a minimum of 10 + its Dexterity modifier) and its speed is reduced by 10 feet. A mending or lesser restoration spell removes the rust.

Conjure Cannonball

3rd level conjuration


  • Casting Time: 1 action
  • Range: 600 feet
  • Components: V, S, M (a small replica cannon)
  • Duration: Instantaneous
  • Classes: Artificer, Ranger, Sorcerer, Wizard

You summon a cannonball, mid-flight and at full velocity, which explodes on impact. Make a spell attack roll against a target you can see within range. On a hit, the target takes 4d10 bludgeoning damage and each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as much damage as the target.

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

Divine Bolt

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric

You create five bolts of divine energy. Each bolt hits a creature of your choice that you can see within range. A bolt deals 1d6 necrotic or radiant damage (your choice) to its target. The bolts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one more bolt for each slot level above 3rd.

Shimmer

3rd-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)
  • Duration: 1 minute
  • Classes: Artificer, Bard, Warlock, Wizard

You reveal the presence of undetected creatures near you. For the duration, creatures within range can't become hidden, and they can't benefit from being invisible.

Dampen Spell

3rd-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard

You lessen the damage dealt by the target's spell. Any damage dealt by the triggering spell is halved.

Arcane Barrage

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Classes: Sorcerer, Warlock, Wizard

You create six tiny orbs of magical force in your space. They float in the air and orbit you for the spell's duration. You can use a bonus action to send one of the orbs streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 2d6 force damage and is pushed up to 10 feet away from you in a straight line. Whether you hit or miss, the orb is expended. The spell ends early if you expend the last orb.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of orbs created increases by two for each slot level above 3rd.

Lifehunt Scythe

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: S, M (a spellcasting focus)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You form a radiant scythe of life-draining magic around your spellcasting focus and slash it before you. The scythe is similar in size and shape to a polearm. Each creature in a 15-foot cone originating from you must make a Dexterity saving throw. A target takes 4d10 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to half the total damage dealt.

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

Hidden Weapon

3rd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Ranger, Warlock, Wizard

You touch a weapon. Until the spell ends, the weapon becomes invisible. Attack rolls made with the weapon against opponents who cannot see the weapon are at advantage. If the weapon uses ammunition, the ammunition also becomes invisible once loaded into the weapon, becoming visible at the end of your turn after it has been fired.

A creature that uses its action to examine the weapon can determine the shape of the weapon with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the weapon for what it is, the weapon become faintly visible to the creature.

Argon's Arcane Artillery

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Sorcerer, Wizard.

You create five glowing darts of magical force, which circle you. Until the spell ends, whenever a creature comes within 10 feet of the you for the first time on a turn or ends its turn there, one dart flies up to strike it. The dart then fades from existence, and the creature takes 1d4 + 1 force damage. The spell ends when no darts remain.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of motes increases by two for each slot level above 3rd.

Bonfire of the Grey Wardens*

3rd-level evocation (pyromancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a coiled iron sword worth 1 sp)
  • Duration: 6 hour
  • Classes: Cleric, Druid, Ranger

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, gaining temporary hit points equal to the number rolled on top of the normal benefits. In addition, at the end of the short rest, the characters also gains advantage on saving throws against diseases and poisons for 1 hour.

While taking a short rest at the bonfire, a character can end one effect that lowers their maximum hit points, keeps them from regaining hit points, or can restore one ability score that has been reduced to less than its normal value.

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.

Io's Flame Jet

3rd-level evocation (pyromancy)


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Ranger

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.

Tarhun's Magnetic Field

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S, M (a lodestone)
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Wizard

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.

Time Distortion Field

3rd-level transmutation (dunamancy)


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a broken clock)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

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.

Morrison's March

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a conductor's baton)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard

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.

Endelyn's Stitch in Time

3rd-level transmutation (dunamancy)


  • 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
  • Classes: Bard, Warlock, Wizard

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

Neferinjara's Sepsis

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S, M (a bit of diseased flesh)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

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.

Erina's Effigy

3rd-level divination


  • 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
  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard

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.

Solomon's Safekeeping*

3rd-level Transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Wizard.

You ward an object against harm and theft. The object, which only you can be holding and can weigh no more than 5 pounds, becomes immune to all damage for the duration. Any spell of 3rd level or lower can't affect the object even if the spell is cast using a higher level spell slot. Until the spell ends, you can use your action to summon the object to your free hand

Lorian's Mannequin

3rd-level enchantment (ritual)


  • 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
  • Classes: Bard, Sorcerer, Wizard

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.

Mass Command

3rd-level enchantment


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V
  • Duration: 1 round
  • Classes: Cleric, Paladin

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.

Animate Blood

3rd-level necromancy (hemomancy)


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V, S, M (droplets of blood)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Cleric, Sorcerer, Wizard

You animate droplets of your own blood to act under your command. For every three hit points spent in the casting of this spell, you create a droplet of animated blood.

As you cast the spell, and as a bonus action on each of your turns thereafter, you can mentally command the droplets to move as long as they are within 120 feet of you. The droplets have a speed of 30 feet, and a climbing speed of 15 feet.

As an action on your turn, you can choose to see and hear from the location of one of the blood droplets until the end of your turn, becoming blinded and deafened to your own surroundings. Additionally, you may instead use your action to cause one of the droplets to explode in a burst of necromantic energy, destroying the droplet and damaging surrounding creatures. Each creature within 5 feet of the droplet must make a Dexterity saving throw. A creature takes 6d4 necrotic 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 damage increases by 1d4 for each slot level above 3rd.

Beacon of False Life

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (alcohol or distilled spirits)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard

Necromantic energy emanates from you in a 30-foot radius area. Until the spell ends, the area moves with you, centered on you. While within the area, you and every creature that you have under your control (such as through an animate dead spell) gains 2d4 temporary hit points at the start of each of their turns. These temporary hit points last until they leave the area.

Flicker

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (displacer beast fur)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Sorcerer, Wizard

Your body begins to flicker in and out of existence as shadow magic envelops you. For the duration of the spell, you can use your bonus action to teleport 5 feet. Additionally, when you are targeted by an attack you can use your reaction to attempt to teleport out of harm's way. Roll a d20. On a roll of 11 or higher, the attack automatically misses, and you teleport 5 feet. Otherwise, the attack is made as normal and you teleport 5 feet shortly after.

Maim

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (flake of skin or bone from an undead)
  • Duration: Instantaneous
  • Classes: Artificer, Cleric

You touch a creature, transferring a virulent disease into their body. The target must make a Constitution saving throw. On a failed save, it takes 8d4 necrotic damage, or half as much damage on a successful save. The damage can't reduce a target's hit points below 1. If the target fails the saving throw, it can't take reactions for the next 10 minutes as the disease clouds their brain. Any effect that removes a disease allows a creature to remove the secondary effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.

Tides of Blood

3rd-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: 1 round
  • Classes: Sorcerer, Wizard

You draw out your own blood as well as the blood of corpses within 20 feet of you. You may choose to spend a number of hit points, and you may also gain the hit points needed from corpses within the radius, not including those of constructs, elementals, and undead. Each corpse that had a hit point maximum greater than or equal to 5 in life gives 5 hit points towards the casting, and then cannot be used to cast this spell again.

As a bonus action on your next turn, you can release the blood. Each creature within 20 feet of you must make a Dexterity saving throw. On a failed save, they take 4d6 + the number of hit points gained or spent as necrotic damage. On a successful save, they take half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wrath of the Gods

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-ft. radius)
  • Components: V, S
  • Duration: Instantaneous
  • Class: Paladin, Cleric

Explosive force emanates out from you. Each creature within 15 ft. of you must make a Strength saving throw. On a failed save, a creature takes 5d8 force damage and is pushed 15 ft. away from you in a straight line and knocked prone. On a succesful save, a creature takes half damage and isn't pushed or knocked prone.

At Higher Levels. Whenever you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Umbral Form

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of black ink)
  • Duration: Concentration, up to 1 hour
  • Classes: Sorcerer, Warlock, Wizard

You transform a willing creature you touch, along with everything it's wearing and carrying, into an animated shadow for the duration. The spell ends if the creature drops to 0 hit points.

While in this form, the target has an AC of 18, its only method of movement is a walking and climbing speed of 20 feet, and it cannot jump or otherwise remove itself from the surface it moves on. This movement is completely noiseless, and allows the target to move up, down, and across vertical surfaces and upside down on ceilings. The target can enter and occupy the space of another creature. It has advantage on Dexterity saving throws, Dexterity (Stealth) checks, and is always hidden in darkness. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains on the surface it was on even when stunned or otherwise incapacitated.

While in the shadowy form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Bull Horns

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (animal horns or ivory worth 10 gp)
  • Duration: Concentration, up to 10 minutes
  • Class: Druid, Ranger

You touch a willing creature within reach. Sharp horns sprout from that creatures head. If they are wearing a helmet or other headgear, they can choose to either destroy that item or have them drop in an unoccupied space next to them. For the duration, the target can make melee weapon attacks with the horns, which deal 1d12 piercing damage. These attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

As a bonus action on each of that creature's turns, it can move up to its speed towards a creature they can see and attack them with the horns. If the attack hits and the target is large or smaller, they are knocked prone.

Frost Nova

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Class: Druid, Sorcerer, Wizard

The air rapidly drops in temperature in a 10-foot radius sphere originating from a point you can see within range. Each creature in that area must make a Constitution saving throw or take 8d6 cold damage and have their speed halved until the end of your next turn. On a successful save, a creature takes half damage and doesn't have their speed reduced.

Fissure

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S, M (a rod made of adamantine worth 300 gold)
  • Duration: Instantaneous
  • Class: Druid, Sorcerer

You slam the adamantine rod, creating a 30-feet long, 5-foot wide, and 10-foot tall ridge of rock on the ground in front of you in a direction of your choosing. Each creature within the ridge when it's created must make a Dexterity saving throw, taking 4d12 bludgeoning damage and falling prone on a failed save, or taking half as much damage on a success and not being knocked prone, before being pushed to either side of the ridge (your choice).

The ridge lasts until destroyed. A 5-foot section of it has 15 AC and 30 hit points, and reducing it to 0 causes that 5-foot section to collapse.

At Higher Levels. Whenever you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Caustic Gale

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Artificer, Sorcerer, Wizard

You conjure a gale of acidic vapors that sweep across an area within range. The area can be up to 30 feet long, 15 feet tall, and 15 feet wide. Each creature in the area must make a Constitution saving throw, taking 8d4 acid damage on a failed save or half as much on a success. Then, for the next minute, each creature that failed their save is coated in acidic residue. At the end of each of their turns for the duration, they take 2d4 acid damage, unless they or another creature within reach uses their action to clean off the acid.

Objects can be degraded and corroded by the acid created by this spell if they are not being worn or carried.

At Higher Levels. Whenever you cast this spell using a spell slot of 4th level or higher, both damage rolls increases by 1d4 for each slot level above 3rd.

Wild Blast

3rd-level conjuration


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

You create a blast of wild energy in a 10-foot radius sphere centered on a point within range. Each creature in the area must make a Constitution saving throw or take 5d8 damage, or half as much on a success. Then, choose one of the d8s you roll. This determines the damage type dealt and any additional effects created by the spell.

d8 Damage Type and Effect
1 Acid. On a failed save, the target has their speed halved until the end of your next turn by corrosive ooze.
2 Cold. On a failed save, the target is restrained until the end of your next turn as frost grips them.
3 Fire. On a failed save, the target is stunned until the end of your next turn by the force of the blast. Additionally, flammable objects in the area that are not being worn or carried are set alight.
4 Force. On a failed save, the target is teleported to an unoccupied space of your choice within the area.
5 Lightning. The target cannot take reactions until the start of your next turn.
6 Poison. On a failed save, the target is poisoned for 1 minute. They can repeat the save at the end of each of their turns, ending the effect on a success.
7 Psychic. On a failed save, thetarget cannot concentrate until the start of your next turn.
8 Thunder. The target is knocked prone if they are large or smaller. Additionally, objects not being worn or carried in the area take twice the spell's damage

At Higher Levels. Whenever you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

House of Cards*

3rd-level conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a deck of cards)
  • Duration: 24 hours
  • Class: Artificer, Bard, Sorcerer, Wizard

You touch the ground and conjure forth a defensive structure made of enormous playing cards. The structure rises with you at its center, harmlessly lifting you and any creatures in the area. The house of cards has a square base that is 30 feet on each side, and it has three floors with 10- foot-high ceilings. The second floor is 20 feet on each side, and the top floor is 10 feet on each side—both centered above the bottom floor. Ramps connect the interior of each floor, and empty doorframes connect the interior and exterior of each level.

Creatures inside or on top of the structure have half cover.

Each card that comprises the house is 5 feet wide and 10 feet tall and is very fragile. A card has AC 10 and 1 hit point. The cards are immune to poison and psychic damage. Reducing a card to 0 hit points destroys it. Every time a card is destroyed, roll 1d6. If you roll a 5 or a 6, the house collapses, ending the spell.

The house and all its cards vanish when the spell ends.

Ferrouswheel

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny wheel forged from iron worth at least 10 gp)
  • Duration: Concentration, up to 1 minute
  • Class: Artificer

You summon a large-sized wheel made of iron in an unoccupied space within range. The wheel is a construct with 19 AC, 40 hit points, immunity to poison and psychic damage, immunity to the poisoned condition, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made of adamantine. It has an 18 Strength, 6 Wisdom, and 10 Constitution, but 1 in every other ability score. The wheel shatters and disappears when the spell ends or if it is reduced to 0 hit points.

Whenever you cast the spell and as a bonus action on subsequent turns, you can command the wheel can move up to 30 feet in any direction. It can pass through the space of a creature smaller than it during this movement, but a creature the same size or larger immediately stops it.

If the wheel passes through the space of a creature, or if its movement is stopped by that creature due to its size, the target must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and falls prone.

The wheel can occupy the same space as a prone creature smaller than it. If the wheel occupies the same space as a prone creature, it is restrained unless it uses its action to make a Strength saving throw, crawling out to the nearest unoccupied space adjacent to the wheel on a success.

When you move the wheel, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. You can also ram it into objects not being worn or carried when it moves, dealing twice its normal damage to it.

At Higher Levels. Whenever you cast this spell using a spell slot of 4th level or higher, its hit points increase by 10 and it's damage by 1d8 for each slot level above 3rd. At a slot level of 4th level, the wheel is huge. At a slot level of 5th level, the wheel is gargantuan.

Antagonize*

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a card depicting a rogue)
  • Duration: Instantaneous
  • Class: Bard, Sorcerer, Warlock, Wizard

You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, it takes 4d4 psychic damage and must immediately use its reaction, if available, to make a melee attack against another creature of your choice that you can see. If no other creature is within range, the target has disadvantage on the next attack roll it makes before the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 4th.

Tomb of Disgrace*

3rd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a canopic jar)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Cleric, Paladin, Sorcerer, Wizard

You choose a Medium or smaller creature you can see within range and conjure a sarcophagus around it, which lasts for the duration. The target must succeed on a Dexterity saving throw or be trapped inside the sarcophagus. While trapped, the target is blinded and restrained and has full cover from attacks originating outside the sarcophagus. Likewise, creatures and objects outside the sarcophagus have full cover from the trapped target.

A trapped creature can use its action to make a Strength check against your spell save DC, ending the spell on a success. The sarcophagus can also be destroyed by dealing damage to it, ending the spell (AC 17; hp 20; damage threshold 10; immunity to poison and psychic damage).

If you concentrate on this spell for the full possible duration, the spell lasts until it is dispelled or until the sarcophagus is destroyed.

Supernatural Stamina

3rd-level Necromancy


  • Casting Time: 1 reaction, which you take when you are hit by an attack
  • Range: Self
  • Components: V
  • Duration: 1 round
  • Classes: Paladin, Ranger

A glowing mark of Akyrios appears on your chest and lasts for the duration. Until the start of your next turn, the next time you are reduced to 0 hit points as the result of taking damage from an attack, you drop to 1 hit point instead. When the spell ends, your exhaustion level is reduced by 1.

Slice in Twain*

3rd-level Evocation


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1sp)
  • Duration: Instantaneous
  • Classes: Artificer, Paladin, Ranger, Sorcerer, Warlock

You brandish the weapon used in the spell's casting and make a melee attack with it against one object or structure within 5 feet of you. On a hit, the target takes 8d12 force damage.

If you roll a 20 on the attack roll, the spell instantly destroys either a Medium or smaller object, or a 5-foot cube portion of a Large or larger object or structure.

Mental Probe*

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard.

You attempt to interfere with a creature's knowledge of spells. One creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, you probe the target's mind and learn what spells it knows or has prepared, if any. For the duration, the target loses the ability to cast one of those spells of your choice.

At the end of each of its turns, the target can repeat the Wisdom saving throw, ending the spell on a success.

Marrow Shards*

3rd-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Ranger, Sorcerer, Warlock.

You magically expel shards of bone from your body and launch them at nearby creatures. You take necrotic damage equal to one roll of your hit dice, which can't be reduced in any way. Then each creature in a 20-foot cone originating from you must make a Dexterity saving throw, taking 6d6 piercing damage on a failed save, or half as much damage on a successful one.

Postmortem Lunge*

3rd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous This spell causes the corpse of a creature within range to animate for one final attack. You cause the corpse to make a weapon attack or unarmed strike against a creature other than itself within range that you mentally choose. The corpse uses the statistics it used in life to make the attack

Wave of Madness

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Warlock, Wizard

You issue a command of betrayal. Each Humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically. On a failed save, the target must use its reaction to make a melee attack against a creature other than itself that you mentally choose.

Inspect Echo

3rd-level Divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Wizard

This spell creates a translucent illusion of recent events in your vicinity, up to a 15-foot cube, going back a number of days equal to your Spellcasting modifier. For each minute you concentrate, the spell recreates one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Level 4 Spells

Lightning Tendrils

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (the seed of a plant struck by lightning)
  • Duration: 1 round.
  • Classes: Druid, Ranger, Sorcerer, Warlock, Wizard

Thin tendrils of lightning rise from the ground, trying to lacerate and latch onto creatures. Each creature within a 30-foot cube centered on a point on the ground within range must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one.

Additionally, on a failed save, the whipping tendrils wrap around the creature's body. The creature is then restrained until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Powder Snow

4th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a few water droplets and a pinch of dust)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

You conjure a storm of fine powder snow that fills a 60-foot cube centered on a point within range for the duration. When a creature enters the storm for the first time on a turn or starts its turn there, that creature must make a Constitution Saving Throw. On a failed save, the creature takes 4d4 cold damage and is blinded until the start of its next turn. On a succesful save, the creature takes half as much damage and isn't blinded by the spell.

The storm is difficult terrain and lightly obscures creatures and objects within it. You can move the storm 10 feet in any direction as a bonus action while concentrating on this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d4 for each slot above 4th.

Dispossess

4th-level Abjuration


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

You attempt to banish one Large or smaller object you can see within range to the space between the planes. If the object is being worn or carried by a creature, that creature must make a Wisdom saving throw. On a failed save, or if the object isn't being worn or carried, the object is banished until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Artifacts are unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional object for each slot level above 4th.

Touch of Yellow

4th-level necromancy


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

You point your finger and utter a foul incantation, releasing a yellow needle of crackling negative energy that assaults the life force of living creatures. When you cast this spell, and as an action on each of your turns until the spell ends, you can target one creature you can see within range.

If the target isn't undead, it must succeed on a Constitution saving throw or take 4d8 necrotic damage and suffer one level of exhaustion. If the target is undead, you instead roll 4d8. The target gains half the total as temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage and temporary hit point dice increase by 1d8 for each slot level above 4th.

Seal of the Wyrm

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an arcane focus worth at least 50 gp)
  • Duration: 24 hours
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You channel the supernatural forces of the universe in an attempt to sever the magic from a specific item. You touch an object and make an ability check using your spellcasting ability as you attempt temporarily drain the item of its magic. The DC for the check is dependent on the rarity of the item, and is detailed below. On a successful check, he magic item ceases to function for the duration of the spell.

Rarity DC
Common 10
Uncommon 12
Rare 14
Very Rare 16
Legendary 18

Redirect Spell

4th-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

You attempt to redirect a creature's spell. If the creature is casting a spell of 4th level or lower, this spell automatically succeeds against it. If it is casting a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level.

If the spell targets a single creature other than the spellcaster, you can instead have the spell target a different creature of your choice. The new target must be within 60 feet of you and within range of the affected spell.

If the spell targets an area and is centered on a point in space, you can move this point up to 30 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. You also gain a +1 bonus to ability checks made using this spell for each slot level above 4th.

Ball of Light

4th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric

A 20-foot-radius sphere of divine radiance springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Constitution saving throw or take 2d6 bludgeoning damage. The sphere's space is heavily obscured by this light.

Until the spell ends, you can use a bonus action on each of your turns to cause a beam of light to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 radiant damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks that require sight.

Vow of Silence

4th-level abjuration


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: Until Dispelled
  • Classes: Cleric, Paladin

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.

Mossbeard's Hazy Apparitions

4th-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a stick of incense)
  • Duration: 1 minute
  • Classes: Cleric, Druid, Wizard

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.

Kwalus's Aging Grasp

4th-level transmutation (dunamancy)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

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.

Lucian's Phantasmal Fraud

4th-level illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a silver mirror and a lamp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Warlock, Wizard

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.

Draining Thread

4th-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Wizard

You open a wound on your body, shooting out a thread of blood between yourself and a creature within range. As you cast the spell, you must spend a number of hit points. The creature must then succeed on a Dexterity saving throw or take 7d6 + the number of hit points spent as necrotic damage. If this damage brings the target to 0 hit points, half the hit point cost is refunded as blood drains through the thread back into your body.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.

Rary's Rapid Replication

4th-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (a poison or venom)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Druid, Warlock, Wizard

You transform up to ten bats, rats, or ravens, three quippers, five insects, or one poisonous snake within range into swarms of shadowy replicas for the duration. Each creature becomes a swarm, as described in the monster manual.

Each creature obeys your verbal commands, and in combat, they act on your tum each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains a swarm for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

Wall of Bones

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a skeletal hand)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Sorcerer, Wizard

A wall of writhing bones and skeletons springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of three 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). Any creature that starts its turn next to a wall must make a Dexterity saving throw or take 1d8 bludgeoning damage and become restrained. The creature can make a Strength saving throw at the start of each of its turns, taking the same damage on a failure or freeing itself on a success.

The wall is an object that can be damaged and thus breached. Each panel has AC 10 and 20 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it.

Sanguine Sanctum

4th-level abjuration (hemomancy)


  • Casting Time: 1 action
  • Range: Self (10-foot-radius hemisphere)
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Cleric, Sorcerer, Wizard

You transform your blood into a 10-foot-radius protective dome that forms around and above you and remains stationary for the duration. The dome can be damaged, and it has a number of hit points equal to 20 + double the amount of hit points spent in the casting of this spell. Any creature within the dome cannot be targeted by creatures outside the dome, and vice versa. Spells and attacks that would pass or extend through the dome instead hit the dome, dealing it damage, and do not extend farther. As long as the dome lasts you can use your action to spend a number of hit points and add this amount to the dome's current hit points.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it.

The dome is semi-transparent. It can be seen through, but things seen through the walls appear distorted and blurred with the red color of the dome.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the dome's base hit point value increases by 5 for each slot level above 4th.

Ballium's Bouncing Ball

4th level conjuration


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S, M (a small piece of rubber)
  • Duration: 1 minute
  • Class: Wizard, Artificer

You create an orb of force within your hands and throw it towards a creature within range. Make a ranged spell attack. On a hit, a target takes 5d12 force damage and is knocked prone. The spell then immediately ends.

If you miss, you can choose to have the orb bounce harmlessly off a surface or object you can see within range. If you do so, you can use your bonus action on your next turn to repeat the attack against a creature within range, the attack originating from the surface or object it bounced off of, and reducing the damage of the attack by 1d12. You can continue bouncing the orb this way on subsequent turns so long as you keep missing, reducing the damage of the attack each time.

The spell immediately ends if you hit with any of these subsequent attacks. The spell also ends early if there is no surface for the orb to bounce off of or if you cast this spell again.

Ralthulm's Divine Wind

4th level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (the feather of a hawk)
  • Duration: Concentration, up to 1 minute
  • Class: Sorcerer, Druid, Ranger

Magical wind swirls around you, guiding your movement. For the duration, you gain a fly speed of 60 feet and moving doesn't provoke opportunity attacks.

Whenever you move within 5 feet of a creature that is medium or smaller, it must make a Strength saving throw or be knocked prone. A creature can only be targeted this way once per turn. Additionally, medium or smaller objects that aren't being worn or carried and that aren't otherwise secured in some fashion are flung away from you by the wind.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fly speed increases by 15 feet for each slot level above 4th.

Purification

4th-level evocation


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

Radiant energy washes over a creature you can see within range, healing them and harming foes. The target regains 4d8 + your spellcasting ability modifier hit points, and each creature of your choice within 10 feet them must make a Constitution saving throw. On a failed save, a creature takes radiant damage equal to the hit points restored to the initial target. On a success, a creature only takes half damage.

At Higher Levels. Whenever you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d8 for each slot level above 4th.

Thunder Bolt

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Class: Druid, Sorcerer

You fire an impactful bolt of thunder and lightning flies towards a target you can see within range. On a hit, the target takes 3d12 lightning damage. Hit or miss, the bolt then explodes outward in a burst of thunder. The target and each creature within 10 feet of them must make a Strength saving throw, taking 3d12 thunder damage and falling prone on a failed save, or taking half as much damage and not falling prone.

At Higher Levels. Whenever you cast this spell using a spell slot of 5th level or higher, both damage rolls increase by 1d12 for each slot level above 4th.

Gambler's Dodge

4th-level conjuration


  • Casting Time: 1 reaction, which you take when you are targeted by an attack or forced to make a saving throw by an effect you can see
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Class: Bard, Sorcerer

When you cast this spell, roll a d8. You teleport 10 times the number you rolled in feet to an unoccupied space. If this puts you out of the range or area of the attack or effect, the attack misses or you automatically succeed your saving throw, suffering no effect if you would normally suffer a lesser effect, such as half damage.

Then consult the table below. You gain the corresponding benefit based on the number you rolled.

d8 Benefit
1 Arcane Ward. You gain 30 temporary hit points, which expire at the end of your next turn.
2 Chaos' Ego. You are immune to the charmed and frightened conditions until the end of your next turn, and any effects imposing those conditions immediately end.
3 Wild Missiles. Each creature of your choice within 10 feet of the space you teleport to takes 1d4+1 force damage, as if targeted by the magic missile spell.
4 Beguiling Step. Choose a creature within 30 feet of the space you teleport to. That creature must make a Wisdom saving throw or be charmed or frightened by you for 1 minute.
5 Empowering Rift. The next spell of 1st level or higher you cast before the end of your next turn is treated as if you cast it using a spell slot one level higher than the one you use.
6 Disappearance. You are invisible until the end of your next turn, or until you make an attack or force another creature to make a saving throw.
7 Jaunt. You disappear into the Ethereal Plane as per the etherealness spell until the start of your next turn.
8 Arcane Lance. The range of your spells is doubled until the end of your next turn.

Houjorouni's Mark

4th-level Abjuration


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

A glowing tattoo of a coiled snake appears around your arm and lasts for the duration. Until the spell ends, you are immune to poison damage and the poisoned condition, you can't be the target of spells of 3rd level or lower, and you have advantage on saving throws against spells.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell blocks spells of one level higher for each slot level above 4th.

Fuel for the Cause

4th-level Abjuration


  • Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of succeeds on an ability check or saving throw using a mental ability score
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Artificer, Warlock

You drain the mind and will of the triggering creature, repurposing its energy. The triggering creature must reroll the d20 and use the lower roll. You then create one of the following exects:

  • One magic item of your choice within range regains an expended charge.
  • For 1 minute, one creature of your choice within range has advantage on Strength-based ability checks and Strength saving throws, and its weapon attacks deal 1d4 extra damage.
  • For 1 minute, one creature of your choice within range has disadvantage on Constitution saving throws and Strength saving throws.

Fount of Moonlight*

4th-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Druid

A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.

In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can use your Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.

Level 5 Spells

Choke

5th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Sorcerer, Warlock, Wizard.

You raise your hand, slowly curling it as pressure begins to increase around the neck of a creature you can see within range. The arget must succeed on a Constitution saving throw or begin suffocating (see chapter 8 of the Player's Handbook). While suffocating in this way, its speed is halved and it can't speak. At the end of each of its turns, the creature can make another Constitution saving throw, ending the effect on a success. The effect also ends if it has total cover from you.

As an action for the duration, you can raise your hand toward either the same or a different creature within range to target it with this spell. If you were already choking another creature, the effect ends on that creature as you transfer it to the new target.

A creature that doesn't need to breathe isn't affected by this spell.

Bloodcurse

5th-level necromancy (hemomancy)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S
  • Duration: Special
  • Classes: Artificer, Cleric, Sorcerer, Wizard

You touch a creature's open wound and bestow a curse. As you spend a number of hit points to cast the spell, that creature must succeed on a Wisdom saving throw or become cursed. During the casting of the spell, you can make a Charisma (Deception) check against the target's Wisdom (Insight) check to attempt to conceal the spell's true nature, such as pretending to bandage their wound.

The curse has no effect until after 1 hour. Thereafter, the curse lasts for a number of days equal to the number of hit points spent, and for that duration the cursed creature can't regain hit points and is poisoned. Every 8 hours the creature is cursed, they take 3d4 necrotic damage as the curse rots away at them.

A remove curse spell ends this effect.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.

Suppression Field

5th-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Sorcerer, Wizard.

This spell creates an area where one type of magic you choose is harder to produce. The area is a 30-foot cube centered on a point you can see within range and lasts for the duration. The type of magic can be as general or specific as you like. It could be a spell school (such as "evocation magic") or an objective effect (such as "fire magic" or "teleportation magic"), but you can't choose magic based on its source (for example, "divine magic") or abstract concepts (such as "harmful magic" or "elemental plane")

Whenever a creature either in the area or targetting something in the area casts a spell that belongs to the chosen typpe of magic, it must make a spellcasting ability check against your spell save DC. On a failure, its spell fails and the slot is wasted.

A creature that starts or ends its turn in the area can make a Perception check modified by its spellcasting ability modifier against your spell save DC. On a success, it is aware of this spell's effect and the type of magic you chose.

Spellwrack

5th-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M ( a pinch of powdered adamantine worth at least 50 gp)
  • Duration: 10 minutes.
  • Classes: Bard, Sorcerer, Warlock.

Choose a creature you can see within range, which must make a Charisma saving throw. On a failed save, you painfully twist and kink its connection to the weave, hurting its soul when it tries to use magic. The creature is aware of this danger. When it casts a spell that isn't innate, it takes force damage equal to a number of 1d12 rolls equal to that spell's level. A creature that is reduced to 0 hit points by this damage is stable. Additionally, the creature has disadvantage on Constitution saving throws to mantain its concentration on spells.

At the end of each of its turns, the creature can attempt to make a Charisma saving throw, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.

Ray of Fatigue

5th-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 4 rounds
  • Classes: Artificer, Wizard

You cause a creature of your choice to be overtaken by exhaustion. The creature must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. On a successful save, the creature suffers no effect and the spell ends. At the start of each of their turns, the creature must repeat the saving throw. It gains a level of exhaustion on a failed save, and the spell ends on a successful one. The spell ends early if the target's exhaustion level becomes 4 or greater.

Shadow Stride

5th-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Warlock, Wizard

You gain the ability to blink from one shadow to another. When you are in dim light or darkness, you can use 5 feet of movement to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.

You can use this teleportation ability twice per round for the duration.

Acid Surge

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Warlock, Sorcerer, Druid

You summon forth a 20-foot-radius sphere of acid that stings flesh and degrades weapons and armor. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw, taking 4d6 acid damage on a failed save or half as much on a success. Regardless of whether or not the creature fails their saving throw, any non-magical objects the creature is wearing begin to degrade. If the object is armor or a shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object is a weapon, it take a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

Objects not being worn or held also degrade in the cloud. 1 cubic foot of material is destroyed from each object in the cloud that is not being worn or held at the start of each of your turns.

Stunning Smite

5th-level evocation


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

The next time you hit a creature with a melee weapon attack during this spell's duration, you shock their body and their mind, and the target takes 5d10 lightning damage and must make a Constitution saving throw. On a failed save, the target is stunned for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success.

Electromagnetic Pulse

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous
    • Class: Artificer, Druid, Sorcerer

You create a pulse of powerful electrical energy that disrupts magical forces. Choose a point within range. Each creature within a 20-foot radius of that point must make a Constitution saving throw. On a failed save, a creature takes 6d6 lightning damage, loses concentration (if it is concentrating), and cannot cast any spells until the start of your next turn. On a success, a creature takes half damage and does not suffer the other ill effects of this spell.

Closed Circuit

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Artificer,Druid, Sorcerer

Explosive electrical energy sends outward like a shockwave from you in a 20-foot radius around you. Each creature in that area when you cast the spell must make a Constitution saving throw or take 6d8 lightning damage.

The electricity then shocks water droplets in the air, creating a lightning-infused steam cloud that stays behind in the same area. The cloud is heavily obscured and creatures other than you that are inside it cannot take reactions. A creature other than yourself that starts their turn in the cloud takes 2d8 lightning damage. The cloud is dispersed by heavy winds of at least 10 miles per hour.

Downburst

5th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: 1 round
  • Class: Druid, Sorcerer

Howling winds, rains, and vicious thunder come down in a 30-foot radius, 120-foot high cylinder originating from a point on the ground within range. Each creature in that area must make a Strength saving throw, taking 8d8 thunder damage and immediately falling prone on a failed save, or half as much damage on a success. Flying creatures that fail their save, even those held aloft by magic, fall as the storm-force winds pull them into the ground.

Then, until the start of your next turn, the area is heavily obscured. Open fires in the area are put out and objects are flung around haphazardly by the force.

At Higher Levels. Whenever you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Electrical Wall

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (conductive wiring worth 100 gp, which the spell consumes
  • Duration: Concentration, up to 10 minutes
  • Class: Artificer

A magical wall of metal bars springs into existence at point on the ground within range. The bars of the wall are about an inch in diameter and are spaced wide enough that a tiny creature can squeeze through. The wall is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel.

The first time on a turn a creature touches the wall or makes a melee weapon attack against it with a weapon made of metal, they must make a Constitution saving throw. On a failed save, they take 6d8 lightning damage and are shocked until the end of their next turn. While shocked, they cannot take reactions and have disadvantage on attack rolls and ability checks. On a success, a creature take half damage and isn't shocked.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

Besides the shape and the spacing of the bars, the wall can have any shape you desire, though it can't occupy the same space as a creature or object. Any bar in contact with the ground must be vetical, but if connected to another panel, they can be arranged horizontally, like a ceiling.

The wall is an object made of metal and thus it can be damaged and breached. Each panel has 19 AC and 30 hit points. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. Additionally, a creature can use their action to grab the bars and attempt to pull them just wide enough for a creature their size to squeeze through. They must make a Strength ability check against your save DC, prying the bars open on a success.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent. If the fence is dispelled after it becomes permanent, the metal bars remain but the electricity fades. Otherwise, the wall disappears when the spell ends.

Unnatural Restoration*

5th-level Transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (rare herbs worth at least 1,000 gp, which the spell consumes, and a bit of copper)
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Ranger

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new body from the rare herbs and calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The reincarnated creature recalls its former life and experiences. It retains the appearance and capabilities it had in its original form, with the following exceptions:

  • The creature is a Plant.
  • The creature has vulnerability to fire damage.
  • As long as the creature spends at least 5 hours a day in direct sunlight, it doesn't need to eat or drink.

Level 6 Spells

Polar Gale

6th-level evocation


  • Casting Time: 1 action
  • Range: Self (90-foot line)
  • Components: V, S, M (a stone that has been covered in snow or ice for 7 years)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

A chilling blast of frigid wind erupts from your palm in a line 90 feet long and 15 feet wide. The wind blows in a direction you choose, and lasts for the spell's duration. You can change the direction of the wind when you move on your turn.

When you castt this spell, and as an actionn on each of your turns for the duration, you can force each creature in the wind to make a Constitution saving throw. A creature takes 6d8 cold damage on a failed save, or half as much damage on a successful one.

When a creature enters the spell's area for the first time on its turn or starts its turn there, that creature must make a Strength saving throw. On a failed save, it is pushed 10 feet away from you in a direction following the line and knocked prone.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The wind disperses gas or vapor, and it extinguishes both protected and unprotected lanterns, torches, and flames in that area.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot above 6th.

Aerendyl's Spectral Scythe

6th-level necromancy


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You conjure a phantasmal scythe of death in your open hand and throw it whirling through the air. The scythe travels in a 60-foot long, 10-foot wide line, coming to rest hovering in the air at the end of its line or before it strikes any solid objects. Each creature within the area while the scythe is moving must make a Dexterity saving throw or take 6d8 necrotic damage, or half as much on a successful save. A creature has disadvantage on this saving throw if the scythe comes to rest in the creature's space. If you are within 120 feet of the scythe at the start of your next turn, it returns to you in a 10-foot wide line, forcing creatures within its area of travel to make saving throws against the scythe’s damage.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher the damage increases by 1d6 for each slot level above 6th

Arcane Cataclysm

6th-level evocation


  • Casting Time: 1 action
  • Range: 200 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer

You conjure orbs of magical energy that plummet to the ground at three different points you can see within range. Each creature in a 30-foot-radius sphere centered on each point must make a Dexterity saving throw, taking 5d10 force damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also pushed up to 10 feet away from the center of the sphere. A creature in the area of more than one arcane burst is affected only once.

Investiture of Shadow

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

Until the spell ends, shadows swirl around you, and you gain the following benefits:

  • At the start of each of your turns, you turn invisible. If you attack or cast a spell, this invisibility ends.
  • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • You can use your action to create a 15-foot radius sphere of magical darkness centered on a point you can see within 60 feet of you, as per the darkness spell. This darkness lasts for the duration, or until you activate this ability again.

Rain of Blood

6th-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You draw out your blood, turning it into rain that pours down over a 45-foot radius area within range. As you cast this spell, you must spend a number of hit points. A creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a target takes 4d6 + half the number of hit points spent as necrotic damage, and its movement speed is slowed by 5 feet for the duration of the spell. On a success, the target takes half as much damage and is not slowed. The slow can stack with itself, but it cannot reduce a creature's speed below half.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Chaos Storm

6th-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Sorcerer

You create up to 8 pillars of lava that burst from places on the ground that you can see within range. Each pillar is a column with a diameter of 5 ft. and a height of 30 ft. Each creature inside these columns must make a Dexterity saving throw, taking 4d8 fire damage on a failed save or half as much on a success.

The lava columns leave behind small pools of magma in the spaces they originated from for the duration. A creature that starts their turn in a pool of magma or enters it for the first time takes 4d8 fire damage.

At Higher Levels. Whenever you cast this spell using a spells lot of 7th level or higher, you can create two additional pillars of lava for each slot level above 6th.

Corrosive Spores

6th-level conjuration


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (an exotic fungi specimen)
  • Duration: Concentration, up to 10 minutes
  • Class: Druid, Sorcerer, Wizard

You toss acidic spores that explode and create toxic vapors. Choose 6 points on unoccupied surfaces within range, such as the ground, the wall, or an object that is not worn or carried. The spores explode outward from these points in a 10-foot radius. Each creature in one of these radii must make a Dexterity saving throw or take 10d4 acid damage.

Then, for the duration, toxic vapors fill these areas, which are heavily obscured. A creature that enters one of these areas for the first time on its turn, or starts their turn there, must make a Constitution saving throw. On a failed save, a creature takes 5d4 acid damage and is poisoned until the end of your next turn. On a success, a creature only takes half damage. A creature has advantage on its saving throw if it doesn't need to breathe.

The damage of this spell can degrade and corrode objects if they are not being worn or carried. A breeze going at least 10 miles per hour disperses a cloud for 1 round.

Level 7 Spells

Morrison's Simulacrum (Special)

7th-level illusion


  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered diamond worth 5,000 gp, sprinkled over the duplicate and consumed by the spell)
  • Duration: Until dispelled
  • Classes: Bard, Wizard

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

You can have a number of simulacrum equal to twice your spellcasting modifier active at any given time.

Power Word Sleep

7th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock Wizard

You speak a word that instantly soothes the mind and lulls it into unconsciousness. Creatures of your choice that you can see within range and that can hear you must suceed on a Charisma saving throw or fall asleep. A creature with 50 hit points or fewer automatically fails. Undead, constructs and creatures immune to being charmed are unaffected by this spell.

An affected creature is unconscious. Its sleep isn't magical, but its slumber is so deep that it doesn't wake until it takes damage or someone uses an action to shake or slap it awake. Otherwise, a creature naturally wakes up after 2d4 hours. A creature that slept for at least 1 hour gains the benefit of a short rest, but not a long rest.

Hemoplague

7th-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a poison or venom)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Sorcerer, Wizard

You draw out a portion of your blood, infecting it with a vile poison before causing it to streak towards creatures within range. As you cast this spell, you must spend a number of hit points, allowing you to target 1 creature for every 5 hit points spent. Each creature must make a Constitution saving throw. On a failed save, a target takes 6d8 necrotic damage and is also infected for the duration. On a success, the target takes half damage and suffers no additional effect. An infected target is poisoned, can't regain hit points, and whenever they take bludgeoning, piercing, or slashing damage, they take an additional 2d8 necrotic damage as they bleed profusely. A creature repeats the saving throw at the start of each of its turns, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d8 for each slot level above 7th.

Umbral Assault

7th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Warlock, Wizard

You target a creature within range. The shadows of creatures within 10 feet of the target then turn against the first creature, attacking them from all sides. The target must make a Constitution saving throw. The creature takes 3d6 necrotic damage for every creature within 10 feet of it of size Small or larger, up to a maximum of 24d6 on a failed save, or half damage on a successful one.

Power Word Fortify*

7th-level abjucation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Cleric

You speak a word of power that fortifies up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which are divided equally among the spell’s recipients.

Mirror to the Past

7th-level divination (dunamancy)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an hourglass and a glass eye worth at least 100 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard

You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which cannot be more than 100 years ago. When viewing the past, it appears dreamlike and shadowy, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal. While perceiving the past, you can look in any direction, but you cannot move or speak and are unable to sense your present surrounding

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you may share this spell with one other creature that you touch. An unwilling target can make a Wisdom saving throw to avoid being affected.

Level 8 Spells

Memento Mori

8th-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

This spell dominates the minds and bodies of humanoids, consuming them in a frenzy of death. As you cast the spell, you must spend a number of hit points. Roll 14d8 and add twice the number of hit points spent to the roll; the total is how many hit points of creatures this spell can affect. Humanoids within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is under your control until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Creatures immune to being charmed aren't affected by this spell.

On each of your turns, you can issue commands to the creatures under your control, directing them where to move and attack. If a creature doesn't receive orders from you, they attack the closest creature to them. If a creature hasn't made an attack by the end of its turn, the spell ends for them.

If you maintain your concentration on this spell for its whole duration, each creature that is still under the spell's effect when the spell ends dies.

Heaven to Earth*

8th-level Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a shard of ice and a small flame)
  • Duration: Instantaneous

You cause a meteoric mass of rock to plummet to the ground at a point you can see within range. Each creature in a 20-foot radius cylinder centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 20d6 bludgeoning damage, is knocked prone, and is trapped beneath the rock. A trapped creature is restrained, and can use its action to make a Strength check against your spell save, freeing itself on a success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped. The ground in the area becomes a crater of difficult terrain.

Structures and nonmagical objects that aren't being worn or carried within the spell's area also take damage. If part of a nonmagical structure would prevent the mass of rock from reaching the ground, that part of the structure is destroyed. An object that is completely within the spell's area is buried beneath the rock, requiring a successful Strength check against your spell save DC to unearth.

Level 9 Spells

Terraform

9th-level transmutation


  • Casting Time: 10 minutes
  • Range: Sight
  • Components: V, S, M (a diamond worth at least 1000 gp, which the spell consumes, and a crystal bowl filled with water and clay worth at least 500 gp)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer

You shape the water and clay to crudely depict the lay of the land in a 1-mile radius centered on a point you can see before using the diamond to reshape it as you see fit. Choose one of the following options. At the DM's option, you may choose an alternative effect, but it should be no more substantial than those described below.

The changes occur over the course of 1 minute and can't be prevented except by a wish spell or similar magic. Although the earth moves slowly enough to not cause damage directly, potential consequences such as floods, landslides or instability could occur at the DM's discretion. The scale of the changes will generally leave structures intact, although they may subsequently collapse if their new foundations become unsuitable at the DM's discretion.

Any new landforms should have a natural appearance. For example, you can't create a narrow pillar extending several hundred feet in the air, but you could raise a hill with steady slope to the same height. After the chances are complpete, the new landform is considered nonmagical and is subject to natural forces.

Island. You can move any islands fully enclosed in the area horizontally elsewhere in the area. Alternatively, if there's a body of water in the area, suh as an object or a large lake, you can cause the ground to lift, creating up to six small islands each with a radius up to 150 feet centered on points you choose in the area. You can crudely shape the islands, for example creating ringed atolls or causing them to take the shape of a simple symbol. You can also connect any number of silands to form a larger landmass. The islands only clear the water level by a few feet, although you can cast this spell.

Mountain. You cause the earth to rise up to 1000 feet to create a hill or a small mountain in the area. Alternatively, you can cause the earth to depress by up to 1000 feat to create a crater or trench or to flatten a small mountain in the area. In either case, you have a limited ability to shape the landform with escarpments, crude caves, natural volcanict activity and similar features.

Structure. You create precise and detailed structures from the pre-exxisting landforms in the area. For example, you could create a lifelike statue stretching across an entire cliff face, form a complex network of mounds, trenches, or tunnels, or creatue buildings out of solid rock. Although you have great control and flexibility in your creations, they should in principle be realisable by mundane means given enough time and effort.

Terrain. The earth morphs into your whims. You can transmute one type of ground into another, for example rock to soil or swamp to sand, as you choose within the area. You can cause land to rise or fall by up to 300 feet to create, flatten, shift hills, and you can alter the flow of any rivers or lakes in the area accordingly.

Vessel of the Ages

9th-level transmutation


  • Casting Time: 1 hour
  • Range: 10 ft.
  • Components: V, S
  • Duration: Special
  • Classes: Druid, Wizard

You form a vessel around up to six creatures or objects which must be within range throughout the casting. The vessel and its contents must fit entirely within a 10-foot cube, but it can otherwise take whatever appearance you choose. Typically, the vessel takes the form of an artificial albeit unassuming object, such as a menhir, statue, or other monument.

Everything inside the vessel is put into stasis for the duration. Creatures are unconscious, don't require food or water, and don't age. When you cast the spell, you can either choose for the duration to be permanent or an amount of time which must be specified as an explicit quantity, such as "one century". The vessel is destroyed when the spell ends, and everything inside it emerges unharmed.

The spell ends early if the vessel is breached. The vessel is an object with AC 17, 20 hit points, and immunity to poison and psychic damage.

The vessel is also likely to take damage from miscellaneous sources over time which won't usually break the vessel except unless truly large timescales (millennia). The DM may decide if the vessel is destroyed early, especially if it is in an urban center prone to social or architectural upheaval or if it is otherwise in a region known for natural disasters. The vessel may also be destroyed early if others are seeking its contents.

Wail of the Banshee

9th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You unleash a great wail full of life-rending energy. Each creature of your choice within 30 feet of you that can hear you must make a Constitution saving throw or be reduced to 0 hit points. On a successful save, a creature takes 10d6 psychic damage.

Remove Identity

9th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled
  • Classes: Warlock, Wizard

You extend a finger to a creature’s temple, who then forgets its own name. Choose one creature you can touch to make a Wisdom saving throw. On a failed save, the target falls unconscious for 1 hour and is cursed to forget its identity. When the target awakes, it loses all its personal memories, though the target retains all of its general knowledge, proficiencies, and other statistics. The target will not realize it has any class features or special abilities, and so does not willingly make use of them. If left to its own devices, the target will quickly adopt a new name and begin to build a new identity. A wish ends this curse. When this curse ends, the target regains all its past memories

Plague

9th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a live rat, which the spell kills and then consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Sorcerer

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.

Drain Life

9th-level necromancy (hemomancy)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Wizard

You open a deep wound on your body, draining the life of another creature as your own blood leaves your body. As you cast the spell, you must spend a number of hit points. The creature must then make a Constitution saving throw. The creature takes 12d12 + double the number of hit points spent as necrotic damage on a failed save, or half as much damage on a successful one.

Time Travel (Special)

9th-level conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

This spell transports up to five willing creatures that you touch backwards through time to a point you select in the past. The time you choose as your destination can either be specified relative to the present (for example ‘three days ago’), or described indirectly (for example ‘the last full moon’ or ‘the birth of Almaraz the Atrocious’).

The creatures arrive at the same location as when you cast this spell. If this location doesn’t exist at the chosen time, for example an underground tunnel that hasn’t been dug yet, the creatures appear in the nearest unoccupied spaces and take 1d10 force damage for every 30 feet to those spaces. Creatures don’t age while travelling.

Time travel is no easy feat, and it is hard to arrive at your chosen time successfully. The DM rolls a d100 and consults the table. If you describe your destination indirectly, the DM rolls twice and uses the lower result.

Travel Table
Period Mishap Off Target On Target
Minutes 01- 05 06-25 26-100
Hours or days 01–15 16–35 36–100
Weeks or months 01–30 31-50 51–100
Years 01–50 51-80 81-100
Centuries or more 01-75 76-96 96-100
False destination 01–50 51–100

Period. This means the amount of time travelled into the past. “False destination” means that your chosen time doesn’t exist, usually because your indirect description referenced an event that never occurred (see below).

On Target. The travelling creatures arrive at the chosen time.

Off Target. The travelling creatures arrive a random duration before or after the destination. Period off target is 1d10 × 1d10 percent of the period that was to be travelled. For example, if you tried to travel 40 years into the past, arrived off target, and rolled a 5 and a 3 on the two d10s, then you would be off target by 15 percent, or 6 years. The DM then rolls a d4. On a roll of 1 or 2, creatures affected by this spell arrive before the chosen time, and on a roll of 3 or 4 they arrive after.

If your chosen time was a false destination, the creatures wind up at a time that thematically matches your description. If you are heading for the death of the last dragon, but dragons are still alive today in secret, you may instead wind up when the last well-known dragon died, or even the birth of the first dragon. Generally, you arrive at the closest similar time, but you could conceivably wind up anywhere in time.

Mishap. The spell’s unpredictable magic results in a difficult journey. Each travelling creature takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Timestreams and Paradoxes

This spell intentionally doesn’t explain how time travel actually works. DMs who use this spell should think about some ground rules for consistency, both for the players and for their setting’s internal logic. These include what happens when a paradox occurs (PCs changing their own histories), how the PCs’ actions ripple through into the future (and their old present), and whether it’s possible to return to their old present.

If you prefer, you can use these conservative rules instead, which limits the impact of time travel.

When a creature travels back through time, they enter a new timestream, which is a duplicate of their original timestream except that everything after their destination time is yet undetermined; it is their new present. Meanwhile, in their old timestream, the creatures simply disappear, as if they had teleported out of existence. Time there continues as normal without them, and the PCs can’t return to this timestream again. The travelling creatures appear in the new timestream as if they had teleported there, and what they do here doesn’t affect their old timestream.

As this is a new timestream, the PCs’ actions can’t cause paradoxes, and the future can unfold differently depending on their actions. While they may meet younger versions of themselves, they are distinct creatures and have no connection beyond appearance and older memories

 

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