Spells

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Spells

Reworked Spells (Still Testing)

Conjure Elemental

2nd-level Conjuration


  • Class: Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
  • Duration: Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. You can choose to conjure 1 elemental of CR ½, 1d3 Elementals of CR ¼ or 1d4+1 elementals of CR ⅛. The elementals appropriate to the area you chose appear in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elementals disappears when it drops to 0 hit points or when the spell ends. The elementals are friendly to you and your companions for the duration. Roll initiative for the elementals, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elementals, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elementals don't disappear. Instead, you lose control of the elementals, they become hostile toward you and your companions, and they might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. Elementals of CR 4 or lower are not hostile if you lose concentration, they instead disappear. The GM has the elemental’s statistics.

At Higher Levels: When you cast this spell using a spell slot of 3th level or higher, the Challenge rating increases by 1 for each slot level above 2nd.

If the Spell is cast at 5th level , you can summon 1 CR 5 elemental, or 1d3 CR 4 elemental, or 1d4+1 Lower-CR elementals, When you cast this spell using a spell slot of 6th level or higher the Challenge rating increases by 1 for each slot level above 5nd.

Contingency

6th-level Evocation


  • Class: Sorcerer, Wizard
  • Casting Time: At least 10 minutes.
  • Range: Self.
  • Components: V, S, M (A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work. That of the companion spell, plus quicksilver and an eyelash of an oni, rakshasa, or similar spell-using creature, which the spell consumes)
  • Duration: 1 Day / Caster level
  • You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.

The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).

The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.

You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.

Counterspell

3rd-level Abjuration


  • Class: Sorcerer, Warlock, Wizard
  • 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

You attempt to interrupt a creature in the process of Casting a Spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell the target is casting. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is countered; if you fail, that spell takes effect.
At Higher Levels: When you cast this spell using a spell slot of 6th level, you add your caster level to the roll, maximum +20

Dispel Magic

3rd-level Abjuration


  • Class: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Choose one creature, object, or magical effect within range. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
At Higher Levels: When you cast this spell using a spell slot of 6th level, you add your caster level to the roll, maximum +20

New Spells

Animate Rope

1st-level Transmutation


  • Class: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

  • You can animate a nonliving ropelike object of length up to 50 ft. + 5 ft./level. The maximum length assumes a rope with a 1-inch diameter.
  • Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half.
  • The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.

  • The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged attack roll (10/30). A typical 1-inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 21 Strength (Athletics) check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Dexterity saving throw to become Restrained. An Restrained creature can slip free with a DC 21 Dexterity (Acrobatics) check.
  • The rope itself and any knots tied in it are not magical.
  • This spell grants a +2 bonus on any Intelligence (Slight of Hand) checks you make when using the transmuted rope for tying knots and using ropes.
  • The spell cannot animate objects carried or worn by a creature.

Animal trance

2nd-level Enchantment (Compulsion) [Mind-Affecting, Sonic]


  • Class: Bard, Druid
  • Casting Time: 1 Action
  • Range: 5 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 hour.

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 4 or lower can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.

A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.

Antimagic Ray

7th-level Abjuration


  • Class: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S, M (A pinch of iron filings mixed with ruby dust worth 100 gp, which the spell consumes.)
  • Duration: Concentration, up to 1 minute.

An invisible ray projects from your fingers. You must succeed on a ranged spell attack with the ray to strike a target. The target, if struck, functions as if it were inside an antimagic field.

If this spell is used against a creature, the target can't cast spells or can't use supernatural or spell-like abilities, nor do such abilities have any effect on the creature. However, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can't cast the spells required.

If this spell is used against an object, that object's magical powers are suppressed—including any spells previously cast and currently in effect on the item, as well as any spells or magical effects targeted on the object during the antimagic ray's duration. Remember that an object struck by the ray only receives a saving throw if it is attended or if it is a magic item. An unattended item, even if currently under the effect of a spell (such as a torch with continual flame cast upon it), receives no save.

The spell doesn't affect any objects other than the target itself, even if those objects are worn, carried by, or in contact with the target. For instance, if a creature is the target, its equipment remains unaffected.

The target may attempt a Wisdom saving throw at the end of its turn to end the spell effect

Arcane Mark

Cantrip Conjuration


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

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

Aura of Draconic Evasion

6th-level Abjuration


  • Class: Cleric, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self (10-foot radius)
  • Components: V, S, M (Powdered emerald worth 500gp which the spell consumes)
  • Duration: Concentration, up to 1 minute

While you concentrate on the spell, you and all creatures of your choice within 10 feet of you gain advantage on saving throws against the dragon type breath weapons.

Aura of Terror

6th-level Necromancy [Fear, Mind-Affecting]


  • Class: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

You become surrounded by an aura of fear. Whenever you charge or attack, you inspire fear in all creatures within 30 feet that have fewer Hit Dice than your caster level. Each potentially affected opponent must succeed on a WIS save or become Frightened—a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to your frightful presence for 24 hours.

If you cast this spell when you already have the frightful presence ability or a fear aura, the existing ability becomes more effective in the following ways:

  • The radius of the area affected by the ability increases by 10 feet.

Blackfire

8th-level Necromancy [Evil]


  • Class: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S, M (A pinch of dust from a vampire destroyed by sunlight.)
  • Duration: Concentration, up to 1 minute

A ray of necromantic black energy springs from your hand, and on a successful ranged touch attack, a living target is engulfed in chill black flames that feed on the fuel of their victim's life force. A creature engulfed in blackfire must make a successful Constitution saving throw each round that the spell is in effect or take 1d4 points of Constitution damage and become poisoned. A creature that makes its save takes no damage for that round and is poisoned instead. In addition to its effects on the target, blackfire can spread rapidly, and any living creature adjacent to a creature engulfed in blackfire must succeed on a Dexterity saving throw or become engulfed itself.

Any creature whose Constitution is reduced to 0 or lower by the spell is reduced to a pile of black ash, and can be returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life. If a creature succeeds on its Constitution saving throw in 3 consecutive rounds, the blackfire affecting it gutters out. The black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but an antimagic field, a successful dispel magic, a remove curse, or a break enchantment spell snuffs it out. As well, a creature protected by death ward has immunity to blackfire's effects.

Bolt of Glory

6th-level Evocation [Good]


  • Class: Cleric
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You project a bolt of positive energy at a single creature. You must make a successful ranged spell attack to strike your target. The bolt deals 10d12 radiant damage. Against undead, fiends and creatures native to the Shadowfell, the bolt does an additional 4d12 radiant damage. The bolt deals no damage to Celestials, or good extraplanar creatures.

Briartangle

4th-level Conjuration


  • Class: Cleric, Druid
  • Casting Time: 1 Action
  • Range: 90 feet (20-foot cube)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Clerics not of the Nature Domain must be a follower of Eldath, Mielikki, or Silvanus to choose this spell.

Tangled briars covered with sharp thorns that grow to a height of 6 feet sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Each entangled creature takes 1d8 + the casters Wisdom modifier points of piercing damage. in the round it becomes entangled. In each subsequent round that it attempts to break free or move within the briars, it takes a like amount of damage.

An entangled creature attempting to cast a spell within the briars must make a successful Concentration check DC 10 or lose the spell.

The briars are thick and tall enough to grant cover to creatures within or behind them.

When the spell ends, the conjured plants wilt away.

Chill Metal

2nd-level Transmutation [Cold]


  • Class: Bard, Druid
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a piece of iron and a piece of ice)
  • Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to go freezing cold. Any creature in physical contact with the object takes 2d8 cold damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Chill metal counters and dispels heat metal.

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

Cloak of Bravery

3rd-level Abjuration [Mind-Affecting]


  • Class: Cleric, Paladin
  • Casting Time: 1 Action
  • Range: Self (60-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • All allies within the area (including you) gain advantage on Fear Saving throws.

Command Undead

2nd-level Necromancy


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 feet.
  • Components: V, S, M (A shred of raw meat and a splinter of bone.)
  • Duration: 1 Day
  • This spell allows you some degree of control over an undead creature. An intelligent undead creature must make an Intelligence saving throw with your spell save DC .Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The undead creature must be able to hear you.

Consecrate

2nd-level Transmutation [Good]


  • Class: Cleric
  • Casting Time: 1 Action
  • Range: 60 feet (20-foot radius)
  • Components: V, S, M (A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area, the spell consumes the materials.)
  • Duration: 4 hours
  • This spell blesses an area with positive energy. Each Undead has disadvantage against Clerics Turn Undead/Destroy Undead Feature. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.

If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled, -2 penalties for undead in the area. You cannot consecrate an area with a similar fixture of a deity other than your own patron.

If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Consecrate counters and dispels Desecrate.

Detect Scrying

5th-level Divination


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self (40-foot radius)
  • Components: V, S, M (A small piece of mirror and a miniature brass hearing trumpet.)
  • Duration: 24 hours
  • You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area.

If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.

Detect Undead

1st-level Divination (ritual)


  • Class: Cleric, Paladin, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M if arcane caster (A bit of earth from a grave.)
  • Duration: Concentration, Up to 10 minutes
  • For the duration, you sense the presence of Undead within 60 feet of you. The amount of information revealed depends on how long you study a particular area.
  • 1st Round
  • Presence or absence of undead auras.

  • 2nd Round
  • Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

  • 3rd Round
  • The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

  • Aura Strength
  • The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:
HD Strength
1 or lower Faint
2-4 Moderate
5-10 Strong
11 or higher Overwhelming

Lingering Aura
An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

HD Strength
1 or lower Faint
2-4 Moderate
5-10 Strong
11 or higher Overwhelming

Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Dimensional Anchor

4th-level Abjuration


  • Class: Cleric, Sorcerer, Wizard, Warlock
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minute
  • A green ray springs from your outstretched hand. You must make a ranged spell attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Dimensional Lock

8th-level Abjuration


  • Class: Cleric, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: 24 hours
  • You create a shimmering emerald barrier that completely blocks extradimensional travel, the area is a 20 feet radius sphere. Forms of movement barred include astral projection, blink, dimension door, etherealness, gate, maze, plane shift, shadow walk (Homebrew), teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell. At Higher Levels. When you cast this spell using a 9th level spell slot, the duration is increased form 24 hours to 7 days. If the spell is cast in the same spot for a year, the spell becomes permanent unless dispelled using the casters spell DC.

Disrupt Undead

Cantrip Necromancy


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d12 points of radiant damage to it.
  • The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Divine Power

4th-level Evocation


  • Class: Cleric, Paladin
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +4 enhancement bonus to Strength, and you gain 1 temporary hit point per Caster level.

Dragonsight

5th-level Transmutation


  • Class: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • You gain the visual acuity of a dragon, including low-light vision, darkvision, and Blindsight. You can see four times as well as a normal human in lowlight conditions and twice as well in normal light. You gain darkvision of 120 feet. You gain Blindsight has a range of 30 feet. you also gain advantage on perception checks, therefore as-well gaining a +5 to your passive perception. None of these effects stack with other effects from other sources.

Dragonskin

4th-level Transmutation


  • Class: Warlocks, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a dragon's scale)
  • Duration: Concentration, up to 10 minutes
  • Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select. You gain an enhancement bonus to your Armor class equal to +2, as well as resistance against the type of energy appropriate to the color you select: acid (black), poison (green), cold (white), lightning (blue), or fire (red).
  • At Higher Levels. The bonus becomes a +3 if casted at 6th level and a +4 if casted a 9th level

Endure Elements

1st-level Abjuration


  • Class: Warlocks, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 24 hours
  • A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Constitution saving throws). The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Entropic Shield

1st-level Abjuration


  • Class: Cleric
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • A magical field appears around you, glowing with a chaotic blast of multicoloured hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance. This means that if a target manages to hit you with a ranged attack roll, you must roll a percentage die, if they roll an 20 or lower, the attack misses. Other attacks that simply work at a distance are not affected.

Erase

1st-level Transmutation


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

Explosive Runes

3rd-level Abjuration [Force]


  • Class: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Until Dispelled or Triggered

You trace these mystic runes upon a book, map, scroll, or similar object bearing written information weighing no more than 10 lb. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Dexterity saving throw for half damage. The object on which the runes were written also takes full damage (no saving throw).

You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.

Note: Magic traps such as explosive runes are hard to detect and disable.

Favor of Ilmater

4th-level Necromancy


  • Class: Cleric, Paladin
  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S
  • Duration: 1 minute
  • This spell has two possible effects:

Divine Fortitude: The target becomes immune to subdual damage, charm effects, compulsions, and attacks that function by causing pain, and is immune to effects that would cause her to gain a level of exhaustion or the stunned condition. The target remains conscious even when reduced to 0 hit points and can take an action each round when in that state, if the target receives damage, they automatically fail a death save. If any of these effects are present on the target when this spell is cast, they are suspended for the duration (causing the target to wake if unconscious). This variant of the spell lasts 1 minute. When the spell ends, any effects suspended by the spell that would otherwise still be in effect (such as exhaustion, which normally requires a long rest to reduce 1 level of exhaustion) return. Effects with durations that expired during the duration of this spell do not resume when this spell ends.

Pact of Martyrdom: You and an allied target exchange hit point totals. This variant of the spell only works if you have more hit points than the target when the spell is cast. If the target was unconscious and dying, you become unconscious and dying. If the target was unconscious but stabilized, you become unconscious but stabilized. The spell only transfers actual hit points, not temporary hit points.

Clerics and paladins who don’t worship Ilmater name this spell after their own deity—favor of Torm, for example

Fire Burst

1st-level Evocation [Fire]


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 ft (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • When this spell is cast upon a nonmagical fire such as a campfire, lantern, or candle, it causes the fire to flash and shoot arrows of flame. All creatures within 10-foot radius of the fire source suffer 2d6 point of fire damage. Victims who roll a Dexterity saving throw successfully suffer half damage.

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.

Fireward

5th-level Transmutation


  • Class: Cleric, Druid
  • Casting Time: 1 Action
  • Range: 150 feet (40-foot cube)
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Clerics not of the Nature Domain must be a follower of Eldath, Mielikki, or Silvanus to choose this spell.

This spell functions like Quench, In addition, it has the following effects. While fireward remains in effect, no magical fire effect can function inside its area. This effect is similar to that of an antimagic field, but only fire spells are suppressed. Any nonmagical fire created inside or brought into the spell's area is immediately extinguished as well.

Flare

Cantrip Evocation [Light]


  • Class: Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Constitution saving throw. Sightless creatures, as well as creatures already dazzled, are not affected by flare. Creatures with Sunlight Sensitivity make the save with Disadvantage

Ghoul Touch

2nd-level Necromancy


  • Class: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul’s lair)
  • Duration: Instantaneous
  • Imbuing you with negative energy, this spell allows you to paralyzed a single living humanoid up to 1 minute. You must make a successful melee spell attack against the humanoid. if you succeed your attack roll, the target takes 2d4 necrotic damage, If the target is a creature other than an elf or undead, it must succeed a Constitution saving throw with your spell save DC or be paralyzed for 1 minute.

The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius to make a Constitution saving throw or become poisoned. A neutralize poison spell removes the effect from a poisoned creature, and creatures immune to poison are unaffected by the stench.

Glitter Dust

2nd-level Conjuration (Creation)


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 120 (10-foot radius)
  • Components: V, S, M (Ground mica)
  • Duration: 1 round / caster level
  • A cloud of golden particles covers everyone and everything in a 10-foot radius, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Creature can make a wisdom saving throw to avoid being Blinded, but still covered by the spell

Any creature covered by the dust takes a -10 penalty on Stealth checks.

This spell's duration increases by 1 round each time you gain a level in a class that has the spell.

Glory of the Martyr

4th-level Abjuration [Good]


  • Class: Paladin
  • Casting Time: 1 Action
  • Range: Self (60-foot radius)
  • Components: V, S, M (A platinum ring worth at least 50gp worn by you and each subject of the spell) )
  • Duration: 1 hour
  • This spell wards up to 10 willing creatures in the area of the spell and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

If you die while glory of the martyr is in effect, the spell ends in a burst of positive energy that restores 2d8 hit points to each subject, and deals 2d8 radiant damage to all undead in the area.

The spell ends if you and all the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Although created by Ilmater, the Crying God, and used by his faithful, the spell spread to paladins of other faiths.

Halt Undead

3rd-level Necromancy


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a pinch of sulfur and powdered garlic)
  • Duration: Concentration, up to 1 minute
  • This spell renders as many as three undead creatures immobile. The undead must make a Wisdom saving throw. If the spell is successful, it renders the undead creature paralyzed for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage. A creature that has HD equal to your level is unaffected.

Hand of Torm

4th-level Abjuration (see text)


  • Class: Cleric, Paladin
  • Casting Time: 1 minute
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: 8 hours
  • You create an immobile zone of warding that is permeable to those of your religion but repels all others. The warded area has a shimmering visible border, above which is a ghostly image of a giant hand (the appearance of the hand depends upon your patron, so Torm's clerics have a shining metal gauntlet, while those of Bane have a black clawed metal gauntlet and those of Malar have a great beast's claw). Creatures that have the same patron as you, or are wearing a holy symbol of your patron, can enter and move within the warded area unhindered.

Other creatures that try to enter or move within the area must make Constitution saving throw or be stunned for 1 round. If a creature's only action is to try to move completely out of the area, the ward does not hinder it.

Clerics and paladins of deities other than Torm name this spell after their own deity—hand of Ilmater, for example.

This spell has the alignment components of your patron, so if your patron is Torm, this is a lawful and good spell.

Hold Portal

1st-level Abjuration


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V
  • Duration: 10 minutes
  • This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.

For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

Hypnotism

1st-level Enchantment (Compulsion) [Mind-Affecting]


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minutes
  • Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Each creature in the area must succeed a Wisdom saving throw. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target has advantage on its saving throw.

While the subject is fascinated by this spell, it reacts as though it were more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.

Insanity

7th-level Enchantment (Compulsion) [Mind-Affecting]


  • Class: Bard, Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • You target one living creature. The target must make a Wisdom Saving Throw. The affected creature suffers from a continuous confusion effect, as the spell, you choose which effect takes place. Unlike Confusion, The target can’t repeat the saving throw at the end of their turn.
  • Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.
d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn. The creature babbles incoherently
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

Leomund's Secure Shelter

4th-level Conjuration (Creation)


  • Class: Bard, Sorcerer, Wizard
  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included, and of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.)
  • Duration: 2 hours/level
  • You conjure a sturdy cottage or lodge (20-ft.-square structure) made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

The secure shelter contains rude furnishings —eight bunks, a trestle table, eight stools, and a writing desk.

Lesser Globe of Invulnerability

4th-level Abjuration


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a glass or crystal bead that shatters when the spell ends)
  • Duration: Concentration, up to 1 minute
  • An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 4th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

Make Whole

2nd-level Transmutation


  • Class: Cleric
  • Casting Time: 1 Action
  • Range: 60 feet (30 square feet)
  • Components: V, S
  • Duration: Instantaneous
  • This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).

Mass Death Ward

8th-level Abjuration


  • Class: Cleric, Druid
  • Casting Time: 1 Action
  • Range: 60 feet.
  • Components: V, S
  • Duration: 8 hours
  • sensing the spark of life in your allies through your magic, you bolster that spark and protect it from harm.

This spell functions like Death Ward , You can target up to 15 creatures, no two of which are more than 30 ft. apart

Mold Touch

3rd-level Conjuration (Creation)


  • Class: Cleric, Druid
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Clerics not of the Nature Domain must be a follower of Eldath, Mielikki, or Silvanus to choose this spell.

You cause a 5-foot-diameter patch of brown mold to appear, centered on the point you touch. You can cause it to appear on a living target by making a successful melee touch attack against that creature.

As described on page 105 of the Dungeon Master's Guide, when a creature moves to within 5 feet of the mold for the first time on a turn or starts its turn there, it must make a DC 12 Constitution saving throw, taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one. Brown mold is immune to fire, and any source of fire brought within 5 feet of a patch causes it to instantly expand outward in the direction of the fire, covering a 10-foot-square area (with the source of the fire at the center of that area). A patch of brown mold exposed to an effect that deals cold damage is instantly destroyed.

Mount

1st-level Conjuration (Summoning)


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 feet.
  • Components: V, Sm M (A bit of horse hair)
  • Duration: 2 hours / Caster level
  • You summon a ridding horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

This spell's duration increases by 2 hours each time you gain a level in a class that has the spell.

Open/Close

Cantrip Transmutation


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 feet.
  • Components: V, Sm M (A brass key)
  • Duration: Instantaneous
  • You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.

Persistent Image

5th-level Illusion (Figment)


  • Class: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 feet ( 25-foot cube)
  • Components: V, S M (a bit of fleece and several grains of sand.)
  • Duration: 10 minutes
  • You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 25-foot cube. The image appears at a spot within range and lasts for the duration. The image includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Phantom Trap

2nd-level Illusion (Glamer)


  • Class: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S M (A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 50 gp to prepare, which the spell consumes)
  • Duration: Until Dispelled
  • This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.

If another phantom trap is active within 50 feet when the spell is cast, the casting fails.

Poison

4th-level Necromancy


  • Class: Cleric, Druid
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee spell attack. The target must make a Constitution Saving Throw or the poison deals 1d10 points of temporary Constitution damage immediately. After one minute the target again must make a Constitution Saving Throw or take 1d10 points of temporary Constitution damage immediately.

The Target can regain 1 point of Constitution by taking a long rest. If the target is sleeping in a bed, they regain 2 instead. If Greater Restoration is cast on the target, the target's ability score returns back to normal.

Prayer

3rd-level Enchantment (Compulsion) [Mind-Affecting]


  • Class: Cleric, Paladin
  • Casting Time: 1 Action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and up to 4 of your allies can add a D4 bonus on attack rolls, weapon damage rolls, saves, and skill checks, while up to 4 of your foes must subtract a D4 to the number rolled.

Quench

3rd-level Transmutation


  • Class: Druid
  • Casting Time: 1 Action
  • Range: 150 feet (40-foot cube)
  • Components: V, S
  • Duration: Instantaneous
  • Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 + spellcasting ability) against each spell to dispel it. The DC is the enemy casters spell save DC

Each elemental (fire) creature within the area of a quench spell must make a Constitution Saving Throw. on a Failure the targets take 5d6 cold damage. On a Success, the targets take half damage.

Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Wisdom Saving Throw using the statistics of the user wielding the item, if the magic item has any modifiers, add them to the roll. If the Item is Sentient, use the statistics of the item, and add your proficiency bonus to the save. (Artifacts are immune to this effect.)

Read Magic

1st-level Divination


  • Class: Bard, Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (A clear crystal or mineral prism)
  • Duration: Concentration, up to 10 minutes.
  • By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Arcana check, , or any symbol spell with a Arcana check (DC 10 + spell level).

Repel Vermin

3rd-level Abjuration


  • Class: Bard, Cleric, Druid, Ranger
  • Casting Time: 1 Action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • An invisible barrier holds back vermin. A vermin of CR less than one-third your level cannot penetrate the barrier.

A vermin with a CR of one-third your level or more can penetrate the barrier if it succeeds on a Wisdom Saving Throw. Even so, crossing the barrier deals the vermin 2d6 points of psychic damage, and pressing against the barrier causes pain, which deters most vermin.

Repulsion

6th-level Abjuration


  • Class: Cleric, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self (up to 100-foot radius)
  • Components: V, S, M (a pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50gp.)
  • Duration: Concentration, up to 1 minute
  • An invisible, mobile field of up to 100-foot radius surrounds you and prevents creatures from approaching you. Any creature within or entering the field must make a Wisdom Saving throw against your spell save DC. If it fails, it becomes unable to move toward you for the duration of the spell. If it succeeds, it is immune to the spell for its duration. Repelled creatures’ actions are not otherwise restricted. At the time of casting, you decide how big the sphere is.

They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.

Righteous Might

5th-level Transmutation


  • Class: Cleric
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • This spell causes you to grow, doubling your height and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +4 size bonus to Strength and a +2 size bonus to Constitution. You gain a +1 enhancement bonus Armor class. This spell doesn’t change your speed.

If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you— the spell cannot crush you by increasing your size.

All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal an extra 1d4 damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that increase size do not stack.

Scale Weakening

3rd-level Transmutation


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • A dull gray ray projects from your hand. Make a ranged spell attack against the target. If the target has natural armor, for example a Dragon, Bulette, Animals that have a hard carpase or thick skin, among many others, The target must make a Constitution Saving throw or its natural armor is reduced by 2 points. This spell can’t reduce a creature’s natural armor bonus to less than 0. at the end of each of its turns, the target can make another Constitution saving throw to end the effect.

At Higher Levels: When you cast this spell using a spell slot of 4rd level or higher, the natural armor reduction increases to a -3 if casted at 5th level and a -4 if casted at 8th level.

Secret Page

3rd-level Transmutation


  • Class: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 10 Minutes
  • Range: Self
  • Components: V, S, M (Powdered herring scales and will-o’-wisp essence, which the spell consumes)
  • Duration: Permanent
  • Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page.

A comprehend languages spell alone cannot reveal a secret page’s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.

Sepia Snake Sigil

3rd-level Conjuration (Creation) [Force]


  • Class: Bard, Sorcerer, Wizard
  • Casting Time: 10 Minutes
  • Range: Self
  • Components: V, S, M (500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores, which the spell consumes)
  • Duration: Permanent or until discharged; until released or 1d4 days + one day/ caster level
  • When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.

Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a Dexterity saving throw to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and paralysed until released, either at your command or when 1d4 days + 1 day per caster level have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose any death saves or become stable until the spell ends.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

A dispel magic can remove the sigil. An erase spell destroys the entire page of text.

Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.

Shadow Walk

6th-level Illusion (Shadow)


  • Class: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 8 Hours
  • To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Shadowfell. The effect is largely illusory, but the path is quasi-real. You can take up to 12 more creatures, but all must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Shadowfell but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto theShadowfell, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Shadowfell and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10×100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10×1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity make each creature suffer one point of exhaustion (no save).

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Shadowfell to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d10 hours.

Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Shadowfell.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Shadowfell receive a Charisma saving throw, negating the effect if successful.

Solid Fog

4th-level Conjuration (Creation)


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A pinch of dried, powdered peas combined with powdered animal hoof.)
  • Duration: Concentration, up to 10 minutes
  • This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet per round, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.
  • However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Spectral hand

2nd-level Necromancy


  • Class: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute / caster level
  • A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d6 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +1 bonus on your spell touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It has evasion (half damage on a failed Dexterity saving throw and no damage on a successful save), your save bonuses, and an AC of at least 15. Your Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 6 hit points, the same number that you lost in creating it.

This spell's duration increases by 1 minute each time you gain a level in a class that has the spell.

Temporal Stasis

8th-level Transmutation


  • Class: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp, which the spell consumes)
  • Duration: Until Dispelled
    You make a melee spell attack. On a hit, the creature must make a Constitution saving throw. On a failed save, You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).

Thorn Spray

4th-level Transmutation


  • Class: Cleric, Druid, Ranger
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Clerics not of the Nature Domain must be a follower of Eldath, Mielikki, or Silvanus to choose this spell.

You hurl a thorny plant in the direction of the targets. The spell transforms the plant's small thorns into a spray of thorns that deals damage to the targets you select. You can choose up to 5 targets, rolling a ranged spell attack against each target separately. The thorns deal a total of 10d6 points of piercing damage, but you can divide this damage among the targets you select. You must choose how to divide the damage before making your attack rolls.

For example a caster can target a single creature with an attack that deals 10d6 points of damage on a successful hit, two creatures for 5d6 points of damage each, four creatures, two for 2d6 points of damage each and two for 3d6, and so on. You may divide the damage as you wish.

A creature that takes damage from the thorns is wracked with pain as though its body were covered with stinging nettles, they must make a Constitution saving throw or be poisoned until the end of their next turn.

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 4rd.

Tree Shape

2nd-level Transmutation


  • Class: Druid, Ranger
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 4 hours

By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +5 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.

You can dismiss tree shape as a free action.

Wood Shape

2nd-level Transmutation


  • Class: Druid
  • Casting Time: 1 Action
  • Range: Touch (20 square feet)
  • Components: V, S
  • Duration: Instantaneous
  • Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.

if you touch an object held by an unwilling creature, the creature must make a wisdom saving throw to negate the effects. if the object is magical, they may add any bonuses that the object possesses.

Warp Wood

2nd-level Transmutation


  • Class: Druid
  • Casting Time: 1 Action
  • Range: 60 feet (20 square feet)
  • Components: V, S
  • Duration: Instantaneous
  • You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls.

You may warp eight Tiny or Larger object or its equivalent. A Small object counts as two tiny objects Medium object as four, a Large object as eight.

Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.

You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell.

Until the object is completely warped, it suffers no ill effects.

if you touch an object held by an unwilling creature, the creature must make a wisdom saving throw to negate the effects. if the object is magical, they may add any bonuses that the object possesses.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can warp four additional Tiny Objects for each slot level above 2nd.

Zone of Silence

6th-level Illusion (Glamer)


  • Class: Bard
  • Casting Time: 1 Action
  • Range: Self (5-foot radius)
  • Components: V, S
  • Duration: 8 hours
  • By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell’s area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful Perception check to read lips can still reveal what’s said inside a zone of silence.

New Evil Spells

The list of spells here are for enemy NPC, be them Devils, Demons, Necromancers, etc. You can also choose these spells if you are playing in an evil campaign.

Blasphemy

7th-level Evocation [Evil, Sonic]


  • Casting Time: 1 Bonus Action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • You utter a blasphemy, cursing the gods. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
  • 50 hit points or fewer: Dazed for 2 rounds
  • 40 hit points or fewer: Weakened for 1 minute, Dazed for 2 rounds
  • 30 hit points or fewer: Weakened for 1 minute, Dazed for 2 rounds, Paralyzed for 1 hour.
  • 20 hit points or fewer: killed instantly

The effects are cumulative and concurrent.
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
New Conditions:
Dazed: The creature can take no actions for 1 round, though it defends itself normally.
Weakened: The creature’s Strength score is reduced by 2d6.

Desecrate

2nd-level Transmutation [Evil]


  • Casting Time: 1 Action
  • Range: 60 feet (20-foot radius)
  • Components: V, S, M (A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.)
  • Duration: 4 hours
  • This spell imbues an area with negative energy. Each undead has advantage on saves against Turn undead/Destroy Undead, and every undead creature entering a desecrated area gains a +1 bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+2 bonus and +2 hit points per HD for undead in the area).

Furthermore, anyone who casts animate dead or a similar spell within this area may create as many as double the normal amount of undead

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Unholy Aura

8th-level Abjuration [Evil]


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text. The reliquary costs at least 1000gp)
  • Duration: Concentration, Up to 1 round / caster level
  • A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.
  • Creatures of your choice in that radius when you cast this spell have advantage on all saving throws
  • Other creatures have disadvantage on attack rolls against them until the spell ends.
  • the abjuration blocks possession and mental influence.
  • If a good creature succeeds on a melee attack against a warded creature, They must make a Constitution saving throw, or the offending attacker takes 1d6 points of temporary Strength damage.

Unholy Blight

4th-level Evocation [Evil]


  • Casting Time: 1 Action
  • Range: 150 feet (20-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.
    Only good and neutral (not evil) creatures are harmed by the spell.
    The targets must make a Wisdom Saving Throw. On a failure, The spell deals 5d8 points of necrotic damage to a good creature (or 10d6 to a good outer planer) and causes them to be poisoned. On a success, the damage is halved and negates the Poisoned effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.
    The spell deals only half damage to creatures who are neither evil nor good, and they are not poisoned. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Wisdom saving throw.

Appendix A: Conditions


Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.

If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t.

The following definitions specify what happens to a creature while it is subjected to a condition.

Blinded

  • A blinded creature can’t see and automatically fails any ability check that requires sight.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

Charmed

  • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Dazzled

  • The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Investigation checks, and Perception checks.

Deafened

  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.

Frightened

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can’t willingly move closer to the source of its fear.

Grappled

  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated (see the condition).
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunder-wave spell.

Incapacitated

  • An incapacitated creature can’t take actions or reactions.

Invisible

  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

Paralyzed

  • A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified

  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned

  • A poisoned creature has disadvantage on attack rolls and ability checks.

Prone

  • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.

Restrained

  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Stunned

  • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Unconscious

  • An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
  • The creature drops whatever it’s holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Appendix B: Spell Lists

Bard Spells

Cantrips (0 Level)
  • Flare
  • Open/Close
1st Level
  • Animate Rope
  • Erase
  • Hypnotism
  • Read Magic
2nd Level
  • Animal Trance
  • Chill Metal
  • Glitter Dust
3rd Level
  • Dispel Magic
  • Repel Vermin
  • Secret Page
  • Sepia Snake Sigil
4th Level
  • Leomund's Secure Shelter
5th Level
  • Detect Scrying
  • Dragonsight
  • Persistent Image
6th Level
  • Shadow Walk
  • Zone of Silence
7th Level
  • Insanity
8th Level
  • Spell A
9th Level
  • Spell A

Cleric Spells

Cantrips (0 Level)
1st Level
  • Detect Undead
  • Entropic Shield
  • Read Magic
2nd Level
  • Consecrate
  • Make Whole
3rd Level
  • Cloak of Bravery
  • Mold Touch
  • Prayer
  • Repel Vermin
4th Level
  • Briartangle
  • Dimensional Anchor
  • Dimensional Lock
  • Divine Power
  • Favor of Ilmater
  • Hand of Torm
  • Poison
  • Thorn Spray
5th Level
  • Fireward
  • Righteous Might
6th Level
  • Aura of Draconic Evasion
  • Bolt of Glory
  • Repulsion
7th Level
8th Level
  • Mass Death Ward
9th Level

Druid Spells

Cantrips (0 Level)
  • Flare
1st Level
2nd Level
  • Conjure Elemental
  • Animal trance
  • Chill Metal
  • Wood Shape
  • Warp Wood
3rd Level
  • Dispel Magic
  • Mold Touch
  • Quench
  • Repel Vermin
4th Level
  • Briartangle
  • Poison
  • Thorn Spray
5th Level
  • Fireward
6th Level
7th Level
  • Insanity
8th Level
  • Mass Death Ward
9th Level

Paladin Spells

1st Level
  • Detect Undead
2nd Level
3rd Level
  • Dispel Magic
  • Cloak of Bravery
  • Prayer
4th Level
  • Divine Power
  • Favor of Ilmater
  • Glory of the Martyr
  • Hand of Torm
5th Level

Ranger Spells

1st Level
2nd Level
  • Conjure Elemental
  • Tree Shape
3rd Level
  • Repel Vermin
4th Level
  • Thorn Spray
5th Level

Warlock

Cantrips (0 Level)
  • Arcane Mark
  • Disrupt Undead
  • Flare
  • Open/Close
1st Level
  • Detect Undead
  • Endure Elements
  • Erase
  • Fire Burst
  • Hold Portal
  • Hypnotism
  • Mount
  • Read Magic
2nd Level
  • Command Undead
  • Glitter Dust
  • Spectral hand
3rd Level
  • Counterspell
  • Dispel Magic
  • Halt Undead
  • Scale Weakening
  • Secret Page
4th Level
  • Dimensional Anchor
  • Dragonskin
  • Lesser Globe of Invulnerability
  • Solid Fog
5th Level
  • Detect Scrying
  • Persistent Image
6th Level
7th Level
8th Level
9th Level

Sorcerer / Wizard Spells

Cantrips (0 Level)
  • Arcane Mark
  • Disrupt Undead
  • Flare
  • Open/Close
1st Level
  • Animate Rope
  • Detect Undead
  • Endure Elements
  • Erase
  • Fire Burst
  • Hold Portal
  • Hypnotism
  • Mount
  • Read Magic
2nd Level
  • Command Undead
  • Ghoul Touch
  • Glitter Dust
  • Phantom Trap
  • Spectral hand
3rd Level
  • Conjure Elemental
  • Counterspell
  • Dispel Magic
  • Explosive Runes
  • Halt Undead
  • Scale Weakening
  • Secret
  • Sepia Snake Sigil
4th Level
  • Dimensional Anchor
  • Dragonskin
  • Leomund's Secure Shelter
  • Lesser Globe of Invulnerability
  • Solid Fog
5th Level
  • Detect Scrying
  • Dragonsight
  • Persistent Image
6th Level
  • Aura of Draconic Evasion
  • Aura of Terror
  • Contingency
  • Repulsion
  • Shadow Walk
7th Level
  • Antimagic Ray
  • Insanity
8th Level
  • Blackfire
  • Dimensional Lock
  • Temporal Stasis
9th Level
 

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