Tygrex's Tome of Spells

by Art of Tygrex

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Tygrex's Tome of Spells

Spell Descriptions


The following spells are presented in alphabetical order and contain details as to how they function as well as which classes can use which spells, though class options are merely suggestions and can be ignored by any GM if they feel the spell would be better suited to another class, or if a player really wants a certain spell featured on this list.


Banshee's Wail

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (15ft radius)
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard

You scream and cause any nearby creature that can hear you to suffer extraordinary disorientation and pain. All creatures within the area of effect must make a Constitution saving throw. On a failed save, the targets suffer 2d8 psychic damage and become deafened for 1 round. On a successful save, they take half damage and are not deafened.

At Higher Levels. For every spell level above 2nd, this spell will deal an additional 1d8 psychic damage and the number of rounds a target can be deafened by increases by 1, up to a maximum of 4 rounds.

Change of Heart

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 15ft
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

You whisper an incantation to a target of your choice that you can see clearly within range. The target doesn't need to understand you, but it does need to be able to hear you. The target makes a Wisdom saving throw and does so with advantage if you or your allies are attacking it. On a failed save, the target changes its mind about a recent decision it has made and instead does the opposite of that action. On a successful save, the spell has no effect.

At Higher Levels. When you cast this spell using a 4th-level spell slot, the duration is extended to 10 minutes. When using a 5th-level spell slot, the duration is extended to 1 hour. When using a 6th-level spell slot, the duration is extended to 8 hours. When using a 7th-level slot or higher, the duration is extended to 24 hours.

Chromatic Weapon

2nd-level illusion


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

You manifest a melee weapon of pure light in your hands. The weapons shape and design is entirely your choice. It deals 2d8 damage on hits and has the finesse, light, and thrown (range20/60) properties regardless of it's shape or design. When making attack rolls, you use your spell attack modifier. Roll a d8 to determine the colour of the weapon and its damage type from the list below.

1. Red. The weapon deals fire damage.

2. Orange. The weapon deals acid damage.

3. Yellow. The weapon deals lightning damage.

4. Green. The weapon deals poison damage.

5. Blue. The weapon deals cold damage.

6. Indigo. The weapon deals thunder damage.

7. Violet. The weapon deals force damage.

8. Special. The player decides the weapons colour and corresponding damage type.

At Higher Levels. When you cast this spell using a 3rd or 4th-level spell slot, you deal 3d8 damage. When you cast it using a 5th or 6th-level spell slot, you deal 4d8 damage. When you cast it using a 7th-level or higher, you deal 5d8 damage.

Clasp of Cold

Evocation cantrip


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

Your hands start to emit a frigid mist and become cold to the touch. Make a melee spell attack against a target within range. On a hit, the target suffers 1d6 cold damage and becomes stunned until the start of its next turn.

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

Collapsing Cube

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30ft (15ft cube)
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You choose a point within range that you can see and create a 15ft cube of energy that rapidly retracts in on itself and pulls anything caught within its area of effect towards the centre. Any large creature or smaller caught within its area of effect must make a Dexterity saving throw.

On a failed save, the targets suffer 2d8 force damage from the walls of energy. They are pulled towards the point you chose and are knocked prone. If the point is not above the ground, then they fall from the point you chose towards the ground. On a successful save, they take half damage and are not moved from their original positions. If the creature is considered huge or greater, then the spell only damages them, but does not move them.

At Higher Levels. For every spell level above 3rd, this spell will deal an additional 1d8 force damage and the size of the cube increases by 5ft. When you cast this spell using a 5th-level spell slot, the spell will affect huge creatures as normal. When you cast this spell using a 7th-level spell slot, this spell will affect gargantuan creatures as normal.

Crystal Skin

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a gem worth 50gp that is consumed as part of the spell)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Warlock, Wizard

Your skin is turned into the same material and colour as the gem used in part of the casting of this spell. If no gem was used, then you appear clear and colourless. You gain resistances to fire, cold, lightning, and poison damage, but are vulnerable to avid, force, and thunder damage for the duration of the spell or until you break concentration.

At Higher Levels. When you cast this spell using a 4th-level slot, you gain +1 to your AC. When you cast this spell using a 6th-level spell slot, you gain a +2 to your AC. When you caust this spell sing an 8th-level spell slot, you gain a +3 to your AC.

Gilded Touch

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a gold coin which melts onto the casters fingers causing no pain or damage and lasts until the spell ends)
  • Duration: 1 minute
  • Classes: Druid, Sorcerer, Warlock, Wizard

The tips of your fingers become tipped with gold and anything you touch becomes solid gold. If you attempt to turn a creature into gold, the target must make a Constitution saving throw. On a failed save, they suffer 4d4 poison damage and are turned into gold for the duration of the spell. While in this state, they are considered petrified. On a successful save, they take half damage and are not petrified.

At Higher Levels. For every spell level above 3rd, this spell will deal an additional 1d4 poison damage. When casting this spell with a 5th-level spell slot, the duration is extended to 10 minutes. When casting this spell with a 6th-level spell slot, the duration is extended to 1 hour. When casting this spell with an 8th-level spell slot, the duration is extended to 24 hours. When casting this spell with a 9th-level spell slot, the spells effect is permanent.

Hallowed Armour

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a white feather)
  • Duration: 1 hour
  • Classes: Cleric, Paladin

Your holy symbol glows with divine energy that spreads across your armour and gear. You gain 10 temporary hit points for the duration of the spell. If a creature hits you with a melee attack while you have these hit points, the target suffers 10 radiant damage.

At Higher Levels. For every spell level above 3rd, you gain an additional 5 temporary hit points per level and you deal an additional 5 radiant damage.

Molten Earth

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 90ft (10ft radius)
  • Components: V, S, M (a small piece of obsidian)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You pick a point of earth within range that you can see and transform it into hot molten rock that spreads across a 10ft radius. Anything standing on the earth when it begins to transform must make a Dexterity saving throw. On a failed save, the targets suffer 3d10 fire damage. On a successful save, they take half damage and are moved to the nearest safest point around the affected area. If a target starts its turn in the molten rock, it suffers 1d10 fire damage.

At Higher Levels. For every spell level above 3rd, this spell will deal an additional 1d10 fire damage for the initial attack.

Murder of Crows

3rd-level conujuration


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Druid, Ranger, Warlock, Wizard

You summon a swarm of crows in the space of a target you choose within range that you can see. The target must make a Dexterity saving throw. On a failed save, the target suffers 3d6 piercing damage and its next attack is at disadvantage. On a successful save, the target takes half damage and its next attack is not at disadvantage.

If a target starts its next turn in the swarm and attempts to leave, they must make a Dexterity saving throw or suffer 1d6 piercing damage.

While a target is swarmed, melee attacks against the target have advantage while ranged attacks are at disadvantage. If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn to transfer the swarm to a new target.

The swarm has an AC of 10 and has 10 hit points. The target can attack them with disadvantage. If anyone else attacks the swarm and hits, the target takes half the damage dealt. If the swarms HP drops to 0, the spell ends.

At Higher Levels. For every spell level above 3rd, this spell will deal an additional 1d6 piercing damage on the initial attack.

Shards of Ice

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Ranger, Warlock

As part of the action used to cast this spell, you must make a ranged attack on a creature within your weapons range. Your arrows or bolts become layered with a coating of white frost. On a hit, the target suffers the attacks normal effect as well as an additional 4d4 cold damage. The arrow or bolt shatters into small ice shards that explode out into a 15ft cone away from the target, in the direction the arrow or bolt came from. Anything caught in that area of effect must make Dexterity saving throw. On a failed save, each target takes half the previously rolled damage. On a successful save, they take no damage.

At Higher Levels. For every spell level above 2nd, this spell will deal an additional 1d4 cold damage to the initial target and an additional 1d6 cold damage to secondary targets caught within the area of effect.

Soul Strike

2nd-level divination


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

With a spark of arcane energy at your finger tips, you point at a creature you can see within range and gain some insight on their soul. The target must make a Wisdom saving throw. On a failed save, you learn the alignment of the target and deliver a beam of energy that deals 2d6 damage, the type of which is determined by the alignment of the target. If the target has more than one alignment type, you may choose either option.

  • Good. Necrotic damage.
  • Evil. Radiant damage.
  • Lawful. Fire damage.
  • Chaotic. Cold damage.
  • Neutral. Force damage.

At Higher Levels. For every spell level above 2nd, this spell will deal an additional 1d6 damage.

Spears of Shadow

6th-level evocation


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

You choose a creature you can see within range and force the shadows around them to solidfy into spears pointed in their direction. You create 1 + you spell casting modifier (minimum of 1) number of spears made from the shadows. You make an spell attack roll for each spear and so with advantage if the target is in dim light or darkness. Each spear deals 1d8 psychic damage.

At Higher Levels. For every spell level above 6th, the number of spears you can create increases by 1.

Stolen Breath

Enchantment cantrip


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

You whisper a command to a target of your choice within range, though they do not need to hear you. The target must make a Wisdom saving throw. On a failed save, they suffer 1d6 psychic damage and for 1 round will believe they cannot breath and drop whatever they are holding to do everything they can to breath again. On a successful save, they take no damage and are not affected by the spell.

At Higher Levels. This spells damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).

Storm Guard

3rd-level abjuration


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

You begin to generate a field of electrical energy around your body that sparks at random intervals with blue arcs. If a creature hits you with a melee weapon made of metal while this spell is in effect, they suffer 2d6 lightning damage instantaneously and must succeed a DC 10 Constitution saving throw or drop the weapon they used against you.

At Higher Levels. For every spell level above 3rd, this spell will deal an additional 1d6 lightning damage.


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