Advanced Arcanum 5e Expanded Spells

by Epinephrine

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Advanced Arcanum

Spells by Damage Type

Sources

Including PHB, EE, XGtE, SCAG, AQ, IDRotF, TCoE

Spells by damage type and additions in this document
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Total
Acid 2 +1 4 +1 2 +2 3 +1 2 0 +1 0 1 +1 1 2 +1 17 +8
Cold 2 +1 5 2 +2 4 +1 3 +1 1 +1 3 1 +1 1 +1 2 +1 24 +9
Fire 4 6 6 5 3 2 +1 1 3 2 +1 2 34 +2
Force 1 4 1 0 0 4 1 1 0 +1 1 13 +1
Lightning 2 +1 4 +1 1 +2 5 2 +1 0 +2 1 +1 1 1 2 +1 19 +9
Necrotic 2 3 +1 0 +2 3 +1 2 3 3 +1 2 2 +1 0 +1 20 +7
Poison 2 +2 3 +2 1 +3 0 +3 0 +2 1 +1 0 +2 1 +1 1 1 +1 10 +17
Psychic 2 3 +1 4 0 +2 2 1 +1 1 +1 0 +1 2 2 17 +6
Radiant 2 2 2 4 2 +3 5 2 1 +1 1 +1 0 21 +5
Thunder 2 +1 5 1 +1 3 1 +2 1 0 0 0 1 +1 14 +5
Bludgeoning 1 3 3 3 +1 4 4 2 1 2 2 25 +1
Slashing 0 1 +1 2 0 0 +1 1 2 +1 0 0 +1 0 6 +4
Piercing 0 4 2 0 +1 1 +1 1 1 0 0 0 9 +2

Cantrips

Acid Dart

evocation cantrip (sorcerer, warlock, wizard)


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

You hurl a shimmering green dart of acidic energy at a target within range. Make a ranged spell attack. On a hit, the target takes 1d4 acid damage immediately and an additional 1d4 acid damage at the start of your next turn.

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

Electric Charge

evocation cantrip (sorcerer, wizard)


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

Sparks of lightning leaps from your outstretched hand. Make a ranged spell attack against a single creature. On a hit, the target takes 1d8 lightning damage. If you cast this cantrip during your last turn, the sparks build and the size of all the damage dice for this cantrip increases to 1d10. It increases to 1d12 the turn after if you cast it again. If you did not cast this cantrip during your last turn, the damage dice resets to d8.

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

Glacial Blade

evocation cantrip (artificer, sorcerer, warlock, wizard)


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.

On a hit, the target suffers the attack's normal effects, and any weapon it wields is encased in a brittle sheath of ice until the start of your next turn. If the target uses its action to make an attack with a weapon, it immediately takes 1d8 cold damage, and the spell ends.

At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the target takes for making a weapon attack increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Miasmic Blade

transmutation cantrip (artificer, sorcerer, warlock, wizard)


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and a cloud of malodorous gas fills a 5-foot space centered on the target until the start of your next turn. Any creature that ends their turn in this cloud takes 1d8 poison damage.

At 5th level, the weapon attack deals an extra 1d8 poison damage to the target, and the damage from the gas cloud increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Scourge

necromancy cantrip (sorcerer, warlock, wizard)


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

A dark green energy shoots from the tip of your finger and infects the target. Make a ranged spell attack against a single target, dealing 1d8 poison damage on a successful attack. If the target has any temporary hit points, this cantrip removes all of these hit points before dealing damage. A creature immune to poison is also immune to this effect.

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

Warcry

evocation cantrip (bard, cleric, sorcerer, warlock, wizard)


  • Casting Time: 1 action
  • Range: Self (10-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You let out a howl that can heard up to 100 feet away. Each creature in a 10-foot cone must succeed on a Constitution saving throw or take 1d6 thunder damage and become deafened until the start of your next turn.

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

1st Level Spells

Atrophy

1st level necromancy (sorcerer, warlock, wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

Your fingertips take on a sickly green hue as you attempt to touch another creature. Make a melee spell attack against the target. On a hit, the target takes 3d8 poison damage, and has disadvantage on the next attack roll it makes before the end of its next turn. If the attack still hits its target, the attack's damage is halved.

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

Far Seeing

1st level divination (artificer, cleric, druid, warlock, wizard)


  • Casting Time: 1 Action (ritual)
  • Range: Self
  • Components: S, M (a magnifying glass worth at least 100gp)
  • Duration: Concentration, up to 10 minutes

You bend space around you to manifest a small ornate disk hovering in front of your eye. When you look through the disk, your view is magnified up to 100 times of normal vision range. Some tasks the disk can be used for include:

  • Identify the face of a person from up to 1 mile away.
  • Read letters in a book from a distance of 500 feet.
  • See the meticulous details of an object from up close.
  • Study the sky and the planets.

You still need to have clear vision to perceive anything, and this spell does not allow you to see through any obscurements.

Instant Orchestra

1st level illusion (bard)


  • Casting Time: 1 Action (ritual)
  • Range: Self
  • Components: V, S, M (a musical instrument)
  • Duration: Concentration, up to 1 hour

For the duration of the spell, when you play your instrument the music sounds as though it comes from many instruments of your choice. The added music could be as simple as adding a drum to the song or as complicated as an entire orchestra.

You can also add various harmless sensory effects, such as sparks, confetti, flashing lights, or illusory music notes while you are playing the song.

Lightning Rod

1st level evocation (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a 5-foot conductive rod worth at least 10gp)
  • Duration: Instantaneous

You electrify the rod used to cast this spell, and send a thin streak of lightning at a target within range. The target must make a Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one. If you are outdoors in stormy conditions or have taken lightning damage in the past minute when you cast this spell, the spell’s damage increases by 1d6.

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

Medusa's Gaze

1st level transmutation (bard, sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: Self (60-foot radius)
  • Components: V, S
  • Duration: 1 round

Choose a target within 60 feet of you that can see you. It must make a Wisdom saving throw or behold you as a terrible creature. On a failed save, the target is petrified until the end of your next turn. If a target dies while petrified this way, it's body turns to stone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target on additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Penumbra

1st level evocation (sorcerer, warlock)


  • Casting Time: 1 Action
  • Range: Self (5-foot radius)
  • Components: V, S
  • Duration: 1 round

You form between your hands a void of darkness that drains the light and energy around you. Each creature other than you within 5 feet of you must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save or half as much on a successful one.

Until the start of your next turn, the spell's area becomes magical darkness; darkvision cannot see through it and nonmagical light cannot illuminate it.

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

Psychic Shove

1st level evocation (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

A wave of psionic force sweeps out from you. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 psychic damage and is pushed up to 10 feet away from you. If a creature fails its saving throw by 5 or more, it is also knocked prone. On a successful save, the creature takes half as much damage and is not pushed.

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

Toxic Bubble

1st level conjuration (sorcerer, wizard)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (seaweed or an octopus tentacle)
  • Duration: Instantaneous

You conjure a bubble filled with poisonous vapor that floats to a point within range and pops. Each creature in a 10-foot radius centered on that point must make a Constitution saving throw, taking 1d10 poison damage and 1d10 acid damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the acid and the poison damage dealt increases by 1d10 for every two slot levels above 1st.

Unlocked Potential

1st level enchantment (bard, sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a silver mirror)
  • Duration: Concentration, up to 1 minute

You unlock the potential of a creature's mind, allowing it to fully reach its limits. For the duration, once per turn the creature can add 1d4 to any attack roll, damage roll, or saving throw it makes. Each time it adds the 1d4, it takes 1 psychic damage as it pushes beyond its natural limitations.

Valkyrie's Feathers

1st level conjuration (druid, ranger, sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: Self (120 feet)
  • Components: V, S, M (a dove's feather)
  • Duration: Concentration, up to 1 minute

You wave your hand and three alabaster feathers, magically sharpened to a razor’s edge, appear and orbit you. When you cast this spell, make a ranged spell attack using one of your feathers against a creature within 120 feet of you. On a hit, the target takes 2d8 slashing damage. Until the spell ends, while you have feathers remaining, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. You gain an additional 2 feathers when you cast this spell using a spell slot of 3rd level or higher (5 feathers), and 5th level or higher (7 feathers).

2nd Level Spells

Acid Bombs

2nd-level conjuration (artificer, sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a capsicum pepper)
  • Duration: 1 minute

You conjure three acid orbs and hurl them at one or several targets within range. A creature can make a Dexterity saving throw to avoid the orb. On a failed save, the orb sticks to that creature. On a successful save, the orb falls to the ground in the creature's space. A creature can remove an orb from itself as an action and drop it on the ground.

As a bonus action for the duration, you can cause one of the orbs to burst. Each creature within 10 feet of the orb must make a Dexterity saving throw, taking 2d4 acid damage on a failed save or half as much on a success. A creature stuck to the bursting orb automatically fails this saving throw. Any remaining orbs disappear when this spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure and throw an additional orb for each slot level above 2nd. You can burst 2 orbs with a single bonus action if you cast it at 4th level, increasing to 3 at 6th level, and 4 at 8th level.

Antiheal

2nd level necromancy (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a bundle of snakeroot)
  • Duration: Instantaneous

You bolster the potency of toxins that fester in a creature you can see within range. The target must make a Constitution saving throw. On a failed saving throw, the target takes 2d12 poison damage, or half as much on a success. If the target is poisoned it has disadvantage on the saving throw and the damage increases from 2d12 to 4d12.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 or 2d12 if the target is poisoned for each slot level above 2nd.

Arm of the Far Realm

2nd-level transmutation (sorcerer, warlock)


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

You touch one willing creature and form a connection between realms, making them the host vessel of a great tentacle. Until the spell ends, you can use a bonus action on each of your turns to manipulate the tentacle, lashing out at one creature within 10 feet of the host. Make a melee spell attack against the creature, dealing 4d4 acid damage on a hit.

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

Ball Lightning

2nd level evocation (druid, sorcerer, wizard)


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

A 5-foot-diameter sphere of shimmering lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that starts its turn within 5 feet of the sphere must make a Dexterity saving throw or take 3d8 lightning damage, or half as much on a successful save.

When you summon the sphere, choose a direction for it to move. At the start of each of your turns, the sphere moves 10 feet in that direction. As a bonus action, you can choose a new direction for the sphere to move, and it immediately moves 5 feet in that direction and continues to move in the new direction on each of your turns.

The sphere is ethereal, able to move through objects and barriers, and hovers. The sphere sheds bright blue light in a 30-foot radius and dim light for an additional 30 feet.

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

Cold Snap

2nd level evocation (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, S
  • Duration: Instantaneous

A swirling burst of freeze wind erupts at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 cold damage on a failed save, or half as much on a successful one.

The ground in the area is covered with slick ice, making it difficult terrain until the start of your next turn.

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.

Crackle

2nd level evocation (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create three arcs of lightning that strike out at targets within range. You can direct them at one target or several.

Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become stunned until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.

Frigid Chains

2nd level conjuration (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a chain of ice connected to a point on a surface that you can see within range. The chain attempts to bind itself to a creature within 30 feet of it. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 cold damage and is bound by the chain until the start of your next turn. On a successful save, the target takes half as much damage and is not bound. A bound target's speed is halved. At the start of your next turn, the bound creature must succeed on a Strength saving throw or be pulled up to 10 feet closer to the point the chain is connected to.

While the spell lasts, you can use your action to attempt to bind another creature. You can target any creature within 30 feet of the point the chain is connected to.

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

Grasp of the Grave

2nd level necromancy (cleric, sorcerer, warlock, wizard)


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

You evoke a hand made of shadow that reaches towards a creature within range and attempts to drag them down. That creature must make a Strength saving throw. On a failed save, the creature takes 4d6 necrotic damage and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone. The shadowy hand then disappears into the ground. If the damage from this spell reduces the target to 0 hit points, the hand pulls the creature with it 6 feet underground, burying it.

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

Plague Unceasing

2nd level necromancy (cleric, sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a rat's molar)
  • Duration: Concentration, up to 1 minute

You inflict a creature you can see within range with a magical disease. That creature must make a Constitution saving throw. On a failed saving throw, the target takes 2d8 poison damage and becomes poisoned until the spell ends. On a successful saving throw, the target takes half as much damage and isn't poisoned.

A poisoned creature repeats the saving throw at the end of each of its turns, taking 2d8 poison damage on a failure, or ending the effect on itself on a success.

If the poison damage from this spell reduces a target to 0 hit points, the spell spreads from it to nearby creatures. Each creature within 10 feet of the target that isn't already poisoned by this spell must make a Constitution saving throw. On a failed saving throw, a creature is affected as if this spell was cast on it.

A creature immune to disease is also immune to this spell.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the poison damage dealt increases by 1d8 for every two slot levels above 2nd.

Sludge

2nd level conjuration (sorcerer, warlock, wizard)


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S, M (mercury, swamp water, and tar)
  • Duration: Concentration, up to 1 minute

You conjure toxic gray sludge to coat the ground and the surface of liquids in a 10-foot radius within range. Until the spell ends, the sludge turns the area into difficult terrain. A creature must make a Constitution saving throw when it enters the spell's area for the first time on their turn or starts its turn there. On a failed save, they take 3d6 poison damage and become poisoned until the start of their next turn. On a successful save, they take half as much damage and do not become poisoned.

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

Sonic Step

2nd level evocation (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: Self (30-foot line)
  • Components: V, S
  • Duration: Instantaneous

You dash along a line 5-feet wide and up to 30-feet long to another location you can reach. You can move through other creature's spaces and your movement does not provoke opportunity attacks. Each creature within the line must make a Dexterity saving throw. A creature takes 2d10 thunder damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Unkindness of Ravens

2nd level illusion (bard, sorcerer, warlock, wizard)


  • Casting Time: 1 action
  • Range: Self (20-foot cone)
  • Components: V, S, M (a raven's feather and a drop of ink)
  • Duration: Instantaneous

By gathering threads of shadow material from Shadowfell, you unleash a flock of shadowy ravens creating a cacophony of whispers and screams. Each creature in a 20-foot cone must make a Wisdom saving throw. On a failed save, a creature takes 2d8 necrotic damage, and is deafened, blinded, and incapacitated until the start of your next turn.

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

3rd Level Spells

Acid Geyser

3rd level evocation (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a drop of toad venom)
  • Duration: Instantaneous

You create a powerful acid geyser that erupts from a point on ground you see within range. The stream is 5 feet wide and up to 60 feet tall, and hits the first creature in its path. The creature must make a Dexterity saving throw, taking 8d6 acid damage on a failed save, or half as much damage on a successful one. If the creature fails its saving throw, each creature within 10 feet of it must succeed on a Dexterity saving throw or take 6d6 acid damage from the spray.

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

Bad Blood

3rd level necromancy (sorcerer, warlock, wizard)


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

You corrupt the blood of a creature you see within range, filling it with malignant poison that eats at the flesh. The target must make a Constitution saving throw. On a failed saving throw, the target takes 4d10 poison damage and becomes poisoned. While poisoned this way, the creature's speed is halved and it cannot regain hit points. On a successful saving throw, a creature takes half as much damage and is not poisoned.

At the end of each of the poisoned creature's turns, it repeats the saving throw, ending the spell on a success.

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

Fist of Vipers

3rd level conjuration (druid, sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a scorpion's tail)
  • Duration: Instantaneous

You release snakes from your fingertips and unleash a barrage of strikes. Make three melee spell attacks against a single target. On the first hit, the target takes 1d12 poison damage, on the second hit, it takes 2d12 poison damage, and on the third hit, it takes 3d12 poison damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can make 1 additional attack for every two spell slot levels above 3rd. The fourth hit deals 4d12 poison damage, the 5th hit deals 5d12 poison damage, and the 6th hit deals 6d12 poison damage.

Flash Freeze

3rd level evocation (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

A freezing wind ripples outward. Each creature in a 30-foot cone must make a Constitution saving throw. On a fail save, a creature takes 4d8 cold damage and is restrained by ice until the start of your next turn. On a successful save, the target takes half as much damage and isn't restrained.

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

Mind Rot

3rd level enchantment (bard, sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a purple cloud of psychic corrosion over the head of one creature you can see within range. The cloud follows the target as it moves. At the start of each of the target's turns while the cloud remains, the target must succeed on a Wisdom saving throw or take 4d6 psychic damage.

The cloud lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If the target ends any of its turns at least 50 feet away from where it began that turn, the spell immediately ends.

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

Phlegm Spray

3rd level necromancy (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: Self (20-foot cone)
  • Components: V, S, M (some pollen and a bogey)
  • Duration: Concentration, up to 1 minute

With a mighty sneeze, you blast forth a cone of phlegm, halitosis and viral pathogens. All creatures in the area must make a Dexterity saving throw or take 4d8 poison damage and be poisoned for the duration. On a success they take half damage and is not poisoned.

While a creature is poisoned in this way, a creature must roll a d10 at the start of each of its turns. On a roll of 3 or lower, it lets lose a great sneeze and becomes incapacitated until the start of its next turn. Any creature within 5 feet of a creature that sneezes in such a way must succeed on a Dexterity saving throw or also become poisoned for the spell's duration, and also roll d10s as described.

Affected creatures can make a Constitution saving throw at the end of each of their turns, recovering from the poisoned condition on a success. Once a creature has succeeded on a Constitution saving throw against this spell, they cannot be poisoned again by this spell unless it is cast again.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d8 and the value a poisoned creature is must roll to sneeze on the d10 is increased by 1 for each slot level above 3rd.

Snipe Shot

3rd level divination (artificer, ranger)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (the projectile used)
  • Duration: Concentration, up to 10 minutes

You enchant a piece of ammunition or weapon with the thrown property with seeking magic. Until the spell ends, you can steer the projectile with total control and see through it while retaining the use of your own senses.

The projectile can fly a maximum of 120 feet per round. If the projectile is moved more than 1 mile away from you, the spell ends. When the spell ends, the projectile is destroyed.

Until the spell ends, you can attack a target within 60 feet of the projectile as an action. Make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the projectile's type. The damage counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks. Hit or miss, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. When you cast it with a 4th level or higher slot, the projectile has blindsight out to a range of 120 feet. When you cast it with a 5th level or higher slot, the projectile is also invisible.

Thought Seize

3rd level enchantment (warlock, wizard)


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

You psychically shred the mind of a creature within range. The target must make a Wisdom saving throw. On a failed save, they take 4d8 psychic damage and must roll twice on the Short-Term Madness table and suffer the effect of your choosing until the spell ends. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. On a successful save, the target takes half as much damage and suffers no other effects of the spell.

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

Vile Feast

3rd level necromancy (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a vial of blood mixed from ten people)
  • Duration: Concentration, up to 1 minute

You conjure a massive swarm of mosquitoes that fill the air in a 20-foot radius sphere within range. For the duration of the spell, the area is lightly obscured.

At the end of each of your turns until the spell ends, each creature other than you within the sphere must make a Constitution saving throw. On a failed saving throw, a creature takes 3d8 necrotic damage. On a successful saving throw, a creature takes half damage.

If a creature is reduced to 0 hit points by this spell, the mosquitoes drain them of blood. They cannot drain blood from the same creature twice. When the spell ends, you are strengthened by the accumulated blood, instantly granting you 1d8 temporary hit points for each creature the mosquitoes drained.

Creatures without blood are immune to this spell.

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

4th Level Spells

Daze

4th level conjuration (cleric, paladin, sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a quartz worth at least 100 gp)
  • Duration: Instantaneous

You create a mote of brilliant light in the space of a creature within range. The creature must make a Constitution saving throw. On a failed save, the creature takes 8d6 radiant damage and is visibly dazed until the end of its next turn.

While dazed, the creature can't take reactions, its speed is halved and it has disadvantage on all attack rolls and ability checks. On a successful save, the creature takes half damage and is not dazed.

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

Flash Bang

4th level evocation (artificer, paladin, ranger)


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

The next time you hit a creature with a weapon attack before this spell ends, a concussive burst of light and sound audible out to 300 feet is released on impact. The attack deals an extra 2d6 radiant damage and 2d6 thunder damage to the target. The target and all creatures within 5 feet of it must make a Constitution saving throw. On a failed save, a creature is blinded and deafened until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the radiant and thunder damage increases by 1d6 for each slot level above 4th.

Ice Stalagmites

4th level evocation (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a small frozen needle)
  • Duration: Concentration, up to 1 minute

As you stomp your foot on the ground, a wall of frozen stalagmites emanates from you in a direction you choose and remains for the duration. The wall is up to 60 feet long, 5 feet thick and 10 feet high. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When the wall appears, each creature within its area must make a Dexterity saving throw. The first time a creature enters the wall on a turn or ends its turn there, the creature must also make a Dexterity saving throw. On a failed save, a creature takes 3d6 piercing and 3d6 cold damage, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d6 for each slot level above 4th.

Jupiter's Javelin

4th level evocation (paladin, sorcerer)


  • Casting Time: 1 Action
  • Range: 300 feet
  • Components: S
  • Duration: Instantaneous

You create a spear of bright power and hurl it at a creature within range. Make a ranged spell attack against the creature. On a hit, it takes 3d12 lightning and 3d12 radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both the lightning and the radiant damage increases by 1d12 for every two slot levels above 4th.

Sonic Boom

4th level evocation (bard, sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: Self (30-foot cone)
  • Components: V, S, M (an empty bottle with a stopper)
  • Duration: Instantaneous

You unleash a burst of thunderous force in a 30-foot cone blasting out from you. Each other creature in the area must make a Constitution saving throw. On a failed saving throw, a creature takes 4d10 thunder damage, is deafened until the end of your next turn, and it is pushed 15 feet away from you and knocked prone. On a successful saving throw, a creature takes half damage and isn't deafened, pushed or knocked prone.

Unsecured objects that are completely within the area of effect are automatically pushed by the spell's effect.

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

Stockade Sprouts

4th level conjuration (druid, ranger, sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a handful of acorns)
  • Duration: Concentration, up to 1 hour

You can cause four trees to magically sprout at points on the ground you can see within range, growing upwards and forming cages with their branches. Each creature in a space where the tree sprouts must make a Dexterity saving throw.

On a failed saving throw, a creature is trapped by the branches of the tree as it rises into the air. On a success, a creature can use its reaction to move up to half its speed to an unoccupied space. If it does not, it is trapped by the branches of the growing tree.

You can choose to grow individual trees up to 20 feet but no less than 5 feet up. The trunks of the trees are 3 feet wide. A trapped creature is restrained by the tree until the spell ends. A trapped creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. The trees are solid objects that provide cover, and the tops of the trees are lightly obscured by leaves.

Once per turn when a trapped creature makes a weapon attack or fails an ability check to escape, it must succeed on a Constitution saving throw or take 3d6 poison damage.

When the grapple ends on a target, they fall if they cannot fly or climb the tree using a climbing speed. The tree lasts until the spell ends, even with no prisoners inside. When the spell ends, the trees disintegrate into leaves, soil, and slime.

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

Venom Lash

4th level transmutation (druid, ranger, sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You transform one of your arms into a long venomous plant or animal in the place of your hand, and strike at a creature within range. Make a melee spell attack against the target. On a hit, the target takes 3d8 poison damage, is poisoned until the spell ends, and you may choose to pull it up to 10 feet closer to you.

While a creature is poisoned by this spell, it takes an additional 3d8 poison damage at the start of each of its turns. At the end of each of its turns, it makes a Constitution saving throw, ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, all the poison damage dealt increases by 1d8 for each slot level above 4th.

Wind Sickles

4th level transmutation (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create four sickles of rapidly spinning vortices of wind and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each sickle. On a hit, the target takes 2d8 slashing damage and is pushed 10 feet away from you.

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

5th Level Spells

Acid Slick

5th level conjuration (sorcerer, wizard)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of acid worth at least 25gp)
  • Duration: Concentration, up to 1 minute

Bubbling, multi-colored pools of acid spreads across the ground in a 30-foot square from a point within range. For the duration, the area is difficult terrain. Each creature in the area takes 4d4 acid damage and must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there takes 4d4 acid damage and must also succeed on a Dexterity saving throw or fall prone.

Additionally, whenever a creature falls prone within the area or ends its turn while prone within the area, it takes 6d4 acid damage. This spell only affects creatures on the ground, and treats creatures immune to being knocked prone as if they're always prone instead.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both the initial and subsequent damage dealt increases by 1d4 for each slot level above 5th.

Contaminate

5th level necromancy (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A wave of noxious energy flows out from your hands over the land, infecting every creature in its path. Each creature within a 30-foot cone must make a Constitution saving throw. On a failed saving throw, a target takes 8d6 poison damage and becomes poisoned. A creature is blinded while poisoned this way. On a success, a creature takes half as much damage and is not poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success. Undead and Constructs automatically succeed on their saving throws.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Gathering Storm

5th level conjuration (druid, sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (A copper wire wrapped around a metal rod)
  • Duration: Concentration, up to 10 minutes

You conjure a mass of gloomy storm clouds around a point you can see within range, creating a mixture of dense fog and electrified air. The cloud gives off dim light for 30 feet.

Until the spell ends, you can use a bonus action on your turn to make the cloud blast an area with lightning.

Choose either a 15-foot radius 100-foot high cylinder centered on the cloud, a 40-foot cone originating from the cloud, or a line 80 feet long and 5 feet wide originating from the cloud. Each creature in the area must make a Dexterity saving throw, taking 6d6 lightning damage on a failed saving throw or half as much on a success.

When the spell ends, the cloud dissipates into sparks.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by 1d6 for each slot level above 5th.

Lightning Strike

5th level transmutation (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You surge with electricity and crash down like a bolt of lightning to an unoccupied space that you can see within 60 feet, then immediately make a melee spell attack against every creature of your choice within your reach. A target takes 6d10 lightning damage on a successful hit. Once you have made your attacks, you can instantly teleport back to the space you occupied when casting this spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Magma Plume

5th-level transmutation (druid, sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a chunk of brimstone)
  • Duration: Concentration, up to 1 minute

Choose a point you can see on the ground within range. The ground bursts with molten geysers in a 20-foot radius, 40-foot tall cylinder centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one.

Cracks and fissures of molten lava open up in the area, making the ground difficult terrain. Any creature that enters the area for the first time on a turn or ends its turn there must make a Dexterity saving throw, taking 6d6 fire damage on a failed save or half as much on a success. Creatures that aren't touching the ground automatically succeed on this save, while prone or burrowing creatures make the save at disadvantage.

This spell ignites flammable objects in the area that aren't being worn or carried When the spell ends, the ground in the area cools and solidifies, becoming difficult terrain until cleared. Each 5-foot square portion of ground in the area requires at least 10 minutes to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage dealt increases by 1d6 for each slot level above 5th.

Snowsquall

5th level evocation (druid, sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: Self (300-foot line)
  • Components: V, S, M (a penguin's feather)
  • Duration: Concentration, up to 1 minute

A line of strong boreal wind 300 feet long and 20 feet wide blasts from you in a direction you choose for the duration. Each creature that starts its turn in the line must make a Constitution saving throw. On a failed save, a creature takes 6d6 cold damage and is pushed 30 feet away from you in a direction following the line. On a successful save, it takes half as much damage and is not pushed by this spell.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes torches, candles, campfires, and similar unprotected flames in the area.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cold damage dealt increase by 1d6 for each slot level above 5th.

Wall of Shadow

5th level conjuration (sorcerer, warlock, wizard)


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

You summon a wall of shadowy tendrils that must stand on a solid surface within range. You can choose to make the wall up to 60 feet long and 20 feet high, or have it appear and enclose a 10-foot radius dome. In both forms, the wall is 1 foot thick. The wall heavily obscures vision through it and lasts for the duration.

When the wall appears, each creature within the area of the wall must make a Dexterity saving throw to avoid it, exiting into the nearest unoccupied space if they succeed. Creatures that fail, or creatures that end their turn within the wall, take 4d8 psychic damage.

Creatures and objects can pass through the wall. Any creature trying to pass through the wall for the first time each turn must make a Wisdom saving throw. If the saving throw fails, the creature takes 4d8 psychic damage and becomes frightened of it until the end of its next turn. On a successful saving throw, the creature takes half as much damage, is not frightened, and can pass through the wall as normal.

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

6th Level Spells

Annihilation Disk

6th level evocation (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S
  • Duration: 1 minute

Choose one creature that you can see within range. Make a ranged spell attack against that creature, as you conjure a swirling disk of malevolent destructive force and hurl it at them. On a hit, the target takes 12d6 slashing damage.

On a miss, the disk flies past the target and begins flying through the air on its own, seeking out another target. At the start of your next turn, you must repeat the spell attack (no action) against another creature closest to the previous target's space, including yourself, up to a maximum range of 90 feet. If this attack misses or has no target, repeat this process each turn until the spell ends.

Once this spell hits a target, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage dealt increases by 2d6 for each slot level above 6th.

Fatigue

6th level necromancy (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a lead ring)
  • Duration: Concentration, up to 1 minute

You release a noxious red mist that corrupts the health of a creature within range. The target must make a Constitution saving throw. On a failed save, the target takes 8d6 poison damage, and its exhaustion level is increased to 3 and can't be reduced below 3 until the spell ends. This spell has no effect on undead or constructs, or creatures immune to exhaustion. At the end of each of its turns, the target can repeat the saving throw, ending the spell on a success.

All exhaustion caused by this spell is removed when a creature finishes a short or long rest. If you maintain concentration on this spell for its full duration, the fatigue becomes permanent. It can only be ended by greater restoration, heal, or wish spell.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Investiture of Poison

6th-level transmutation (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Noxious energies race across your body, shedding dim light in a 60-foot radius for the duration. The energy doesn't harm you. Until the spell ends, you gain the following benefits:

  • You are immune to poison damage and resistant to necrotic damage.
  • Creatures who start their turn within 5 feet of you must make a Constitution saving throw or become Poisoned until the start of their next turn.
  • You can use your action to attack a creature within 30 feet of you. The creature must make a Constitution saving throw, taking 4d10 poison damage on a failed save or half as much on a successful one.

Mind Blast

6th level enchantment (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You emit a blast of psychic energy. Each creature in a 60-foot cone must make an Intelligence saving throw or take 6d8 psychic damage and become stunned until the end of its next turn. It takes half damage and is not stunned on a success.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Swelling Storm

6th level conjuration (druid, sorcerer, wizard)


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

You summon a column of rain, mist, and electrified air in a 60-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. The area is lightly obscured.

Until the spell ends, on each of your turns, you can use an action to strengthen the spell with your magic. If you do, the radius of the area grows by 10 feet for the duration, to a maximum of 60 feet.

At the end of each of your turns while the spell lasts, lightning pulses, and each creature in the area must make a Dexterity saving throw. On a failed saving throw, a creature takes 3d8 lightning damage, or 6d8 lightning damage if you cast the spell or used your action to strengthen it this turn. On a successful saving throw, a creature takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

7th Level Spells

Bile Blossom

7th level conjuration (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 200 feet
  • Components: V, S, M (an inverted animal stomach)
  • Duration: Instantaneous

You blast one creature or object that you can see within range with a spiraling beam of greenish-yellow acidic bile that crashes over the target, bursting and spraying beyond it. You make a ranged spell attack against the target. On a hit, the target takes 12d4 acid damage.

In addition, hit or miss, the blast sprays around the target, creating a 60-foot cone of acidic spray from the target. The cone is facing away from you and includes the target in the area. Each creature in the area must make a Dexterity saving throw. On a failed saving throw, a creature takes 12d4 acid damage, or half as much damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the acid damage dealt (for both parts) increases by 2d4 for each slot level above 7th.

Globe of Winter

7th level evocation (druid, sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: Self (30 feet)
  • Components: V, S. M (a clear glass marble)
  • Duration: Instantaneous

A fierce blizzard suddenly pelts the area with ice and cold in a 30-foot radius sphere centered on you. Each creature other than you in the area must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold damage, is restrained until the end of its next turn, and has its speed reduced to 0 feet. On a successful save, a creature takes half damage and only has its speed reduced by 20 feet.

When a creature stopped being restrained by this spell or if it was not restrained, it recovers up to 10 feet of its missing speed at the end of each of its turns.

As you cast the spell the ground in the area freezes, becoming difficult terrain for 10 minutes. The difficult terrain thaws instantly when its in an area fire or intense heat.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the cold damage dealt increases by 2d6 for each slot level above 7th.

Halo

7th level evocation (cleric)


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

Radiant energy is expelled from you in a burst of intense light. Each creature within 10 feet of you must make a Strength saving throw. On a failed save, a creature takes 8d8 radiant damage and is pushed 10 feet away from you. On a successful save, a creature takes half damage and is not pushed.

Then, the light settles into a 10-foot radius ring that moves with you, centered on you, for the duration. Whenever a creature attempts to enter or leave the ring using its movement, you can attempt to block it from passing through. That creature must make a Strength saving throw. On a failed save, it's unable to pass through the ring on that turn. On a successful save, it can move freely through the ring for the duration of that turn.

When a creature ends its turn within the ring, you can choose to deal 4d8 radiant damage to it.

For the duration of the spell you shed bright light in a 10-foot radius and dim light for another 10 feet beyond that.

At higher levels. When you cast this spell using a spell slot of 8th level or higher, both the initial damage and the damage dealt at the end of a creature's turn increases by 1d8 for each slot level above 7th.

Nerve Snare

7th level necromancy (sorcerer, wizard)


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

A pulsing green streamer shoots out from your hand. Make either one melee spell attack against a target within 5 feet of you or one ranged spell attack against a target that you can see within range. The streamer wraps around and sinks into the target on a hit, or dissipates on a miss.

On a hit, the target takes 5d8 + 20 poison damage, and if it isn't immune to the damage, it must make a Constitution saving throw. On a failure, it falls prone and becomes paralyzed for the duration. It repeats the saving throw at the end of each of its turns, ending the effect on a success. On a miss, the target takes half as much damage and suffers no other effects of the spell.

At higher levels. When you cast this spell using a spell slot of 8th level or higher, the poison damage dealt increases by 2d8 for each slot level above 7th.

Prophet's Doom

7th level divination (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Up to 1 minute

With a word and a gesture, you show one creature within range a prophecy of its own demise. The target must make a Wisdom saving throw, taking 5d12 psychic damage on a failed save or half as much on a success.

Additionally, on a failed saving throw, the creature is frightened of you and is incapacitated. It takes 2d12 psychic damage at the end of each of its turns, after which it may make the saving throw again. On a success, the spell ends.

At higher levels. When you cast this spell using a spell slot of 8th level or higher, the initial psychic damage dealt increases by 1d12 for each slot level above 7th.

8th Level Spells

Encasing Ice

8th level evocation (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a glass vial of water)
  • Duration: Instantaneous

A blue-white ray of freezing air and ice springs from your hand toward a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 14d8 cold damage and is frozen solid until the start of your next turn. On a successful save, the target takes half as much damage and is not frozen.

A creature who is frozen solid by this spell is considered petrified. When the effect wears off, the target suffers one level of exhaustion. A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you cast this spell using a spell slot of 9th level, it's duration becomes Concentration, up to 1 minute. A creature frozen by encasing ice must make an additional Constitution saving throw at the end of each of its turns, taking an additional 4d8 cold damage and remaining frozen on a failed save or ending the effect on a success. When the effect ends, the creature suffers 2 levels of exhaustion instead of 1.

Fireworks

8th level evocation (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 300 feet
  • Components: V, S, M (a pinch of sulfur and various powdered metals)
  • Duration: Concentration, up to 1 minute

The ground in a 150-foot square centered on a point within range cracks and churns. When you cast this spell and at the start of each of your turns for as long as this spell lasts, choose up to four points in the cracked area. From each point, a 5-foot wide, 300-foot long line of fire is expelled perpendicular to the ground. Each creature within a line must make a Dexterity saving throw. A creature takes 7d10 fire damage on a failed save, or half as much damage on a successful one. If a creature would be in the area of multiple lines, it only makes one saving throw. The damage roll of that saving throw is increased by 1d10 for each line the creature is in beyond the first. Each of these lines then leaves behind a dark smoke until the start of your next turn, heavily obscuring the areas.

Any line of fire that goes its full distance without stopping on a solid surface explodes into a blast of scintillating colors and emits a thunderous boom audible out to 1000 feet.

At Higher Levels. When you cast this spell using a spell slot of 9th level, you may choose one extra point, and the fire damage dealt from each point increases by 1d10.

Force Spike

8th level conjuration (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous

Make a ranged spell attack against one creature or object you can see within range. You raise your fist towards it, and unleash an explosive blast in its direction.

On a hit, the target takes 9d8 slashing damage and 9d8 force damage, and it must also make a Constitution saving throw and a Strength saving throw.

On a failed Constitution saving throw, a creature is stunned until the start of your next turn. On a failed Strength saving throw, you can choose to push the target up to 50 feet and you can also choose to knock it prone.

On a miss, a creature takes half damage and does not need to make any other saving throws for this spell.

Objects automatically fail saving throws for this spell.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the slashing and force damage dealt both increase by 2d8.

Soul Explosion

8th level necromancy (cleric, sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (a chunk from a century-old headstone)
  • Duration: Instantaneous

With a roar of light and sound, you blast a foe's soul with magical power. Choose one creature you can see within range. That creature must make a Charisma saving throw. On a failed saving throw, the target takes 10d8 necrotic damage and is stunned until the start of your next turn. On a successful saving throw, the target takes half damage and is not stunned.

In addition, bright soul-light shines out in rays from the target's body, washing over nearby foes. Each other creature within 20 feet of the target must also make a Charisma saving throw. A creature takes 6d8 radiant damage on a failed save, or half as much on a successful save.

When you cast this spell on an incorporeal undead, such as a ghost or wraith, or a soul that is removed from its body, the spell ignores resistance or immunity to necrotic damage and the target has disadvantage on the Charisma saving throw.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the necrotic and radiant damage dealt both increase by 2d8.

9th Level Spells

Blood to Acid

9th level transmutation (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a vial of blood mixed with acid)
  • Duration: Concentration, up to 1 minute

You point at one creature that you can see within range and attempt to acidify the blood inside their body. That creature must make a Constitution saving throw. On a failed save, the target takes 8d6 acid damage and 8d6 necrotic damage and is acidified until the spell ends. On a successful save, the target takes half damage and is not acidified.

At the start of each of its turns while acidified, the target takes 8d6 necrotic damage and 8d6 acid damage and becomes poisoned until the end of its next turn. If it has fewer than five levels of exhaustion, it also gains one level of exhaustion. While poisoned in this way, it cannot take bonus actions or reactions or make more than one attack perturn, and whenever it attempts to expend a spell slot, it must make a Concentration check against your spellcasting DC. On a failure, it cannot expend spell slots that turn.

A creature acidified from this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against the spell three times, the spell ends. If it fails saves three times, it instantly takes 8d6 necrotic damage, it remains poisoned and takes 8d6 acid damage at the start of each of its turns until it dies.

A dispel magic or similar can end the effects of this spell.

Creatures that do not have blood are immune to this spell. A creature who dies from this spell has its body reduced to a pile of slime.

Devouring Tendrils

9th level conjuration (druid, sorcerer, warlock, wizard)


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

You create a tangle of thorns and carnivorous flora centered on a flat surface that you can see within range. The growth has a radius of 15 feet. A large flower rises from the center of the area and remains there for the duration of the spell. The flower does not occupy its space.

When a creature enters the area for the first time on a turn or starts its turn there, the creature must succeed on a Constitution saving throw or take 10d12 poison damage, or half as much damage on a success. Any creature that is reduced to 0 hit points while in the area is instantly consumed by the carnivorous plants.

Additionally, as a bonus action on your turn, you may command the flower to hypnotize a creature within 120 feet of it. The target must make a Wisdom saving throw or have an enchantment placed upon it. The creature must spend its turns trying to move as close to the flower as it can, using the Dash action.

An enchanted creature can make a Wisdom saving throw at the end of each of its turns. If it successfully saves three times, the enchantment ends and the creature is immune to this effect for 24 hours. If it fails its save three times, it becomes stunned for one round and the enchantment ends. The flower can only enchant one target at a time.

Fimbulwinter

9th level transmutation (sorcerer, warlock, wizard)


  • Casting Time: 1 Action
  • Range: 150 feet
  • Components: V, S, M (a petrified bone worth at least 100gp)
  • Duration: Concentration, up to 1 minute

The ground within a 60-foot radius circle centered on a point you choose within range is transformed into a freezing glacier until the spell ends. The ground in the area is difficult terrain and a creature must spend 4 feet of movement for every 1 foot it moves.

Each creature that starts its turn on the ground in the area or enters it for first time on its turn takes 8d8 cold damage, or 12d8 cold damage if it is restrained by the ice. If it is not restrained by the ice, it must make a Constitution saving throw. On a failed save, it takes an additional 4d8 cold damage and becomes restrained by the ice.

When a creature restrained by the ice ends its turn while still restrained, it becomes heavily encased by the ice. A creature that falls prone within the ice takes 8d8 additional cold damage and becomes both restrained and heavily encased by the ice.

A restrained or encased creature can use an action to attempt to escape. It makes a Strength check against your spell save DC, with disadvantage if it is encased by the ice. On a success, it frees itself from the ice, and is no longer restrained or encased by it.

Judgement Bolt

9th level evocation (sorcerer, wizard)


  • Casting Time: 1 Action
  • Range: 500 feet
  • Components: V, S, M (a diamond worth at least 500gp)
  • Duration: 1 round

The sky darkens as you shoot a massive bolt of bright, white lightning in a line 500 feet long and 25 feet wide that blasts away all in its destructive path. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 11d10 lightning damage and 11d10 thunder damage, is pushed 50 feet away from you, and is knocked prone. On a success, a creature takes half as much damage and is not pushed or knocked prone.

Until the end of your next turn, the area emits bright light for 500 feet and dim light for an additional 500 feet.

The spell damages and pushes objects in the area.

If this spell is cast outdoors, the weather in a 1 mile radius around it gradually becomes a thunderstorm over the next minute. This storm lasts one hour.

 

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