Additional Spells

by Enderlook

Search GM Binder Visit User Profile

Additional Spells (WIP)

Artificer Spells

3rd Level
  • Repair (ritual)

Bard Spells

3rd Level
  • Arcana Reading (ritual)
  • Knowledge of Spells (ritual)
5th Level
  • Farewell

Cleric Spells

1st Level
  • Attend Wounds (ritual)
  • Cauterizing Flame (ritual)
3rd Level
  • Barrier of Protection
  • Curse of Lead
4th Level
  • Boon of Piercing
  • Boon of Sharpness
  • Boon of Weight
  • Curse of Tin
  • Emergency Aid
  • Fast Healing
  • Holy Sword
  • Life Warder
  • Vampirism
5th Level
  • Farewell
  • Plague of Rust
  • Spare the Dead
  • Walk Among Death
6th Level
  • Black Coffin
  • Blessing of the War Caster
  • Miracle
7th Level
  • Archangel of Protection
  • Blessing of the Forge
  • Finger of Life
  • Path to the Ashes
  • Preserve the Alives
8th Level
  • Well of Life
9th Level
  • Apotheosis

Druid Spells

1st Level
  • Attend Wounds (ritual)
  • Return to Earth (ritual)
2nd Level
  • Whispers of the Woods (ritual)
3rd Level
  • Curse of Lead
  • Healing Poultice (ritual)
  • Secrets of the Earth (ritual)
4th Level
  • Curse of Tin
  • Emergency Aid
  • Fast Healing
  • Magical Plump
5th Level
  • Farewell
  • Plague of Rust
6th Level
  • Shapes of the Moon
7th Level
  • Path to the Ashes
  • Secrets of the Moon

Paladin Spells

1st Level
  • Attend Wounds (ritual)
3rd Level
  • Barrier of Protection
4th Level
  • Holy Sword
  • Life Warder
5th Level
  • Farewell
  • Holy Stance

Ranger Spells

3rd Level
  • Healing Poultice (ritual)

Sorcerer Spells

Cantrips (0 Level)
  • Hologram
  • Searing Touch
2nd Level
  • Hurling Blades
3rd Level
  • Animate Sword
  • Control Blades
  • Magic Reflection
4th Level
  • Magical Plump
5th Level
  • Animate Armor
7th Level
  • Star Rain

Warlock Spells

Cantrips (0 Level)
  • Searing Touch
2nd Level
  • Frenzy
3rd Level
  • Arcana Reading (ritual)
  • Curse of Lead
4th Level
  • Curse of Tin
  • Magical Plump
  • Vampirism
5th Level
  • Plague of Rust
  • Walk Among Death
6th Level
  • Black Coffin
  • Blessing of the War Caster
7th Level
  • Star Rain

Wizard Spells

Cantrips (0 Level)
  • Hologram
  • Searing Touch
1st Level
  • Cauterizing Flame (ritual)
2nd Level
  • Frenzy
  • Hurling Blades
3rd Level
  • Animate Sword
  • Arcana Reading (ritual)
  • Barrier of Protection
  • Control Blades
  • Curse of Lead
  • Knowledge of Spells (ritual)
  • Magic Reflection
  • Repair (ritual)
4th Level
  • Boon of Piercing
  • Boon of Sharpness
  • Boon of Weight
  • Curse of Tin
  • Magical Plump
  • Vampirism
5th Level
  • Animate Armor
  • Plague of Rust
  • Walk Among Death
6th Level
  • Black Coffin
  • Ring of Blades

Animate Armor

5th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a plate armor worth at least 1500 gp and embedded or crushed amethyst worth at least 300 gp)
  • Duration: 8 hours
  • Classes: Sorcerer, Wizard

You touch a non-magical plate armor and imbues it with a foul mimicry of life. For the duration of the spell, the armor becomes a Animated Armor. The GM has its statistics.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

If the creature drops to 0 hit points, the components are completely destroyed.

A creature can own up to its spellcasting ability modifier (minimum 1) swords at the same time. As a bonus action, you can dismiss a chosen sword. As a ritual of 1 hour, that can be performed during the casting of this spell, you can transfer the ownership of the sword to another creature. Creatures without spellcasting abiltiy can only retain a single sword.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you increases the duration of the spell, 1 day with a 7th-level slot, and permanent with a 9th-level slot.

Animate Sword

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a longsword and embedded or crushed amethysts worth at least 100 gp)
  • Duration: 10 minutes
  • Classes: Sorcerer, Wizard

You touch a non-magical longsword and imbues it with a mimicry of life. For the duration of the spell, the sword becomes a Flying Sword. The GM has its statistics.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

If the creature drops to 0 hit points, the components are completely destroyed.

A creature can own up to its spellcasting ability modifier (minimum 1) swords at the same time. As a bonus action, you can dismiss a chosen sword. As a ritual of 1 hour, that can be performed during the casting of this spell, you can transfer the ownership of the sword to another creature. Creatures without spellcasting abiltiy can only retain a single sword.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you increases the duration of the spell, an hour with a 5th-level slot, a day with a 7th-level slot, and permanent with a 9th-level slot.

Apotheosis

9th-level evocation


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

You raise your hands as a flood of healing energy flows from you into injured creatures around you. At the beginning of every of your turns, you restore up to 70 hit points, divided as you choose among any number of creatures that you can see within range.
Creatures healed by this spell are also cured of one disease or one effect making them blinded or deafened.
As an action, you can focus healing energy to a fallen ally which has died in the last minute, accumulating this energy on its body.
Whenever the accumulated healing hit points reach half of the creature max hit points, the creature returns to life with with half of its maximum hit points as current health.
This spell has no effect on undead or constructs.

Arcana Reading

3rd-level adivination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a pair of glasses)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Warlock, Wizard

You infuse your sight with power and gain the ability to read magical text, such runes, scripts or magical scrolls. Until the spell ends, you are able to cast spells which aren't in your class spells list through the usage of spell scrolls. In addition, you gain advantage in the usage of spell scrolls which are in your class spells list.

After casting a spell scroll the spell effect fade away.

Archangel of Protection

7th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (holy water or a holy symbol, and a diamond worth at least 1,000 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Cleric

You bind an archangel of protection to an ally creature in range. Whenever the chosen creature takes damage, it can use its reaction to summon the archangel on the closest unoccupied space near him.

The archangel will protect the creature until the threat is gone. If the archangel hit points are reduced to a quarter of its maximum hit points it can choose to leave, as it's free of its bound.

The archangel will follow its own convictions. The archangel will not fight for something in opposition to its alignment. If your are fighting for something that the archangel believes for, as its deity, it might be willing to fight until death.

After being summoned, the spell ends only if the angel is reduced to 0 hit points, it goes aways willingly, it is dismissed by the creature it's bound to (no action), or it can no longer detect any creatures hostile to the creature it's bound to for 10 minutes.

A creature can't have more than one archangel bound to it using this spell, no matter the caster. If this spell is cast on a creature that already has an archangel bound to it, the oldest instance of this spell ends and is replaced by the new one.


Archangel

Medium celestial, lawful good


  • Armor Class 14 (Natural Armor)
  • Hit Points 137 (17d8 + 60)
  • Speed 30 ft., fly 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+2) 16 (+3) 11 (+0) 14 (+2) 16 (+3)

  • Saving Throws Wis +5, Cha +6
  • Skills Perception +5
  • Damage Resistances necrotic, radiant
  • Condition Immunities charmed, exhaustion, frightened
  • Senses passive Perception 15
  • Languages common and celestial
  • Challenge 5 (1,800 xp)

Angelic Weapons. The archangel's weapon attacks are magical. When the archange hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

Farewell. Whenever the archangel's hit points are bellow 35, as an action it can return to it original plane and left behind a burst of sacred energy. Each ally creature in 30-foot radius recover 12 (2d8 + 3) hit points. If the archangel hit points are reduced to 0, this ability is instantaneously activated as the body returns to its original plane.

Innate Spellcasting. The archangel's spellcasting ability is Charisma (spell save DC 14). The archange can innately cast the following spells, requiring only verbal components:
At will: sacred flame, light, spare the dying.
4/day: bless, cure wounds, protection from evil and good, shield of faith.
2/day: aid, warding bound.
1/day: daylight.

Holy Intuition. The archangel always knows how many and which creatures within 100 feet of it are evil. Additionally, if it was summoned, it also knows which creatures are hostile to the creature that summoned it.

Actions

Multiattack. The archangel makes 2 melee attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 5 (1d8) radiant damage.

Healing Touch (3/Day). The archangel touches another creature. The target magically regains 12 (2d8 + 3) hit points and is freed from any disease, poison, blindness, or deafness.

Mantle of Protection (3/Day). Whenever an ally creature is being attacked, as a reaction the archangel can reduce the incoming damage by 21 (4d8 + 3), and take the same amount of damage.

Art from Magic the Gathering's

Attend Wounds

1st-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Paladin

You treat the wounds of an injured creature. During the casting time of the spell, the creature doesn't perform death saving throws.

When the casting time ends the creature is stabilized provided it was downed, and it can roll up to 4 hit dices to recover hit points. This spell has no effect on undead or constructs

In addition, the creature regains a number of hit points equal to your spellcasting ability modifier provided it expended at least one hit die.

Barrier of Protection

3rd-level abjuration


  • Casting Time: 1 reaction, which you take when you see an ally creature in range who is going to receive damage
  • Range: 60 feet
  • Components: V, S, M (a shield)
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Wizard

An invisible barrier of magical force appears and protects the target. The barrier reduce the damage received by the creature in 3d6 + spellcasting modifier.

At Higher Levels. When you cast this spells at 4th or higher level, you increases the reduced damage by 1d6 for each spell level after 3rd level.

Black Coffin

6th-level evocation


  • Casting Time: 1 action
  • Range: 60 foot
  • Components: V, S, M (One clay pot filled with grave dirt, one clay pot filled with brackish water, and 1,000 gp worth of black onyxs)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Warlock, Wizard

A dark aura of energy erupts from a point of your choice within range. A black magical 5-foot-radius force cube centered on that point springs into existence. The walls are 1/4 inch thick. It lasts for the duration.

If a creature would be surrounded on all sides by the walls, that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the walls.

Nothing can physically pass through the walls of the cube. It is immune to all damage. A disintegrate spell destroys the wall instantly, however.

At the beginning of each of your turns, each creature inside the cube takes 4d6 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 7th or higher, the damage increases by 1d6 and the cube increases 5-foot-radius for each slot level above 6th.

Blessing of the Forge

7th-level conjuration


  • Casting Time: 8 hours
  • Range: Self
  • Components: V, S, M (diamond dust worth of 1,000 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Cleric

As part of the ritual, you engrave magical runes on the floor and conjure an spectral forge. After casting the spell, you bless a non-magical weapon with divine power. The weapon become magic and gains a d4 to all attack throws and damage.

Blessing of the War Caster

6th-level enchantment


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (diamond dust worth of 300gp, which the spell consume)
  • Duration: 1 hour
  • Classes: Cleric, Warlock

You infuse the body and mind of an spell caster with vigorous energy, enduring its body, lowering the pain and sharpening its mind. For the duration of the spell, you gain advantage on Constitution (Concentration) saving throws, and you increase your spellcasting saving throw DC and attack roll by 1.

Boon of Piercing

4th-level transmutation


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

A nonmagical weapon which does piercing damage you touch becomes a magic weapon.

For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d6 piercing damage when it hits.

In addition, the weapon gains the finesse property if it didn't have before.

Moreover, its end doesn't wear out not matter its usage. You can cut through up to 1-inch thick stone, iron or similar hard materials effectively without wear its edge.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 8th level or higher, the bonus increases to +3 and the extra damage increases to 3d6.

Boon of Sharpness

4th-level transmutation


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

A nonmagical weapon which does slashing damage you touch becomes a magic weapon.

For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d6 slashing damage when it hits.

In addition, the weapon gains the versatile property if it didn't have before. The versatile damage is one dice size bigger up to d12.

Moreover, its edge doesn't wear out not matter its usage. You can cut through up to 1-inch thick stone, iron or similar hard materials effectively without wear its edge.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 8th level or higher, the bonus increases to +3 and the extra damage increases to 3d6.

Boon of Weight

4th-level transmutation


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

A nonmagical weapon which does bludgeoning damage you touch becomes a magic weapon.

For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d6 bludgeoning damage when it hits.

In addition, the weapon lose the heavy property. In case of not having that property, it gains the light property. Its weight is halve.

Moreover, the weapon doesn't wear out not matter its usage. You can crush it into stone, iron o similar hard materials without wearing it.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 8th level or higher, the bonus increases to +3 and the extra damage increases to 3d6.

Cauterizing Flame

1st-level evocation (ritual)


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

You evoke flames from your hand burning the skin but cauterizing the wounds. A willing creature you touch regains a number of hit points equal to 1d12 + your spellcasting ability modifier. This spell has no effect on undead or constructs. The creature can no longer regain hit points by any mean until perform a long rest.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d12 for each slot level above 1st.

Control Blades

3th-level conjuration


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard, Sorcerer

You raise your sight as you control flying blades. Choose up to two weapons with the light trait that weight each one 1 lb or less within range and are not being wielded by a creature.

As a bonus action on your turn, you can move all your flying weapons up to 20 feet and perform an range spell attack for each one against a creatures within 5 feet of it. You don't add any ability score modifier to the damage rolls of these weapons because you are not wielding them.

Each weapon affected by this spells has 1 hitpoint, 10 AC, and automatically fails any saving throw. When they reach 0 hitpoints, the magic from them vanishes.

As a bonus action, you can dismiss the infused magic from one weapon or infuse it to a new one provided you do not control more than two weapons at the same time.

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

Curse of Lead

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of lead)
  • Duration: Concentration, up to 10 minutes.
  • Classes: Cleric, Druid, Warlock, Wizard

Choose up to 3 manufactured metal objects, 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 increase in weight. For the duration of the spells, the weight of the objects doubles. None of these objects may exceed 5 feet in volume.

If a creature is holding or wearing the object when the spell is casted, the creature must succeed a Strength saving throw or drop the object if it can. In case of not being able to drop the object, it falls prone.

In addition, armors affected by this spells become difficult to use. Each armor increases its strength requirement by your spellscasting ability modifier. Armors without an initial strength requirement become 10 + your spellscasting ability modifier.

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

























Curse of Tin

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of tin)
  • Duration: Concentration, up to 10 minutes.
  • Classes: Cleric, Druid, Warlock, Wizard

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 soften. For the duration of the spells, weapons, armors or shields affected by the spell receive a -2 modifier to their attack throws or AC. The AC of an armor can not be reduced below 10.

In addition, objects affected by this spell become softer. You can bend them as if they were tin.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the amount of manufactured metal objects affected by the spell increases by 1 for each slot above 4th level.

Dispel Elements [H/Old, U/Old]

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Druid, Sorcerer, Wizard

You create a warding barrier around you that nullifies elemental energies.

The barrier is invisible, moves with you and is permeable to attacks, effects and objects, except those that would deal acid, cold, fire, lightning or thunder damage to you.

The barrier has a pool of 20 hit points. When you would take acid, cold, fire, lightning or thunder damage, the barrier takes the damage instead.

If this damage reduces the barrier's hit points to 0, the spell immediately ends and you take any of the remaining damage. If the damage you would take from the effect is reduced to 0 in this way, you also suffer none of the effect's other effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the nullified amount increases by 10 for each slot level above 2nd.

Art from Magic the Gathering's

Emergency Aid

4th-level evocation


  • Casting Time: 1 reaction, which you take when the hit points of a creature that you can see within range are reduced to 0
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid

A magic wave of energy appears and heals the target. The creature restore 1 hit point.

The spell can prevent instant death from massive damage, however, it doesn't prevent death from effects that would kill instantaneously without dealing damage.

Farewell

5th-level evocation


  • Casting Time: 1 reaction, when your hit points are reduced to 0, become unconscious, incapacitated or die
  • Range: 30 feet
  • Components: V
  • Duration: 10 minutes
  • Classes: Bard, Cleric, Druid, Paladin

You pronounce your last words with supporting magic as you fall into the floor.

A wave of healing energy washes out from you. Choose up to five creatures in a 30-foot-radius sphere centered on you. Each target gains 15 temporary hit points for the duration of the spell.

At Higher Levels. When you cast this spells at 6th or higher level, you increases the gained temporary hit points by 5 for each spell level after 5th level.

Fast Healing

4rd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a prayer wheel and holy water or healing herbs)
  • Duration: Concentration, up to 1 hour
  • Classes: Cleric, Druid

You touch a creature and stimulate its natural healing ability. For the duration of the spell, the target regains 1 hit point at the start of every minute (60 hit points each hour).

Finger of Life

7th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a diamond worth at least 1000 gp)
  • Duration: Instantaneous
  • Classes: Cleric

You send positive energy coursing through a creature that you can see withing range, causing it to heal from wounds. The target recovers 7d8 + 30 hit points whenever it isn't an undead. This spell also ends blindness, deafness, and any diseases affecting the target.

If you target a dead creature that has been dead for no more than 10 days, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life in addition to recover hit points, and the material component of the spell is consumed.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds but doesn't restores any missing body parts.

If you target an undead creature it must make a Constitution saving throw. It takes 7d8 + 30 radiant damage on a failed save, or half as much damage on a successful one.

Undead killed by this spell turn into ashes.

Frenzy

2nd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (blood of a fallen humanoid)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

You infuse a willing ally with despair and anger. Whenever a creature deals damage to the target, it can use its reaction to make a weapon attack against that creature.

Greater Shield

3th-level abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: self
  • Components: V, S
  • Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +7 bonus to AC, including against the triggering attack, and you take no damage from magic missile. In addition, you gain resistance towards force damage.

Healing Poultice

3rd-level transmutation (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (medicinal herbs worth at least 10 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Druid, Ranger

You crush medicinal herbs and prepare a healing poultice.

Over the course of one minute, a creature can apply the poultice on its wounds or another creature's wounds, and recovers 4d4 plus your spellcasting ability modifier as the poultice is consumed. This spell has no effect on undead or constructs

The poultice lose its potency if it have not been used within 2 days of the casting of this spell. Storing the poultice in a components pouch increases it duration to 4 days.

If you cast this spell again, any currently poultice you created with this spell lose their magic.

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

Hologram

Illusion cantrip


  • Casting Time: 1 bonus action
  • Range: self
  • Components: 5 feet
  • Duration: 1 minute
  • Classes: Sorcerer, Wizard

You create an image of an object within range that lasts for the duration. You can create images or silhouettes of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect.
The image shows clear sings of illusion and can't be mistaken by a real object. The magical figure can sheds bright light in a 5-foot radius and dim light for an additional 5-foot radius.

Holy Stance

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, (a shield and a weapon)
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

To receive the benefits of these spell you must be wielding a shield and a melee weapon. With strong faith and conviction, you commit to the battle in holy spirit with the blessing of the gods.

Your shield and weapon increase in might. You add your spellcasting ability modifier to your CA and attack rolls.

Your divine power inspire allies. Allied creatures in 5 feet from a point centered on you can't be charmed nor frightened.

In addition, your weapons sheds white bright light in a 20-foot radius and dim light for an additional 20 feet.

When you cast this spell you must choose between undead, fey, devil or demons.

At the beginning of each of your turns all the creatures in the dim light of the type chosen by you when you casted the spell must perform a Wisdom saving throw. On fail, they take 1d8 radiant damage. Creatures of the chosen type in the bright light take 2d8 instead on fail, or half as much on success.

When the spell ends, you are left magically exhausted. You can't cast spells until you finish a short or long rest.
























Holy Sword

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a sprinkling of holy water)
  • Duration: 1 hour
  • Classes: Cleric, Paladin

You bless an sword with holy might. For the duration of the spell the sword sheds white magical bright light in a 20-foot radius and dim light for an additional 20 feet.

The light of the sword changes according to the threats in its vicinity: red for demon and devils, blue for fairy and celestials, and purple for undead and aberrations. Whenever a creature of those types get in range of the light, it does change of color.

In addition, attacks done with this weapon to those creatures inflict an additional 1d6 radiant damage.

Hurling Blades

2th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of sharp metal)
  • Duration: Instantaneous
  • Classes: Wizard, Sorcerer

You raise your hand as you materialize three seeking blades from it and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each blade. On a hit, the target takes 2d6 slashing damage.

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

Art from Magic the Gathering's

Knowledge of Spells

3rd-level adivination (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an empty scroll)
  • Duration: Instantaneous
  • Classes: Bard, Wizard

You infuse magic on an effect which you think it can be magic.You instantly know if the effect was made by magic and which spell did it. You know all the properties and description of the spell and which classes or non-exotic creatures can cast it.

Life Warder

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Paladin

A wave of warding energy washes out from a point of your choice within range. Choose up to four creatures in a 30-foot-radius sphere centered on that point. For the duration of the spell, each target regains 1 hit point at the start of each minute. This spell has no effect on undead or constructs.

Creatures affected by this spell don't require to perform death saving throws.

In addition, the creatures have resistance to necrotic and poison damage, and advantage on saving throws to being frightened or poisoned.

At Higher Levels. When you cast this spells at 5th or higher level, you increases it duration by 5 minutes for each spell level after 4th level.

Magical Plump

4th-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a lead plump)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Warlock, Wizard

Choose one creature you can see within range. Magical energy imbues in the creature's body weighten it. The creature doubles its weight.
The spell strip the creature from any magic which maintains it on fly. If the target is being affected by an spell which allow it to fly, float or hover above ground, the caster must succeed a Concentration saving throw regardless the spell has or not concentration. On fail, the spell no longer affect the creature. If the target is being affect by magical item the caster of this spell must perform a check against the DC from the following table using its spellcasting ability modifier.
Creatures with flying speed must succeed on a Strength saving throw or its flying speed is reduced to 0 feet for the spell's duration. Airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.
If the creature falls, it doubles the damage on impact to the ground.

Magic Item Rarity DC
Common 10
Uncommon 12
Rare 14
Very Rare 18
Legendary 22

Magic Reflection

3rd level abjuration


  • Casting Time: 1 reaction, which you take when a creature targets you with a spell attack
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You attempt to create a deflective magical barrier to retarget the spell towards another creature. Make an ability check using your spellcasting ability. The DC equals the attack throw result of the caster. On success, you can choose another creature within 60 feet of you that you can see. The spell will now target the chosen creature instead, against which the caster will have to reroll its spell attack.

Miracle

6th-level conjuration


  • Casting Time: 1 action, 10 minutes or more.
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric

You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.

You can duplicate a spell from the cleric spell list (including spells to which you have access because of your domains) of level 5 or lower without needing to meet any requirements, material components with a cost included.

Alternatively, you create one of the following effects:

  • Up to 5 creatures you see regain 30 hit points, and end one effect listed in lesser restoration, reduce their exhaustion level by one or recover a missing body part after 10 minutes.
  • Up to 4 creatures you see gain resistance to a damage type you choose or gain immunity to a spell of level 5 or below, or another magic effect of similar power, for an hour. If they are already being affected by an spell of level 5 or below, or a similar magic effect, such a curse or magic disease, you can remove it.
  • Up to 3 creatures you seen and died in the last ten minutes, revive with 0 hit point, but stabilized. It can't, however, revive a creature that died of old age, and it can't restore missing body parts. Alternatively, you can revive a single creature who died in the last 24 hours.
  • You force a re-roll of any roll made within the last round, your turn included. You can force the re-roll to be made without advantage or disadvantage.
  • You create 100 pounds of food infused with magic and 100 gallons of water on the ground or in containers. Eating a ration of food (a pond) restore 1 hit point. The food spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
  • You touch one gallon of water and cause it to become holy water or wine.
  • All nonmagical food, drink, air or soil within a 30-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
  • All nonmagical difficult terrain within a rectangle of 10-foot-wide and 100-foot-length become normal terraitn for 24 hours. In addition, liquids as water can be displaced from the zone making a tunnnel of 10-foot-height.
  • You enrich the land. All plants in a mile radius centered on you within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
  • You stop any storm, gale-foce wind, extreme temperatures or reduce the effect of any other natural disaster in a 5-mile radius centered on you 1d4 × 10 minutes after you cast this spell. During the following 4 hours, the weather can't get worse.
  • Each undead that can see or hear you within 60 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 60 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. In addition, when an undead fails its saving throw, the creature is instantly destroyed if its challenge rating is at or below 2. Creatures of higher challenge rating takes 11d6 radiant damage on a failed saving throw.

You can do effects unlisted by stating your miracle as precisely as possible, producing effects among the line of power to the above. However, the DM has full ruling on what the miracle does.

Not all prayers and effects require the same amount of time. Whenever the effect is required in a combat situation or during a hazard, such as replicating another spell effect, reviving a fallen ally or re-roll a roll made withing the last round, the casting time of the spell is 1 action. When the effect isn't required in a combat situation, your deity demands to perform the pray in a proper ceremory, effects such create food and water, bless holy waker, or enrich a land can take 10 or minutes of casting time, and may be casted on sanctified ground, such a temple. For any effect, it's at DM discretion casting requisites, which can decide its proper amount of time, and if it may need a sanctified ground or another requisite to perform the miracle.

In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused.

The stress of casting this spell to call upon the power of your God and produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d8 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength and Constitution drops to 5, if it isn’t 5 or lower already, for 1d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, due to the effort of your God involved to manifest the effect of miracle, your god with immediate effect remove this spell from your prepared spells, and you can't prepare it during the followings 6d6 days.

Path to the Ashes

7th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (ashes of a dead corpse)
  • Duration: Instantaneous
  • Classes: Cleric, Druid

You attack an enemy creature and deal 6d10 necrotic damage. On attack, the creature must perform Constitution Saving throw, on fail it takes another 6d10 necrotic damage and its body ages 1d10 years.

The aging effect can be reverted with a greater restoration spell, but only within 24 hours of it occurring.

At Higher Levels. When you cast this spells at 8th or higher level, you increases the initial damage, the damage on fail and the years aged by 1d10 per each level after 7th level.

Plague of Rust

5th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of a black pudding)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Druid, Warlock, Wizard

A black mist of rust appears from the ground, centered on a point you can see within range. Each nonmagical metal object in a 30-foot radius is rusted by magic. The objects takes a permanent and cumulative -1 penalty to damage rolls or AC. If its penalty drops to -5, the object is destroyed. Nonmagical ammunition made of metal is destroyed.

Portable Parcel

9th-level transmutation


  • Casting Time: 4 hours
  • Range: Sight
  • Components: V, S, M (gemstones worth at least 25,000 gp)
  • Duration: 1 day
  • Classes: Wizard

A wave of magical energy washes out from a point of your choice within range. Buildings, creatures and terrain in a 1000-foot-radius sphere centered on that point emerge from the ground and start floating in the air. With powerful energies, a greater version of the reduce spell is cast on those objects shrinking them into a 1-foot-radius sphere.

The magic of this spell maintains the buildings and terrain floating in air making easy to transport it despite its weight.

If the material components are removed from the sphere, are destroyed or are used in another spell the spell ends.

All creatures inside the spell range shrinks as well. Any creature that gets away from the sphere return to normality in the next round, provided there is enough space.

When the spell ends, the sphere gently falls to the floor as it expands and its weight increases.

You can cast cast this spell within an already affected sphere in order to refresh out its duration.

You can make the sphere permanent by casting the spell on the sphere every day for a year.

Art from Magic the Gathering's

Preserve the Alives

7th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a holy symbol)
  • Duration: Instantaneous
  • Classes: Cleric

You choose up to 4 ally creatures in range. As part of the casting of this spell, you expend a second spell slot of 3rd level or lower and cast a restorative spell which target a single creature, such as cure wounds, lesser restoration or revivify. The range of the casted spell is replaced by the range of this spell and the creatures affected by the spell become those chosen by this spell.

At Higher Levels. When you cast this spells at 8th or higher level, you increases the maximum level of the spell casted by 1 level.

Repair

3rd-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a hammer and a flame)
  • Duration: Instantaneous
  • Classes: Artificer, Wizard

This spell repairs any number of breaks or tears in an object you touch, such as a broken chain link, several pieces of a broken key, a torn cloak, or a broken wineskin. An object bigger than 5-foot-cube can't be repair in a single spell instance, one cast of this spell is required for each 5-foot-cube.

It can replace tiny missing pieces from an object, leaving no trace of the former damage. In case of missing bigger pieces, raw materials worth the value of the missing pieces must be supplied to replace them. The amount of replaced pieces by a single instance of this spell can't be worth higher than 100 gp.

In addition, this spell can repair constructs, golems or other objects with hit points, healing 4d8 plus your spellcasting ability modifier hit points.

Damaged magical items that aren't construct nor golems always require materials to be fixed that must be supplied as diamond dust. As a point of reference, a completely broken magic item requires its whole price in diamond dust to be fixed.

This spell can't recharge spent charges or uses of magical items, such as lucky blade's charges, or repair nor replace magical items which break, spent, consume or wear out when used, such as necklace of fireballs or candle of invocation.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the worth amount of replaced pieces increases by 100 gp, the recovered hit points increases by 1d8 and the repair area increases in an additional 5-foot-cube, for each slot above 3rd level.

Return to Earth

1th-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a seed)
  • Duration: Instantaneous
  • Classes: Druid

You touch a corpse or other remains who are on a floor made of soil, mud or sand. Roots from the ground spring up consuming the remains.

The creature can not be resurrected nor reanimated by any spell which require the body, like animate dead or raise dead.

Ring of Blades

6th-level conjuration


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (a silver fine decorated sword worth at least 500 gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Wizard

You raise both hands as you evoke six magical sword around you. As a bonus action, you can throw one of these sword to a creature within 30 feet from you. Make a ranged spell attack for it. On a hit, the target takes 4d8 force damage.

In addition, swords provide protection to you. Each two swords floating around yourself, you increases your AC by 1.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create one additional sword for each slot level above 7th level.

Art from Magic the Gathering's

Searing Touch

Evocation cantrip


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

You snap your fingers and turn your hands in fire as you try to touch a creature. Make a melee spell attack against the target. On a hit, the target takes 1d6 fire damage, and an additional 1d6 fire damage at the beginning of your next turn.

This spell's damage increases when you reach higher levels.

At 5th level, the melee attack deals an extra 1d6 fire damage to the target, and the damage the target takes at the beginning of your next turn increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Secrets of the Earth

3th-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a piece of mud)
  • Duration: Until dispelled
  • Classes: Druid

You touch the ground made of soil, mud or sand. The ground is displaced performing a hole on it up to 5 cube-foot of size.

As an action, you can displace the ground again sealing the hole and swallowing everything inside it. All it content is transported to a safe location in the feywild plane.

Making a hole with spade or another mundane item won't reveal its hidden content.

If a creature cast this spell in the same place it reveals all the content hidden in the hole.

Secrets of the Moon

7th-level illusion


  • Casting Time: 1 hour
  • Range: Sight
  • Components: V, S, M (a flower of the color of the moon, which the spells consumes, that was harvested with a golder sickle under the light of a full moon, and powdered diamond worth at least 1,000 gp)
  • Duration: 28 days
  • Classes: Druid

You can cast this spell only at night under the light of the moon. You invoke the spirits of nature to protect an area outdoors. Buildings and other structures are included in the warded area only if they collectively take up less than a quarter of it. The spell protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. The protective area can be stacked in height. When you cast this spell, you can specify creatures as friends who are immune to the effect. You can also specify a password that, when spoken aloud, makes the speaker immune to this effect.

For the duration, from the outside, the warded area mimics the surrounding area. Creatures can't willingly move or look into the area, and those just on the outskirts instinctively move around the border of the area without entering it.






































Creatures who succeed on a Wisdom (Perception), Wisdom (Survival), or Intelligence (Investigation) check against your spell save DC can notice that they are unconsciously avoiding the warded area, but can't discern what is within it's bounds.

In addition, whenever a creature is damaged from a source inside the spell, the spell effects cease to affect that creature for the duration of a minute.

The warded area radiates magic. A dispel magic cast on the area, if successful, dispels a portion of the spell. A dispel magic cast dispels a radius of 50 feet centered on the point chosen by the spell.

If you cast secrets of the moon every 28 days for a year in the same location, the spell lasts until it is dispelled, and all the material components are consumed on the last casting.

Shapes of the Moon

6th-level transmutation


  • Casting Time: 6 hours
  • Range: Touch
  • Components: V, S, M (Rare oils and unguents worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Druid

This spell can only be cast at midnight under the light of a crescent moon. You touch a willing but unconscious humanoid an magically reshape its body changing its race and appearance to a new one.

The druid choose the new race and subrace of the committed creature, as well its new physical appearance, like eye colors, weight or height, which must be an humanoid playable allowed in the campaign or current setting by your GM.

The ritual finish under the sunrise when the target creature awakes in its new but fragile body, with 4 levels of exhaustion.

The age of the creature retains proportional to its previous age and max lifespan using the rule of three. For example, and elf 400 years old can live up to 700 years. After changing its race to dwarf, it new lifespan will be 350, so its current age will be 200 years old.

new age = (old age / old lifespan) * new lifespan

The affected creature retain its soul, as well its memories and experiences, but its personality may be slightly affected by common characteristics and alignments of its new former race. Furthermore, it retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

In addition, due the stressful ritual, the caster of this spell gains one level of exhaustion.

Spare the Dead

5th-level necromancy


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (diamonds worth at least 300 gp per fallen ally, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric

You call upon the mercy of your god. During the casting time of this spell, you may move towards the corpses of your fallen allies, touching up to three of them with your blessed hands.

After the casting time ends, the touched corpses return to life with 0 hit points, but stabilized, provided they died in the last ten minutes. This spell can't revive a creature that died of old age, and it can't restore missing body parts.

At Higher Levels. When you cast this spell using a slot of 6th-level or higher, you can affect one additional creature for each slot above 5th.

Star Rain

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 foot
  • Components: V, S, M (diamonds worth 1,000 gp)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock

You raise your hands and create eight glowing javelins of magical force. Each javelin hits a creature of your choice that you can see within range. A javelin deals 4d6 force damage to its target. The javelins all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the spell creates two more javelins for each slot above 8th.

Vampirism

4th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a fresh drop of blood from a living creature, which the spell consumes)
  • Duration: 1 hour
  • Classes: Cleric, Warlock, Wizard

You imbues magic to a fresh drop of blood from a living creature. The forbidden magic forms a bound between the drop of blood and its former owner's soul.

As an action, a creature can drink the blood. The donor takes 4d6 necrotic damage, and the creature who drinks it heals the same amount.

The spell fails if the creature is in another plane.

Walk Among Death

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of graveyard dirt)
  • Duration: Concentration, up to 1 hour
  • Classes: Cleric, Warlock, Wizard

You infuse a willing ally with necrotic energy emulating death on its body.

For the duration of the spell, the creature shows clear signs of undead, and can walk though undeads and other monsters without being noticed as an alive creature. It gains necrotic damage resistance, immunity towards poison damage and condition, and radiant damage vulnerability. In addition, for the purpose of spells and other effects, the creature is treated as an undead.

Sentient or clever undeads can recognize the difference if they success an Intelligence (Investigation) ability check.

The ally creature can be shown as a sentient creature if it provides talk or advanced reasoning, and can simulate to be a lich or another magical undead if he show signs of spellcasting. A clever creature may take advantage of it position of strength to command simple undead as zombies or skeletons.

Well of Life

8th-level evocation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a figure of holy idol such a god or saint)
  • Duration: 1 hour
  • Classes: Cleric

You touch the ground in which you stand. A white flare of blessed energy emerge from it.

At the beginning of every turn, a wave of healing energy washes out the point to 60 feet radius. The wounded creature with lowest amount of hit points in range heals 1.

Whispers of the Woods

2nd-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a moss agate worth at least 10 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Druid

You bring your mouth close to a piece of wood or plant and whispers a message in the druidic language. The piece of wood can have any size, and can be either alive or not, like a tree, grass, or a furniture made of wood.

The object retains your message and voice. Any creature who knows the druidic tongue can hear the echoes of your voice and understand the whispers if they bring their ears close to it or touch the object with their bare hands. The whispers are magical, and can be hear despite any ambient noise.

A creature with a passive perception of 15 or greater, can hear, but not understand, the whispers from 10 foot of distance from it.

An object can only have one instance of this spell on it. Casting the spell again replaces the old message. A creature may cast the spell without whispering any message in order to remove the old message.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.