Dota 2 Spells - Complete

by Kelsier

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Arc Lightning

Level 2 Evocation


  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S, M (copper filament)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

An arc of lightning sparks towards a creature within range. Make a ranged spell attack against that creature. On a hit, the target takes 3d8 Lightning damage, and you repeat this attack against a different creature within 10 feet of the first until you miss an attack. Each additional hit deals 1d8 less damage than the previous.

A creature can be targeted only once by each casting of this spell.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Backtrack

Level 6 Abjuration


  • Casting Time: Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minute
  • Classes: Warlock, Sorcerer, Wizard

You weave time around you for the duration of the spell. Whenever you would take damage, roll a d20. On an 11 or more, that damage is prevented. On a 10 or less, you take the damage as normal.

Battle Hunger

Level 1 Enchantment


  • Casting Time: Bonus Action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin, Ranger

You call out a challenge to creature of your choice that can hear you within range. It must make a Charisma saving throw. Whenever a target that failed this save ends its turn, if it didn't hit you with a weapon attack this turn, it takes 2d6 Psychic damage.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Blood Rite

Level 4 Necromancy


  • Casting Time: Action
  • Range: 30 feet (30-foot radius)
  • Components: V, S
  • Duration: 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You summon a bloody ritual circle at a point within range that has a 30-foot radius. At the start of your next turn, the ritual completes and each creature of your choice in the area takes 4d6 Necrotic damage and is affected by the spell for the duration.

An affected creature is Silenced and can make a Constitution saving throw at the end of each of their turns, ending the effect on a success.

Caustic Bath

Level 3 Evocation


  • Casting Time: Action
  • Range: 60 feet (10-foot cube)
  • Components: V, S, M ()
  • Duration: 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You release a spray of acid that pools on the ground in a 10-foot square centered on a point with range for the duration. Weapon attacks made against creatures standing in the pool get a 1d4 bonus to hit.

When the acid appears, each creature standing in its area must succeed on a Constitution saving throw or take 4d6 acid damage. A creature that enters the area or ends its turn there must also succeed on that save or take the damage.

Chain Frost

Level 1 Evocation


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S, M (a holly twig
  • with berries)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

You release a swirling orb of freezing energy that bounces from creature to creature. Make a ranged spell attack against a creature you can see within range. On a hit, the orb flies at the target and they take 1d8 Cold damage.

Additionally, on each of your turns for the duration, you can use your Bonus Action to make a ranged spell attack against another creature within 30 feet of the orb. On a miss, the spell ends.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Cold Embrace

Level 2 Abjuration


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

Choose a willing creature within range. You create a shield of ice around them until the end of your next turn. While encased in ice, the creature has immunity to Bludgeoning, Piercing, and Slashing damage and regains 3d8 Hit Points at the beginning of its turn. The creature is Incapacitated for the duration.

Using a Higher-Level Spell Slot. The duration of this spell increases by 1 round for each spell slot level above 2.

Corrosive Skin

Level 3 Conjuration


  • Casting Time: Action
  • Range: Self
  • Components: V, S, M (a bit of snakeskin)
  • Duration: 10 minutes
  • Classes: Druid, Sorcerer, Wizard

Your skin erupts into a green scaly appearance with a putrid smell, and you gain resistance to Acid damage for the duration. You can end the spell early by using an Action to dismiss it.

Whenever a creature within 5 feet of you hits you with a melee attack, the attacker takes 2d4 Acid damage. That attacker gets a 1d4 penalty to hit on subsequent attacks this turn.

Distortion Field

Level 3 Conjuration


  • Casting Time: Action
  • Range: 60 feet (10-foot radius sphere)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You create a spherical distortion field that disrupts projectiles that pass through.

This magical sphere causes ranged attacks made from outside the sphere to have disadvantage to target anyone inside the sphere or through the sphere. Additionally, on each of your turns, you may choose a creature inside the sphere as a Bonus Action. The next time that creature takes the attack action, they make an additional attack as part of that action.

Eye of the Storm

Level 7 Evocation


  • Casting Time: Action
  • Range: Self (30 ft. Emanation)
  • Components: V, S, M ( )
  • Duration: 1 Minute
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

A roiling storm erupts around you in a 30-foot Emanation for the duration.

When you cast this spell and at the start of each of your turns, choose two creatures within range. Those creatures must make a Constitution saving throw. On a failed save, the creature takes 3d8 Lightning damage and the next weapon attack made against that creature before the start of your next turn has Advantage. On a successful save, the creature takes half as much damage only.

Using a Higher-Level Spell Slot. You target an additional creature each turn for each spell slot level above 7.

Fatal Bonds

Level 3 Evocation


  • Casting Time: Action
  • Range: 60 feet (20-foot cube)
  • Components: V, S, M (a small chain link)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You bind together the fate of up to five creatures of your choice in a 20-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

Whenever an affected creature is hit with a weapon or spell attack, the other creatures bound to it take half that damage (rounded down).

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Frigid Gust

Level 3 Conjuration


  • Casting Time: Action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: 1 round
  • Classes: Bard, Cleric, Ranger

You unleash a gust of icy wind in a 30-foot cone, causing creatures in its path to lose their breath. Each creature in the area is pushed 10 feet away from you, and must succeed on a Constitution saving throw or take 4d6 Cold damage and be Silenced until the end of your next turn. On a successful save, a creature takes half as much damage and isn't Silenced.

Using a Higher-Level Spell Slot. The damage increases by 1d6 and the push is increased by 5 feet for each spell slot level above 3.

Frost Arrows

Level 3 Transmutation


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Druid, Ranger
  • Sorcerer, Wizard

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target and each creature within 5 feet of it takes 1d4 Cold damage, and their speed is reduced by 10 feet until the start of your next turn. The spell's magic ends on a piece when it hits or misses, and the spell ends when ten pieces of ammunition have been drawn from the quiver.

Using a Higher-Level Spell Slot. The number of pieces of ammunition you can affect with this spell increases by two for each spell slot level above 3.

Illusory Orb

Level 3 Illusion


  • Casting Time: Action
  • Range: Self
  • Components: V, S, M (a glass marble)
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Wizard

You unleash an orb of brilliant light that flies in a straight line in a direction of your choice. The orb is 5 feet across and does not occupy its space. Whenever it passes through a creature's space, that creature takes 2d6 Force damage. When you cast this spell and at the start of each of your turns, the orb moves 15 feet in the direction you chose when you cast the spell.

As a Bonus Action, you can chose to teleport to the location of the orb, and the spell ends.

Meld

Level 2 Illusion


  • Casting Time: Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Bard, Druid, Ranger

You become invisible until the spell ends. The spell ends early immediately after you make an attack roll, deal damage, or cast a spell. You can end this spell early as a Bonus Action.

While invisible in this way, your speed is reduced to 0. If you make a melee weapon attack while invisible this way, that attack deals an additional 2d8 damage.

Open Wounds

Level 4 Necromancy


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

You rend the flesh of a creature of your choice within range. The target must succeed on a Constitution saving throw or be cursed by this spell for the duration.

Whenever you or an ally of yours hits the cursed creature with a weapon attack, that attack deals an additional 2d6 Necrotic damage, and the attacker regains Hit Points equal to half the necrotic damage dealt.

If the target drops to 0 Hit Points before this spell ends, you can take an Action on a later turn to curse a new creature. A new target must succeed on a Constitution saving throw or be cursed by this spell for the remainder duration.

Purification

Level 3 Evocation


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

A creature of your choice that you can see within range regains Hit Points equal to 3d8 + your spellcasting ability modifier. Then each creature of your choice within 5 feet of the target must succeed on a Constitution saving throw or take Radiant damage equal to the hit points gained.

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 3.

Rupture Flesh

Level 6 Necromancy


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S, M (a troll's heart
  • wrapped in thorns)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

You invoke forbidden blood magic and choose a creature you can see within range. That creature takes 2d8 Necrotic damage and must succeed on a Constitution saving throw or be affected by the spell for the duration. This spell doesn't affect undead or constructs.

Whenever the affected creature moves, willingly or not (except by teleportation), the creature takes 1d8 Necrotic damage for each 5 feet moved.

Sleight of Blade

Level 3 Conjuration


  • Casting Time: Action
  • Range: 30 feet (5-foot radius)
  • Components: S, M (a melee weapon
  • worth at least 1 sp)
  • Duration: Instantaneous
  • Classes: Artificer, Paladin, Ranger

Choose a creature within 30 feet of you. You flourish the weapon used in the spell's casting and make a melee weapon attack against that creature and each creature of your choice within 5 feet of it. On a hit, a target suffers the weapon attack's normal effects plus an additional 1d8 damage.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

Soul Rip

Level 4 Necromancy


  • Casting Time: Action
  • Range: Self (20-foot radius)
  • Components: V, S, M (a bloodstone
  • worth 50gp)
  • Duration: Instantaneous
  • Classes: Warlock

You manipulate the life force around you to heal an ally or harm an enemy.

All creatures within 20 feet of you take 2d10 Necrotic damage. Then choose a creature that you can see within 20 feet of you. That creature regains Hit Points equal to half the total damage dealt this way (rounded down).

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.

 

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