Mortal Magic

by Olaeus

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Mortal Magic
Spells

Spell List by Class

Bard Spells

2nd Level
  • Imperil (enchant.)
4th Level
  • Snowsong (enchant.)

Cleric Spells

1st Level
  • Sanctify (enchant.)
2nd Level
  • Stealing heal (necro.)
3rd Level
  • Prayer (enchant.)
  • Searing light (evoc.)
  • Visage of the deity (trans.)
  • Winter's ward (abjur.)
4th Level
  • Aura of shade (abjur.)
  • Frostburn (necro.)
  • Martyr’s shield (abjur.)
5th Level
  • Ravage fiend (evoc.)
6th Level
  • Avatar (trans.)
  • Mantle of the icy soul (trans.)
  • Undead to death (necro.)
7th Level
  • Shield of the archons (abjur.)
9th Level
  • Implosion (evoc.)

Druid Spells

2nd Level
  • Creeping cold (trans.)
3rd Level
  • Arctic haze (conjur.)
  • Control temperature (trans.)
  • Dehydrate (necro.)
  • Hypothermia (evoc.)
  • Winter's ward (abjur.)
5th Level
  • Boreal wind (evoc.)
6th Level
  • Drown (conjur.)
9th Level
  • Frostfell (trans.)

Paladin Spells

1st Level
  • Sanctify (enchant.)
  • Seeker's mark* (divin.)
3rd Level
  • Prayer (enchant.)
  • Visage of the deity (trans.)
5th Level
  • Ravage fiend (evoc.)

Ranger Spells

3rd Level
  • Hypothermia (evoc.)
  • Winter's ward (abjur.)

Sorcerer Spells

2nd Level
  • Darkbolt (evoc.)
  • Imperil (enchant.)
  • Poison (trans.)
3rd Level
  • Control temperature (trans.)
  • Psionic blast (evoc.)
  • Winter's ward (abjur.)
4th Level
  • Assay spell resistance (abjur.)
  • Hordriss’s ice bolt (evoc.)
5th Level
  • Abolition (evoc.)
  • Capture soul / Ersatz (conjur.)
  • Energy barrier (evoc.)
  • Spell shield (abjur.)
  • Wall of coldfire (evoc.)
6th Level
  • Dispel barrier (abjur.)
  • Flesh to ice (trans.)
  • Greater haste (trans.)
7th Level
  • Avasculate (necro.)
  • Withering bolt (necro.)
8th Level
  • Eviscerate (necro)
  • Spell strike (abjur.)
9th Level
  • Force burn (evoc.)
  • Frostburn eruption* (evoc.)
  • Frostfell (trans.)
  • Level drain (necro.)
  • Wail of the banshee (necro.)

Warlock Spells

2nd Level
  • Darkbolt (evoc.)

Wizard Spells

2nd Level
  • Imperil (enchant.)
  • Poison (trans.)
3rd Level
  • Control temperature (trans.)
  • Psionic blast (evoc.)
  • Veilstrike* (evoc.)
  • Winter's ward (abjur.)
4th Level
  • Armour of the Veil* (abjur.)
  • Assay spell resistance (abjur.)
  • Ego whip (enchant.)
  • Hordriss’s ice bolt (evoc.)
  • Wall of gloom (abjur.)
5th Level
  • Abolition (evoc.)
  • Capture soul / Ersatz (conjur.)
  • Energy barrier (evoc.)
  • Spell shield (abjur.)
  • Wall of coldfire (evoc.)
6th Level
  • Dispel barrier (abjur.)
  • Flesh to ice (trans.)
  • Force barrier (evoc.)
  • Greater haste (trans.)
  • Mind duel (enchant.)
  • Undead to death (necro.)
7th Level
  • Arcane singularity (evoc.)
  • Avasculate (necro.)
  • Pull of the beyond* (evoc.)
  • Withering bolt (necro.)
8th Level
  • Eviscerate (necro.)
  • Spell strike (abjur.)
9th Level
  • Force burn (evoc.)
  • Frostfell (trans.)
  • Level drain (necro.)
  • Mark of the rift* (conjur.)
  • Mordenkainen’s disjunction (abjur.)
  • Wail of the banshee (necro.)

Spells

1st-Level

Sanctify

1st-level enchantment (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (at least 50 gp worth of powdered silver and a vial of holy water, both of which are consumed)
  • Duration: Instantaneous

You convey a blessing on a specific location or object filled with evil magic, and attempt to cleanse it of the malignancy. Make a Spell check. The Dungeon Master has the DC needed for success.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, add 2 to the d20 roll when making the DC check for each slot level above 1st.

Seekers' Mark

1st-level divination (Seeker only)


  • Casting Time: 1 bonus action
  • Range: 90 ft
  • Components: V
  • Duration: Concentration, up to 1 minute

You choose a creature you can see within range and brand it as an ally or enemy of the state. For the duration, the branded creature is subjected to one of the following effects, which you choose at the time of casting:

Altruistic Brand. Each time the branded creature is hit by an attack, the branded creature can roll 1d4 and remove the result from the damage dealt.

Retributive Brand. When the branded creature hits a creature other than you with an attack, you magically deal 1d4 radiant damage to the creature.

At Higher Levels. When you cast this spell using a higher level spell slot, the die increases: a d6 at 2nd level, a d8 at 3rd level, a d10 at 4th level and a d12 at 5th level.

2nd-Level

Creeping Cold

2nd-level transmutation


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

This spell turns the sweat and moisture of a creature you can see within range to ice, creating blisters as the ice forms on its skin.

The creature must make a Constitution saving throw. On a fail, the creature takes 1d6 cumulative cold damage at the start of each of its next 3 turns (i.e. 1d6 cold damage on its next turn, 2d6 on its the turn after and 3d6 on its turn after that).

Darkbolt

2nd-level evocation


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

  • Duration: Instantaneous

A ball of cold darkness launches from your hand towards one creature in range. Make a ranged spell attack. On a hit, the creature takes 2d6 cold + 2d6 necrotic damage. The bolt deals half damage if the creature is fully or partially standing in bright light, or double in darkness.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, either the cold or necrotic damage (your choice) increases by 1d6 for each spell slot above 2nd.

Imperil

2nd-level enchantment


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Until the start of your next turn

This spell renders a creature you can see within range more vulnerable. Choose a particular ability-based saving throw to affect. For the duration, the creature’s saving throws suffer from the removal of any (positive) ability modifier usually applied.

Poison

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You cause the fluids of a creature that you can see within range to become poisonous. The creature must succeed on a Constitution saving throw, or take 6d4 poison damage and become poisoned for 1 minute. At the end of each of its turns, the creature takes another 3d4 poison damage, and can make another Constitution saving throw. On a success, the spell's effect ends.

Any effect that ends the poisoned condition ends this spell early.

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

Stealing Heal

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You drain the health of a creature that you can see within range, and add what you drain to your own. The creature must succeed on a Constitution saving throw, or take necrotic damage equal to 2d8 + your spellcasting ability modifier.

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.

3rd-Level

Arctic Haze

3rd-level conjuration


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

A bank of fog composed entirely of tiny, razor-sharp ice shards billows out in a radius of 15 feet from a point you can see in range. The fog obscures sight beyond 5 feet.

When the fog appears, each creature within its area must make a Dexterity saving throw. A creature takes 2d6 cold and 2d6 slashing damage on a failed save, or half as much damage on a successful one.

A creature takes 2d6 cold damage and 2d6 slashing damage when it enters the fog for the first time on a turn or ends its turn there.

A strong wind (21+ mph) disperses the fog in 1d4 rounds.

Control Temperature

3rd-level transmutation


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a silver weathervane worth at least 100 sp)
  • Duration: 8 hours

You create or remove thermal energy in a cylinder with a 20-foot radius and a height of 80 feet. Until the spell ends, the cylinder moves with you, centred on you. You choose to either increase or reduce the temperature by one temperature band. Effects of the new temperature on creatures and the environment are incurred immediately.

Dehydrate

3rd-level necromancy


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

You choose a creature that you can see within range and afflict it with a crippling condition. The creature must make a Constitution saving throw. On a failed save, the creature gains 1d4 levels of exhaustion, up to a maximum of 4 levels.

Oozes, plants and water elementals have disadvantage on the save.

Hypothermia

3rd-level evocation


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

You impose extreme cold on a creature that you can see within range. The creature must make a Constitution saving throw. On a fail, it takes 8d6 cold damage and gains 1 level of exhaustion. On a success, it takes half as much damage and doesn't gain exhaustion.

Prayer

3rd-level enchantment


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

You chant a loud prayer, invoking your deity’s favour. For the duration, when creatures of your choice within 30 feet of you make an attack roll, ability check, saving throw or damage roll, they can roll 1d4 and add its result to the roll.

Psionic Blast

3rd-level evocation


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

You unleash a destructive wave of mental power in a 30-foot cone. Each creature in that area must make a Dexterity saving throw. A creature takes 5d8 force damage, is pushed 20 feet directly away from you and knocked prone on a failed save, or half as much damage on a successful one, and isn’t pushed back and knocked prone.

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.

Searing Light

3rd-level evocation


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

You direct a white-hot beam of holy light at a single target that you can see within range. Make a ranged spell attack. On a hit, the beam burns the target for 4d8 radiant damage and if it's a creature, the creature must succeed on a Constitution saving throw, or be blinded until the start of your next turn. If the creature is a fiend or undead, a successful hit deals 6d8 radiant damage.

If the beam passes through darkness created by a spell of 3rd level or lower, the darkness 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.

Veilstrike

3rd-level evocation (Rift Mage only)


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

You recreate your own hand from the essence of the Far Realm, which manifests as a huge, spectral fist that smashes nearby creatures to the ground, before disappearing.

Each creature within a 15-foot cube centred on a point you can see within range must make a Strength saving throw. A creature takes 6d8 force damage and is knocked prone on a failed save, or takes half as much damage and isn't knocked prone on a successful one.

At higher levels. When you cast this spell using a spell

slot of 4th level or higher, for each slot level above 3rd, 1 affected creature of your choice that failed the save has disadvantage on attack rolls until the end of its next turn.

Visage of the Deity

3rd-level transmutation


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

You invoke the power of your deity. For the duration, you have advantage on Charisma checks and Charisma saving throws, and gain resistance, based on your alignment.

  • If your alignment is good, you gain resistance to necrotic damage
  • If your alignment is neutral, you gain resistance to lightning damage
  • If your alignment is evil, you gain resistance to radiant damage.

Winter’s Ward

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Up to 8 hours

A faint, shimmering blue-white energy encases your body, granting you strong protection from cold damage and the effects of cold temperatures.

The ward has a number of hit points equal to 20 + 2 × your caster level. For the duration, each time you take cold damage, the ward absorbs the damage instead. When the ward’s hit points are reduced to 0 the spell ends early for you. You take any excess damage not absorbed by the ward.

In addition, for the duration, you have advantage on Cold Exposure and Long Rest checks, and if the cold causes you to lose Hit Dice, you lose half the number of Hit Dice you would have lost (minimum 1).

4th-Level

Assay Spell Resistance

4th-level abjuration


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

Your spells become more effective at breaching the spell defences of a single creature that you can see within range. For the next minute, you gain a +10 bonus to Spell Penetration checks you make against the creature’s Spell Resistance.

This spell requires no Spell Penetration check.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, 1 additional creature can be affected for each slot level above 4th.

Armour of the Veil

4th-level abjuration (Rift Mage only)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Up to 1 minute

You draw the Veil tight around you, visible as a shimmering, greenish globe. The sphere increases your Armour Class by 3, and acts as a defensive sponge that absorbs damage.

The armour has a number of hit points equal to 10 + 4 × your Rift Mage level. For the duration, each time you take damage, the armour absorbs the damage instead. When the armour’s hit points are reduced to 0 the spell ends early for you. You take any excess damage not absorbed by the armour.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, for each slot level above 5th, the armour has an additional 10 hit points.

Aura of Shade

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 8 hours

Shadows curl around you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centred on you. Creatures of your choice in the aura have resistance to cold damage, and are immune to the effects of cold temperatures. In addition, you can use a bonus action to deal cold damage equal to half your level + your spellcasting ability modifier to 1 creature in the aura.

Ego Whip

4th-level enchantment


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

You lash the mind of a creature you can see within range, filling it with despair. The creature must make a Wisdom saving throw. On a fail, it has disadvantage on ability checks and can’t cast spells. At the end of each of its turns, the creature can make another Wisdom saving throw. On a success, the spell ends.

Frostburn

4th-level evocation


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

Your very touch channels intense cold energy through a creature. Make a melee spell attack. On a hit, the creature takes 7d10 cold (frostburn) damage. In addition, the creature must succeed on a Constitution saving throw, or contract creeping frost.

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

Hordriss’s Ice Bolt

4th-level evocation


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

You slam a creature that you can see within range with a heavy, pointed bolt of ice. The creature must make a Dexterity saving throw. The creature takes 5d8

bludgeoning + 5d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save is knocked prone if size Medium or smaller.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d8 for each slot level above 4th.

Martyr’s Shield

4th-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute

You call on your deity to deliver justice. For the duration, when a creature hits you with a melee attack, the creature takes the same amount of damage from its attack as you do.

Snowsong

4th-level enchantment


  • Casting Time: 1 action
  • Range: Self (20 feet)
  • Components: V
  • Duration: Concentration, up to 1 minute

You fill the area, which remains centred on you, with soft snowfall that melts and evaporates on contact with anything solid. When you cast the spell, you choose up to 3 creatures to be affected, which can't be constructs. An affected creature only benefits from the spell's effects whilst inside the area.

An affected creature hears a soft, lilting song that bolsters its spirits and confidence. As the snow strikes its body, the snow melts and washes away scars, wounds, and filth. A creature that can't hear is unaffected.

For the duration, an affected creature gains the benefits of half cover, and has advantage on saving throws against spells. In addition, an affected creature that is conscious regains 1d4 hit points at the start of each of its turns. Furthermore, an affected creature has advantage on Death saving throws.

Wall of Gloom

4th-level abjuration


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

A barrier of ominous darkness appears from the shadows at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose, so long as it makes one continuous path along the ground.

The wall lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall (its choice) and must make a Wisdom saving throw. The creature takes 3d12 psychic damage on a failed save, or half as much damage on a successful one.

A creature that attempts to walk through the wall must make a Wisdom saving throw. The creature takes 3d12 psychic damage on a failed save and fails to pass through the wall. On a successful save, the creature takes half the damage and walks through the wall unhindered.

The wall is made of magical darkness.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.

5th-Level

Abolition

5th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 2 subsequent turns

You channel devastating energy that rends flesh, vaporises fluids and disintegrates the bone and matter of a single creature that you can see within range.

A 5-foot-wide line of air between the two of you whips about in a howling gale. This space becomes difficult terrain.

The creature takes 4d6 force damage and must make a Wisdom saving throw. On a success, the spell ends. On a fail, and for the duration, the creature is restrained and can't move or be moved, magically or otherwise.

On your next turn, you use your action to deal 6d6 force damage. The creature may make another Wisdom saving throw, taking half damage on a success. The spell ends early if you use your action to do something else.

On your next turn, you use your action to deal 12d6 force damage, at which point the spell ends. The creature may make another Wisdom saving throw, taking half damage on a success. If the creature’s hit points are reduced to 0 by this spell, it's killed instantly, reduced to dust.

Once the spell is in effect, you don't need to be able to see the creature, but total cover placed between you and the creature ends the spell.

Boreal Wind

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A strong blast of arctic air forming a straight line 20 feet wide, 20 feet high and 100 feet long, blasts out from you in a direction you choose.

The boreal wind extinguishes all candles, torches, and similar protected or unprotected flames in its area.

Large fires (such as bonfires, a blacksmith’s coals, or even a house fire) in its area have a 50% chance of being extinguished. Fires larger than these are unaffected.

A creature takes 5d6 cold damage the first time it is caught in the boreal wind's area. A creature that starts its turn inside the boreal wind's area must succeed on a Strength saving throw, or be pushed away from you in a straight line. The distance a creature is pushed away depends on its size, as per the table below:

Creature Size Distance Pushed Back
Tiny, Small 50 feet
Medium 45 feet
Large 35 feet
Huge 30 feet
Gargantuan 25 feet

A boreal wind can do anything a sudden blast of wind would be expected to do. Ranged weapon attacks can't pass through the boreal wind.

Once, on each of your turns for the duration, you can use an action to cause the wind to change direction.

Capture Soul / Ersatz

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a soul crystal, which must be in your hand)
  • Duration: Special

When you cast this spell, you choose either the capture soul or ersatz effect.

Capture Soul. You attempt to create a flawed clone of the soul of a single creature that you can see. The creature must have a soul – which must also be within range – and its Challenge Rating can’t exceed 13. Make a Spell check, the DC of which equals 12 + the creature’s Challenge Rating. On a success, the spell replicates the soul of the creature and deposits this copy into the soul crystal.

The copied soul occupies one of the soul crystal’s 4 slots. If all 4 slots are occupied, the new copied soul occupies a slot determined at random (roll a d4) and overwrites the one already in that slot.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, you can add 2 to your Spell check for each slot used above 5th.

Ersatz. You conjure a creature using the copy of its soul, stored within a soul crystal in your hand. The spell slot required depends on the Challenge Rating of the creature copied.

Challenge Rating Minimum Spell Slot
Up to 5 5th
6-7 6th
8-9 7th
10-11 8th
12-13 9th

A flawed copy of the creature appears in an unoccupied spot that you can see within range. The conjured creature is under your control and disappears after 1 minute. It follows your telepathic instructions (no action required) but can’t communicate. The creature is otherwise a precise replica of the original creature, as at the time its soul was captured. It has the abilities and spells the original had, but is devoid of personality. Magical items it carried when its soul was cloned are not magical for the conjured creature, and it lacks any legendary actions and legendary resistance the original creature may have had.

Each time you cast this spell, roll a d6. On a 1, the conjuring is still successful but the captured soul dissolves from the soul crystal.

Energy Barrier

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a carnelian, worth at least 50 gp, which is consumed)
  • Duration: Instantaneous

You create an opaque, dark purple barrier of humming energy that is immune to all damage. You can make the barrier up to 20 feet high and 60 feet wide; in all cases the barrier is 1-foot deep. The barrier emits dim light to 15 feet. Objects and creatures can pass through freely but take force damage equal to twice your level when doing so.

Only the dispel barrier and Mordenkainen’s disjunction spells dissolve this barrier.

Ravage Fiend

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a moonstone or silver pearl, worth at least 50 gp, which is consumed)
  • Duration: Instantaneous

This spell ignores a fiend’s Magic or Spell Resistance and blasts a single fiend you can see within range with righteous power. The fiend must make a Wisdom saving throw. The fiend takes 8d10 radiant damage on a failed save, or half as much damage on a successful one.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, you can target 1 additional fiend for each slot level above 5th.

Spell Shield

5th-level abjuration


  • Casting Time: 1 reaction, which you take when you are directly targeted by a spell
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You draw a fleeting curtain of the Weave about yourself to protect you from a spell that targets you. You are unaffected by a spell of 5th level or lower, even if the spell is cast using a higher level spell slot. If you're targeted by a spell of 6th to 9th level, you must make a Spell check. The DC is equal to 8 + the incoming spell’s level. On a success, the incoming spell has no effect on you; otherwise, it bypasses the shield.

Spell shield can't be counterspelled and disappears after the triggering spell resolves.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, you are unaffected by an incoming spell if its default level is less than or equal to the level of the spell slot you used.

Wall of Coldfire

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small vial of coldfire)
  • Duration: Concentration, up to 1 minute

You create a wall of coldfire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature contracts coldfire ruin and takes 5d6 coldfire damage. On a successful save, the creature takes half as much damage and doesn't contract coldfire ruin.

One side of the wall, selected by you when you cast this spell, deals 5d6 fire damage to each creature that ends its

turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

A creature that takes coldfire damage takes half as much damage again at the end of its turn after coldfire exposure ceases.

Coldfire ignores fire immunity and resistance; however cold immunity and resistance offer their usual protection.

Coldfire Ruin. When a creature contracts coldfire ruin, it begins turning into pure coldfire from the inside out. At the end of each of the creature’s next turns, it must make a Constitution saving throw. The creature’s Constitution score reduces by 1 on a failed save. When a creature succeeds three times, coldfire ruin ends. Constitution damage caused by coldfire ruin can only be reversed by greater restoration or a wish spell.

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.

6th-Level

Avatar

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 minute

You invoke your deity’s aid, temporarily becoming infused with a fragment of its might. You gain 30 temporary hit points, and for the duration, you have Spell Resistance (18), advantage on attack rolls, and are under the effects of the martyr’s shield spell.

Conditions already in effect on you, such as frightened or poisoned, are suppressed for the spell's duration. Additionally, until the start of your next turn, you are immune to all damage.

Dispel Barrier

6th-level abjuration


  • Casting Time: Special (ritual)
  • Range: 60 feet
  • Components: V, S, M (a deep blue spinel, worth at least 500 gp)
  • Duration: Instantaneous

Due to the nature of this spell, few wizards are willing to share it. You spend 1 hour on the ritual, attempting to dissolve an energy barrier or force barrier. Make a Spell check. The DC equals the Spell save DC of the barrier's creator. On a successful check, you dissolve the barrier.

You can choose to cast dispel barrier as a non-ritual spell, in which case it takes 1 action to cast. If cast in this way, the deep blue spinel is consumed, but you have advantage on the Spell check.

Drown

6th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an aquamarine, worth at least 500 gp)
  • Duration: Instantaneous

You create water in the lungs of a creature that you can see

within range. The creature must make a Constitution saving throw. On a successful save, the creature spends its next available reaction coughing up the water.

On a fail, the creature momentarily begins drowning. The creature gains a number of levels of exhaustion equal to 1d4 + half your proficiency bonus. In addition, the creature's Speed is reduced by 10 feet. This reduction ends when the creature finishes a long or short rest.

Creatures that don't require the use of lungs, such as constructs and undead, are unaffected.

Flesh to Ice

6th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small vial of coldfire)
  • Duration: Concentration, up to 1 minute

You attempt to turn a creature that you can see within range into an ice statue. If the target's body is made of flesh, the creature must make a Constitution saving throw.

On a successful save, the creature is unaffected. On a failed save, it is restrained as its flesh begins to freeze.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to ice and subjected to the petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the full minute, the creature is turned to ice until the effect is removed. Heat doesn't thaw out a frozen creature. Only the ice to flesh spell can return a frozen creature to its normal state.

Force Barrier

6th-level evocation


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (an amethyst gemstone, worth at least 100 gp, which is consumed)
  • Duration: Instantaneous

You create an opaque, dark purple barrier of humming energy that is immune to all damage. You can make the barrier up to 20 feet high and 60 feet wide; in all cases the barrier is 1-foot deep. The barrier emits dim light to 15 feet. It's not possible to visually discern between barriers created by this spell and the energy barrier spell.

No creature, object or spell can pass through the barrier, unless described as being able to pass through creations of force. You can end the barrier by spending 1 minute concentrating on it.

Only the dispel barrier and Mordenkainen’s disjunction spells dissolve this barrier.

Greater Haste

6th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the head of a silent princess flower, which is consumed in the casting)
  • Duration: Concentration, up to 10 minutes

Choose a willing creature that you can see within range. Until the spell ends, the creature's Speed is doubled and then increased by an additional 30 feet.

In addition, the creature gains a bonus to its Armour Class and Dexterity saving throws equal to your spellcasting ability modifier, and has advantage on Dexterity saving throws. Furthermore, the creature can take 1 additional action and 1 additional reaction on each of its turns. The action can only be used to take the Attack, Dash, Disengage, Dodge, Hide or Use an Object action.

Moreover, at the end of each of the creature's turns, if the creature isn't incapacitated, its initiative score increases by 1, potentially changing its position in the initiative order.

When the spell ends, the creature must make a Constitution saving throw against your Spell save DC. On a failed save, it can't move or take actions or reactions until after its next turn, as a wave of lethargy sweeps over it.

Mantle of the Icy Soul

6th-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a handful of ice or snow that must be pressed to the target’s body, and a deep blue spinel, worth 500 gp, which is consumed)
  • Duration: Instantaneous

You invoke polar spirits to bring about a permanent change to a willing creature.

The skin, hair, or scales of the creature subtly change colour to take on an icy blue tint, and its breath no longer condenses in cold temperatures.

The creature gains cold immunity and fire vulnerability (20), and must succeed on a DC 15 Wisdom saving throw when taking fire damage or be frightened until the end of its next turn. The creature is otherwise unchanged. The effects of this spell can be removed by a wish spell.

Mind Duel

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: M (a smoky quartz crystal, worth at least 50 gp, which is consumed)
  • Duration: Concentration, up to 1 minute

You target a creature that you can see within range that can cast a sorcerer or wizard spell. You duel mentally to syphon spell slots via a psychic link this spell establishes. The spell ends early if you or the creature travel to a different plane of existence that isn't the ethereal plane.

When you cast this spell, and again as a bonus action on each of your turns for the duration, you can make a contested Spell check against the creature. If you lose the first Spell check, the creature takes 4d12 psychic damage, and the spell ends early.

If you tie or win, roll 2d6. The creature loses the use of a sorcerer or wizard spell slot equal in level to the result of each d6. If the creature doesn’t have a spell slot of that level, it instead loses a spell slot of the next highest level it has. You regain 1 expended spell slot of up to the highest level you can cast, but this can’t exceed the highest of the levels of spell slots the creature loses the use of.

If the creature has no spell slots remaining, it must succeed on an Intelligence saving throw, or take 1d4 spellcasting ability damage. A creature recovers 1d4 ability

score damage when it finishes a long rest.

If you lose a subsequent contested Spell check, nothing happens. If, however, you lose 3 contested Spell checks, you lose 1 use of the highest level spell slot you have remaining, which is claimed by the Weave. The spell then ends and you must succeed on an Intelligence saving throw against the creature’s Spell Save DC, or take 4d12 psychic damage.

This spell can't be counterspelled, though the mind blank spell foils it.

Undead to Death

6th-level necromancy


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

A favourite of Kelemvor’s doomguides, this spell attempts to slay undead within a 30-foot radius. You can affect all undead creatures within range whose Challenge Rating is lower than or equal to 1d4 + your proficiency bonus. Each undead creature affected must succeed on a Wisdom saving throw or be destroyed.

At higher levels. When you cast this spell using a spell slot of 7th level or higher, the Challenge Rating of undead creatures you can affect when you cast this spell increases by 1 for each spell slot above 6th.

7th-Level

Arcane Singularity

7th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (any gemstone worth at least 50 gp, which is consumed)
  • Duration: Until the start of your next turn

You create a singularity of the Weave at a point that you can see within range. The singularity is incorporeal and invulnerable, and manifests as a pulsating 5-foot globe of howling, purplish-black energy suspended 15 feet in the air.

Each creature within 30 feet of the singularity must succeed on a Strength saving throw or be sucked towards it, with creatures entering a space adjacent to the globe. Those closest to the globe reach the globe first. Creatures size Gargantuan or larger have advantage on the save.

For the duration, an affected creature is deafened and restrained, and held in place as close to the globe as possible, noting a creature can't enter the space occupied by another creature. Casting a spell that includes a verbal component is impossible for an affected creature.

When the spell ends, the singularity implodes, and affected creatures take 7d10 force damage. Creatures size Medium or smaller land prone.

Avasculate

7th-level necromancy (also available to Death domain cleric)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a red spinel worth at least 100 gp, which is consumed)
  • Duration: Instantaneous

You shoot a black ray of necrotic energy from your

outstretched hand. Make a ranged spell attack. On a hit, the creature is stunned until the end of its next turn, and must succeed on a Constitution saving throw, or blood or other vital fluids are violently purged through the creature's skin. If the creature has 30 hit points or fewer remaining, it dies. Otherwise, it takes 12d10 necrotic damage instead.

Constructs and undead are unaffected.

Pull of the Beyond

7th-level evocation (Rift Mage only)


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

You create a cube centred on a point you can see within range. The sides of the cube can measure up to 40 feet. The area within this cube is filled with roiling energy from the Far Realm and crushing, debilitating telekinetic force.

No sound can be created within or pass through the area. Creatures and objects entirely inside the area are immune to thunder damage. Whilst entirely inside the area, a creature is deafened, has disadvantage on attack rolls, and is slowed (as per the slow spell). Casting a spell that includes a verbal component is impossible from there.

A creature that enters the area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 5d6 force damage on a failed save, or half as much damage on a successful one.

Leaving the area isn’t easy. To do so, a creature must occupy a space just inside the area’s edge, must still have movement available to step out of the area, and must succeed on a Strength check to do so (the DC is your Spell save DC). On a failed check, the creature is immediately forcibly pulled to the centre of the area (or as close as terrain or other obstructions allow).

Shield of the Archons

7th-level abjuration


  • Casting Time: 1 reaction, which you take upon taking damage
  • Range: Self
  • Components: V
  • Duration: Up to 1 minute

You call forth a brilliantly-illuminated mystic shield of divine energies that interposes itself between you and the cause of damage. This could be from a weapon attack, a spell, or even dragon breath. Once cast, the shield remains active for 1 minute.

For the duration, you may use your reaction to have the shield intercept and bear the brunt of damage. If used when taking damage from an attack, you take 0 damage.

If the cause of the damage requires you to make a saving throw, you have advantage on the save, taking half damage on a fail, and 0 damage on a success. The shield takes the half you don't. At all other times for the duration, the shield remains close to you, but dulls, leaving just a faint outline.

Each time the shield takes any damage, there is a chance it shatters, equal to 1 percent for each hit point of damage it takes. If the shield shatters, the spell ends early.

Withering Bolt

7th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet

  • Components: V, S
  • Duration: Instantaneous

You blast a tangling mass of rot at a creature that you can see within range. The creature must make a Dexterity saving throw. On a failed save, the creature takes 7d12 necrotic damage and is withered for 1 minute. While withered in this manner, the creature makes Strength, Dexterity and Constitution checks and saving throws with disadvantage. The creature takes half as much damage on a success and avoids the rest of the effects.

Aberrations, constructs and undead are unaffected.

8th-Level

Eviscerate

8th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

This infamous spell sends lethal, bluish-black necrotic energy arcing through the air to deliver a devastating blow on a single creature that you can see within range. The creature must make a Constitution saving throw. The creature takes 10d20 necrotic damage on a failed save, or half as much damage on a successful one.

Constructs are unaffected.

Spell Strike

8th-level abjuration


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

You launch a massive attack on the magical defences of a single target that you can see within range. For the duration, the target can't have advantage on saving throws against spells or magical effects, and its Magic Immunity and Spell Resistance, if any, are halved (rounded up).

In addition, spell strike ends up to two spell effects of 8th level or lower on the target, for example the stoneskin and haste spells. If the target is benefiting from more than two spell effects, the effects are determined in order of highest to lowest level.

This spell requires no Spell Penetration check.

9th-Level

Force Burn

9th-level evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S
  • Duration: Instantaneous

You outstretch your hand and unleash a phasing beam of purple light in a straight line, in a direction you choose. The line is 100 feet long and 5 feet wide. Each creature in the beam's path takes 3d10 force damage and must make a Dexterity saving throw.

A creature that fails the saving throw loses 1 use of its highest available spell slot up to 9th level, and takes 1d10 additional force damage for each level of the slot lost. If a creature fails the save by 10 or more, the creature also loses 1 use of its second highest available spell slot, and takes a further 1d6 force damage for each level of the slot

lost. A creature regains lost spell slots after it finishes a long rest.

Frostburn Eruption

9th-level evocation (Frostfell Seer only)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (10 ounces of coldfire)
  • Duration: Instantaneous

You cause a detonation of savage, otherworldly cold to blast out in a 30-foot radius sphere centred on a point you can see within range. Each creature in the blast area must make a Constitution saving throw. On a failed save, a creature is slowed until the end of its next turn and takes 24d6 points of cold (frostburn) damage. On a successful save, a creature takes half as much damage and isn't slowed.

Frostfell

9th-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a few drops of water and a blue sapphire, worth at least 1,000 gp, which is consumed)
  • Duration: Instantaneous

You designate a 60-foot radius cylinder area centred on a point that you can see within range to become an arctic environment for 1 hour. The temperature in the area immediately drops to -100 degrees Celsius.

Water in the area instantly turns to ice, and earth becomes everfrost, to a depth of 50 feet, making burrowing impossible. Air inside the area freezes, resulting in a mighty snowstorm, causing the area to become heavily obscured for the duration. Unprotected flames are extinguished. Magical and protected flames flicker wildly and have a 50 percent chance of extinguishing. Objects in the area, including those held by creatures, are instantly covered in a thin layer of frost.

Snow accumulates on the ground inside the area to a depth of 5 feet and becomes difficult terrain for creatures size Huge and smaller.

A creature inside the area when the spell is cast must make a Constitution saving throw. A creature takes 12d8 cold (frostburn) damage on a failed save, and gains 2 levels of exhaustion. On a success, a creature takes half as much damage and gains 1 level of exhaustion. Creatures immune to cold don’t gain exhaustion.

When a creature enters the area for the first time on a turn, or ends its turn there, it takes 6d8 cold damage and must succeed on a Constitution saving throw or gain 1 level of exhaustion.

A creature inside the area has disadvantage on Concentration checks, and its flying Speed, if any, is halved. Casting a spell that includes a verbal component is impossible in the area.

Each time a creature in the area moves and relies on sight to navigate, it must succeed on a DC 15 Survival check to move in the direction it intends, otherwise it instead moves in a random direction.

Implosion

9th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet

  • Components: V, S
  • Duration: Concentration, up to 3 rounds

You create a destructive resonance in a corporeal creature’s body that you can see within range. The creature must succeed on a Constitution saving throw or drop to 0 hit points. On each of your next 2 turns, you can use your action to target a different creature that you can see within range. A creature can't be targeted twice.

Level Drain

9th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (star rubies, worth at least 2,000 gp, which are consumed)
  • Duration: Instantaneous

You target a single creature that you can see within range. Make a ranged spell attack. On a hit, you extract the creature’s living essence, which makes a primal howling noise as it becomes one with the Weave.

The creature takes 9d10 force damage and must succeed at a Constitution saving throw or lose 2 character levels (or twice that number of Hit Dice).

Constructs and undead are unaffected. Only a wish spell can reverse the level loss.

Mark of the Rift

9th-level conjuration (Rift Mage only)


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

You tear open a rift, disrupting the Weave and briefly sundering the Veil, exposing affected enemies to the raw, burning green energy of the Far Realm and inflicting massive damage.

You designate a 30-foot radius sphere centred on a point that you can see within range in which to tear the Veil. Creatures inside the area when you cast the spell must make a Strength and a Wisdom saving throw.

On a failed Strength save, a creature is grappled until the start of its next turn. A creature that fails its Wisdom save is disjoined from the Weave for as long as it remains in the area. Whilst disjoined, it can't cast spells or use magic items or abilities.

When a creature enters the area for the first time on a turn or starts its turn there, it immediately takes 10d10 force damage, and must make a Strength and a Wisdom saving throw, suffering the above effects on failed saves.

Nonmagical objects outside the area when the spell is cast can't enter the area, and antimagic field can't affect the area. The rift can't be dispelled by dispel magic that is cast using a spell slot lower than 9th level.

The rift shuts with a popping sound when the spell ends.

Mordenkainen's Disjunction

9th-level abjuration


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

An off-key chime sounds as you send forth a rippling wave of dead Weave, creating an invisible, immobile 20-foot

sphere where, for the duration, all magic fails. Any spell of 9th-level or lower in the area ends immediately.

All creatures inside the area except you, and any creature that subsequently enters the area, must succeed on an Intelligence saving throw or become disjoined from the Weave for the duration.

A disjoined creature can't cast spells or use magical abilities, and its attunement to any magic items ends. At the end of each of its turns, provided the creature isn't inside the area, the creature can make another Intelligence saving throw. On a success, the creature rejoins with the Weave.

Unattended magic items in the area must succeed on a saving throw against your Spell save DC, as per the below table, or lose all magical properties until the spell ends.

Magic Item Rarity Saving Throw Bonus
Common +3
Uncommon +6
Rare +9
Very rare +12
Legendary +15

If you maintain your concentration on this spell for the full duration, affected magic items remain mundane permanently.

This spell ignores Spell Resistance and is unaffected by spells such as dispel magic and antimagic field. Artefacts and deities are unaffected by this spell.

When your concentration ends, you must make an Intelligence saving throw against your own Spell save DC. On a failed save, you become disjoined from the Weave until you finish a long rest.

Wail of the Banshee

9th-level necromancy


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

This terrifying spell emits a dreadful, soul-chilling scream.

Each creature within a 30-foot radius, excluding you, takes 1d4 × 10 psychic damage and must make a Constitution saving throw. On a success, the creature suffers no further effect.

On a failed save, if the creature has 50 hit points or fewer, it dies. If the creature has 51 or more hit points, it takes 9d6 necrotic damage and its hit point maximum also reduces by this amount. This hit point maximum reduction lasts until the creature finishes a long rest.

Constructs, undead and creatures that can’t hear are unaffected.

Hordriss the Confuser

Doubtless researching his ice bolt spell

Candlekeep's Famous Library

Located on the Sword Coast, this is considered by many to be Faerûn's centre of all things Arcana!

Spiritual Weapon

Now requires concentration.

Amends to Official Spells

Revivify

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a creature that has died within the last minute as a result of failing three Death saving throws. Make a Resurrection check. On a success, you allow the creature’s departing soul to return to its dead body, if it wishes, before it leaves whatever plane of existence it is on. The creature returns to life by a thread and has its third Death save fail undone.

This spell can’t restore any missing body parts and has no effect on a living creature.

Leomund's Tiny Hut (or Igloo!)

Now requires a gemstone worth at least 50 gp, which the spell consumes.

Wall of Force and Forcecage

Are no longer invulnerable. These force creations have an Armour Class of 20 and are immune to poison, psychic, and nonmagical bludgeoning, piercing and slashing damage. Each time the creation takes 25 hit points of damage on a turn (30 for forcecage), the caster of these spells must succeed on a Spell check to maintain the creation. The DC begins at 5, rising by 5 for each subsequent check. These spells end early if the caster fails the check.

Mordenkainen's Sword

Is now a 5th level spell.

Finger of Death

7th-level necromancy


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

You send negative energy coursing through a creature that

you can see within range, causing it searing pain. The creature must make a Constitution saving throw. It takes 7d8 + 50 necrotic damage on a failed save, or half as much damage on a successful one.

If the necrotic damage caused by this spell reduces a creature’s hit points to 0, it is slain instantly.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your orders to the best of its ability.

Blade of Disaster

Doesn't require concentration, and Spell checks to dispel the blade have disadvantage.

Time Stop

9th-level transmutation


  • Casting Time: 1 action (or reaction)
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You can cast this spell as an action on your turn, or as a reaction when you are hit by an attack or fail a Dexterity saving throw. You briefly stop the flow of time for everything and everyone but deities and yourself.

Action. You immediately take 3 turns in a row, during which you can use actions and move as normal.

Reaction. You get out of harm's way, the attack misses you or you succeed on the saving throw instead, and you take 0 damage if you would have taken half damage. You then immediately take an extra turn.

When you take these extra turns:

  • Attack rolls you make have advantage, which can't be negated by disadvantage
  • Spells you cast can't be upcast, but still cost one spell slot higher than usual (for no extra benefit) and reconcile when time stop ends
  • Strength and Dexterity saving throws against your spells are made with disadvantage, which can't be negated by advantage.

This spell immediately ends if one of the actions you use during this period, or any effects that you create during this period, affects an object being worn or carried by someone other than you.

Spell Piercings and Protections

Spell Matrix
Protection Spell Dispel Magic Assay Spell Resistance Spell Strike Mordenkainen's Disjunction Purge Magic Single Target Spell Area of Effect Spell Dispel Barrier
Energy / Force Barrier Protects Protects Protects Dispels Dispels Protects Protects Cancels*
Globe of Invulnerability Cancels* Protects Dispels Dispels Dispels Protects* Protects* Protects
Shield of the Archons Dispels* Ignores Dispels Dispels Dispels Ignores/Protects Protects Ignores
Spell Shield Cancels Cancels Cancels^ Dispels Dispels Protects** Ignores Ignores
Spell Trap Protects Protects Protects Ignores Dispels Protects Ignores Ignores

*The incoming spell needs to be of a certain level, use a certain level slot, or succeed on a Spell check, to cancel or dispel, or ignore the protection spell.


**The protection spell may require a successful Spell check to cancel or protect.

Definitions

Cancels

The protection spell and incoming spell are both cancelled. This means the incoming spell removes the spell protection, but can't further affect the protected creature.

Dispels

The protection spell is dispelled by incoming spell. If applicable, the incoming spell may further affect the protected creature.

Lyndala, of the Triad

Prior to Avernum, Lyndala was once an adventurer, who fought the lich Sammaster, First Speaker of the Cult of the Dragon.

Ignores

The protection spell and incoming spell do not affect each other in any way. The protection spell remains, and the incoming spell takes ordinary effect.

Protects

The protection spell absorbs the incoming spell and the protection spell isn't removed. Depending on the protection spell, the incoming spell may reduce the protection spell's effectiveness or duration.

Higher Magic

None of the protection spells cancel or protect from incoming epic, legendary or mythic spells.

More Spells

Equals

More Fun

Finding you're constantly reverting to the same old spells each time you so much sniff a goblin, vampire or dragon? Beginning to find that spells are losing some of their magic? Ever wondered what spells earlier editions featured that sadly or inexplicably are absent from official 5th edition?

Look no further! This compendium covers all fifty-six homebrew spells I created, restored or revised from existing sources for my heroic players and villainous NPCs to throw around the dungeon at one another.



Cover Art: Jackson Tjota

In the hope that whether caster or the target, you enjoy these spells in game as much as I do.

 

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