Drict's Custom Spells

by TheTranMan

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Additional Spells

Level Spell School Conc. Ritual Class
0 Arcanist Grapnel Conjuration No No Artificer, Warlock, Wizard
0 Card Trick Transmutation No No Bard
0 Concealed Shot Illusion No No Artificer
0 Electric Arc Blade Evocation No No Artificer, Sorcerer, Warlock, Wizard
0 Eyes of Wrath Evocation No No Cleric
0 Havoc Fist Evocation No No Sorcerer
0 Grunge Spit Evocation No No Artificer, Sorcerer, Warlock, Wizard
0 Sorcerous Burst Evocation No No Sorcerer
0 Ventriloquism Illusion Yes No Bard, Sorcerer, Wizard
1 Accelerate/Decelerate Transmutation No No Artificer, Wizard
1 Arcane Weapon Transmutation Yes No Artificer
1 Clue Divination No Yes Artificer, Bard, Wizard
1 Fright Illusion Yes No Bard, Cleric, Wizard
1 Frostwave Evocation No No Sorcerer
1 Lightning Jolt Evocation Yes No Sorcerer, Warlock, Wizard
1 Necrotic Bolt Necromancy No No Cleric, Warlock, Wizard
1 Nessumontu's Bone Darts Necromancy No No Wizard
1 Phantom Cowl Transmutation Yes No Bard, Sorcerer, Wizard
1 Serpent Missile Evocation No No Sorcerer, Warlock, Wizard
1 Static Squall Evocation No No Sorcerer
1 Tentacle Pull Conjuration No No Sorcerer, Warlock
1 Tongues of Flame Evocation No No Sorcerer, Wizard
1 Yuck Touch Conjuration No No Artificer, Druid, Sorcerer, Warlock
2 Black-Barbed Curse Conjuration Yes No Artificer, Druid, Ranger, Warlock
2 Black-Barbed Shield Abjuration Yes No Druid, Sorcerer, Warlock, Wizard
2 Jam Firearm Transmutation No No Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
2 Nessumontu's Bone Lance Necromancy No No Warlock, Wizard
2 Retributive Smite Evocation Yes No Paladin
2 Zapping Bolt Evocation No No Sorcerer, Warlock, Wizard
3 Ball Lightning Evocation No No Artificer, Sorcerer, Warlock, Wizard
3 Chaos Eruption Evocation No No Sorcerer
3 Elysium's Tears Conjuration No No Cleric
4 Black-Tar Ball Necromancy Yes No Sorcerer, Warlock, Wizard
4 Conjure Monstrosity Conjuration Yes No Druid, Warlock, Wizard
4 Lockjaw Necromancy Yes No Druid, Ranger, Wizard
4 Summon Monstrosity Conjuration Yes No Druid, Warlock, Wizard
4 Force Missiles Evocation No No Artificer, Sorcerer, Wizard
4 Lightning Leap Conjuration No No Sorcerer, Wizard
4 Nessumontu's Bone Wall Conjuration Yes No Wizard
4 Paraylze Necromancy Yes No Warlock, Wizard
Level Spell School Conc. Ritual Class
5 Conjure Ooze Conjuration Yes No Druid, Warlock, Wizard
5 Summon Ooze Conjuration Yes No Druid, Warlock, Wizard
5 Orb of Fire and Ice Evocation No No Druid, Sorcerer, Wizard
5 Wasting Desert Evocation Yes No Druid, Sorcerer, Wizard
6 Aquas to Acids Transmutation No No Druid, Sorcerer, Wizard
6 Blood to Blades Transmutation Yes No Sorcerer, Warlock, Wizard
6 Phenomenal Concert Conjuration No No Bard
7 Acid Storm Transmutation No No Sorcerer, Wizard
7 Aegis of Eternity Abjuration No No Cleric, Druid, Sorcerer, Wizard
7 Bluebeard's Boat in a Bottle Transmutation No No Wizard
8 Greater Contingency Evocation No No Wizard
8 Celestial Smiting Bolt Evocation No No Cleric
8 Mechanus Cannon Conjuration No No Wizard
9 Abyssal Fury Conjuration Yes No Warlock, Wizard
9 Celestial Host Conjuration No No Cleric
9 Conflagration Evocation Yes No Warlock, Wizard
9 Summon Phantom King Conjuration No No Wizard
9 One's Curse of Misfortune Enchantment No No Cleric

Personalizing Spells

Tasha's Cauldron of Everything pg. 116


Just as every performer lends their art a personal flair and every warrior asserts their fighting styles through the lens of their own training, so too can a spellcaster use magic to express their individuality. Regardless of what type of spellcaster you're playing, you can customize the cosmetic effects of your character's spells. Perhaps you wish the effects of your caster's spells. Perhaps you wish the effects of your caster's spells to appear in their favorite color, to suggest the training they received from a celestial mentor, or to exhibit their connection to a season of the year. The possibilities for how you might cosmetically customize your character's spells are endless. However, such alterations can't change the effects of a spell. They also can't make one spell seem like another---you can't, for example, make a magic missile look like a fireball.

It is required to still have the original name of the spell legible to read somewhere in the spell's name, for example:

Cantrips

Arcanist Grapnel

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Artificer, Warlock, Wizard

You conjure a 30-foot long chain and grappling hook made of magical steel which wraps around your arm. As part of the action to cast this spell, you shoot the grapnel at a creature or surface you can see within range. When you hit a creature equal to your size or larger, your grapnel pulls you to that target in a straight line. When you hit a surface within range (assuming the surface's AC is equal to its material, akin to the Object Armor Class in pg. 246 in the Dungeon Master's Guide), your grapnel pulls you to that target in a straight line. This movement is considered forced movement. On a hit, the target takes piercing damage equal 1d4 + your spellcasting ability modifier. After the grapnel hits and moves you up to your target, it disappears from you.

Cantrip Upgrade. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Card Trick

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: S, M (a deck of playing cards)
  • Duration: Up to 1 hour
  • Classes: Bard

This spell is a magical trick entertainers or magicians use to enchantingly flourish the most quintessential item for all casters: playing cards. You create one of the following magical effects within range:

  • You instantly draw a card of your choice from the deck. A creature can tell if you've done this with a passive or active Intelligence (Investigation) check against your Spell Save DC.
  • While touching a card, you can tell what the face-up result of the card is without needing to see it.
  • You can have up to all of the cards in the deck hover nearby within range. You can cause them to just hover, flurry, spin, anything you could malleably do in the space for 1 hour, or return them to the deck.
  • You can cause the image on a card animate, which can visualize small movies of your imagination upon the card for up to 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Alternatively, you can enchant your cards with cutting wind magic. As part of the same action you use to cast this spell, you can fling a card at a creature or object within 60 feet of you. You make a ranged spell attack against the target, on a hit, the target takes slashing damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the card.

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

Concealed Shot

Illusion Cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S, M (a firearm worth at least 1 sp)
  • Durations: 10 minutes
  • Classes: Artificer

You imbue the firearm used in the spell's casting with undetectable magic. The next time the firearm is shot within the duration, the attack's projectile is invisible while in flight, and the weapon gives off no noise. Muzzle flash doesn't appear from the barrel, and smoke doesn't billow from the powder, making it impossible to see or hear where the shot came from. Once the attack is made, whether it hits or misses, the spell then ends on the firearm.

Electric Arc Blade

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (A melee weapon worth at least 1 sp)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause lightning to jump to a creature you choose within 15 feet of the target, dealing 1d6 lightning damage.

Cantrip Upgrade. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 lightning damage and secondary damage deals an additional 1d6 lightning damage to their target. Both damage rolls increase by one die at 11th level (2d8 and 3d6), and 17th level (3d8 and 4d6)

Eyes of Wrath

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S (the motion of looking at a creature)
  • Duration: Instantaneous
  • Classes: Cleric

Twin beams of furious radiance erupt from your eyes, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can't take the Hide action, as it also sheds bright light in a 5-foot radius and dim light for an additional 5 feet, until the start of your next turn.

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

Finger Guns

Evocation Cantrip


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

You extend your forefinger and thumb, making an eyyy noise and producing a dangerous gesture mimicking a gun. You can make a ranged spell attack against one creature you can see within range. On a hit, you deal 1d8 force damage.

Havoc Fist

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer

You empower your hand with destructive chaotic energy and clench it into your palm, forming a fist. You strike out with this confluence of power at one creature within 5 feet of you. Make a Melee Spell Attack against a target within range. On a hit, the target takes 1d10 damage. The number rolled on that die determines the attack's damage type, as shown below:

d10 Damage Type
1 Bludgeoning
2 Necrotic
3 Psychic
4 Fire
5 Lightning
6 Thunder
7 Acid
8 Cold
9 Radiant
10 Force

Cantrip Upgrade. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

If you roll the same number on any two of the d10's, magic shockwaves from the target and damages one different creature of your choice that you can see within 5 feet of the target. The second creature takes 1d10 plus your spell-casting ability mod amount of damage, which type was the number rolled in the chart to create the shockwave.

Grunge Spit

Evocation Cantrip


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

You gargle your throat and spit a wad of black acidic liquid at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 acid damage immediately and 1 acid damage at the start of its next turn.

Cantrip Upgrade. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). The extra damage increases when you reach 5th level (2 on its turn), 11th level (3 on its turn), and 17th level (4 on its turn).

Sorcerous Blast

Evocation Cantrip


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

You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d6 damage. If you roll a 6 on a d6 for this spell, you can roll another d6, and add it to the damage. Whenever you cast this spell, the maximum number of these d6s you can add to the spell's damage equals your spellcasting ability modifier.

Choose one of those d6s. The number rolled on that die determines the damage type, as shown below.

1d6 Damage Type
1 Acid
2 Cold
3 Fire
4 Lightning
5 Psychic
6 Force

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

Ventriloquism

Illusion Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small cone of parchment)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Sorcerer, Wizard

This spell allows you to make it sound as if your voice seems to originate from another location, such as another creature, a statue, or behind a door. The effect must occur within range, and you can mimic up to four additional voices or sounds, although not simultaneously. You are limited to the languages you speak and other simple sounds that can be reproduced such as screams, banging on wooden objects, or even footsteps. A creature hearing the sound can take an action to focus on it, and make a successful Wisdom (Insight) check against your Spell Save DC to discover the ruse.

1st-Level

Accelerate/Decelerate

1st-Level Transmutation (Chronomancy)


  • Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you is hit with an attack
  • Range: 30 feet
  • Components: V, S, M (a drop of oil)
  • Duration: Instantaneous
  • Classes: Artificer, Wizard

This spell speeds up or slows down an attack before it strikes, lessening or multiplaying its force.

Accelerate. Increase the damage the target takes by 1d6 + your Spellcasting modifier.

Decelerate. Reduce the damage the target takes by 1d6 + your Spellcasting modifier.

Arcane Weapon

1st-Level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer

You channel arcane energy into one weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

As a bonus action, you can change the damage type, choosing from the options above.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

Clue

1st-Level Divination (Ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a magnifying glass)
  • Duration: 1 hour
  • Classes: Artificer, Bard, Wizard

When you cast this spell, all fingerprints and footprints within a 30-foot radius of a point you touch become highlighted and glow faintly for the duration. At the time of casting, choose any period of time up to the last 10 days to the present; only footprints and fingerprints left within that time will be highlighted. Each creature whose fingerprints or fingerprints are detected by the spell is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects in the area will also leave colorful footprints and fingerprints, which might reveal the presence of active invisible creatures in the area.

Fright

1st-Level Illusion


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

You project a horrid image into the mind of who you touch. When you cast this spell, you make a melee spell attack against a creature within your reach. On a hit, the target must make a successful Wisdom saving throw, or drop whatever it is holding and become frightened for the duration of the spell.

While frightened, the creature must take the Dash action and move away from the caster on each of its turns, unless there is nowhere to move. The creature makes another Wisdom saving throw at the end of each of its turns. On a successful saving throw, the spell ends.

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

Frostwave

1st-level Evocation


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

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

A creature submerged or drenched in liquids is frozen if they take any cold damage, and must make use an action on their turns to attempt to break out.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

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

Frozen Condition

A creature is considered restrained while frozen. They can only spend an action on each of their turns to make a Strength check DC = 10 or the spellcaster's Spell Save DC. They also can't take reactions. While frozen, they are vulnerable to bludgeoning damage. If they take bludgeoning or fire damage, they are no longer Frozen.

Lightning Jolt

1st-Level Evocation


  • Casting Time: 1 action
  • Range; 30 feet
  • Components: V, S, M (a piece of fulgurite)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

Blueish-white lightning streaks out from your extended fingertips towards a creature within range, causing their muscles to seize up.

Make a ranged attack against that creature, on a hit, the target takes 2d6 lightning damage and is grappled. On each of your turns, you can use your action to deal 2d6 lightning damage to the target automatically and to maintain the grapple effect.

The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

The target can use an action to escape the grapple effect by making a Strength (Athletics) check against your spell save DC.

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

Necrotic Bolt

1st-Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric, Warlock, Wizard

An inky bolt of darkness streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 necrotic damage and a brief wave of enervation sweeps over the target. The target makes its next attack at disadvantage, assuming it occurs before the end of your next turn.

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

Nessumontu's Bone Darts

1st-Level Necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (one piece of a bone per dart)
  • Duration: Instantaneous
  • Classes: Wizard

A necromatic varaint of magic missile used by followers of Nessumontu, you hold three bones in your hand that animate and sharpen into darts that hover around your hand. Each dart strikes a creature of your choice that you can see within range, striking unerringly, dealing 1d6 necrotic damage to the target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more bone dart for each level above 1st, assuming you have enough material components.

Phantom Cowl

1st-Level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S (putting on a cloak)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

You cover yourself with a wreath of shadowy fibers, which bear the symbol of the Phantom King. For the duration, you have advantage on Dexterity (Stealth) checks when you hide in darkness or dim light.

Seance

1st-level Enchantment (Ritual)


  • Casting Time: 1 minute
  • Range: Self (100-foot radius)
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Paladin

You and at least three willing creatures lock hands in a moment of meditation to conjure a spirit from the afterlife to answer your questions. Describe or name a creature that is familiar to you. If the creature’s soul is free and willing, it manifests as a ghostly specter. This spell fails if the spirit was the target of this spell within the last 10 days. Until the spell ends, you can ask up to three questions of the specter. The specter knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the specter is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. There is a 5% chance that this spell contacts the wrong spirit, one which will answer questions untruthfully or ambiguously.

Serpent Missile

1st-Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (one snake scale or fang per missile)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

This is a variation of the popular magic missile spell. You create three green glowing missiles like stiff snakes. Each missile strikes a target of your choice you can see within range. The missiles can target two different creatures. Each missile deals 2d4 poison damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one additional missile for each slot level above 1st, assuming you have enough material components.

Static Squall

1st-level Evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cube)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer

You wreak havoc with a discharge of electrical currents. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d10 Lightning damage and has disadvantage on the next Strength or Dexterity saving throw it makes. On a successful save, the creature takes half as much damage and doesn't have disadvantage on their next save. In addition, creatures have disadvantage on their saving throw if the creature is obscured by any form of gas, fog, or mist like a fog cloud spell.

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

Tentacle Pull

1st-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bit of dried flesh from a creature with tentacles)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock

You create an incorporeal tentacle that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, you deal 1d8 bludgeoning damage and the creature is grappled (escape DC is your spell save DC). You can spend a bonus action to pull a grappled creature up to 10 feet closer to you. You can only have one creature at a time grappled with this spell until higher levels.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and you can target and grapple 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Tongues of Flame

1st-Level Evocation


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

A flaming variant of magic missile used by elementals, you create four fiery darts that hover around your hand. Each dart strikes a creature of your choice that you can see within range, striking unerringly, dealing 1d4 fire damage to the target.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the spell creates one more fiery dart for each slot level above 1st.

Yuck Touch

1st-level Conjuration


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

You reach out with a hand covered in slime at a target within range. Make a melee spell attack against the target. On a hit, the target takes 2d6 acid damage and it is restrained until the end of its next turn.

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

2nd-Level

Black-Barbed Curse

2nd-Level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a black rose)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Druid, Ranger, Warlock

One creature within range of your choice becomes strapped in magical vines which protrude thorns. The target must make a Strength saving throw or take 1d10 piercing damage and have its speed reduced by half, or half as much damage if successful and not have its speed reduced. This damage is considered magical for the purposes of overcoming resistance or immunity.

At the end of each of its turns, it repeats the saving throw or suffer its initial effect. On any success including on the initial save, the creature breaks free and the spell ends. A remove curse also ends this spell.

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

Black-Barbed Shield

2nd-Level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small clump of brambles)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Sorcerer, Warlock, Wizard

You become wreathed in armor made of tough brambles. Your AC can't be less than 14, regardless of what kind of armor you're wearing.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield counters the attack with thorns. The attacker takes 1d6 piercing damage. If the shield's piercing damage exceeds the creature's damage with its initial attack, the damage is negated.

Jam Firearm

2nd-level Transmutation


  • Casting Time: 1 reaction, which you take when a creature you can see within range attacks with a firearm
  • Range: 120 feet
  • Components: V, S, M (a pinch of wet gunpowder)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

The firearm you target jams upon firing. The attack misses as if the creature rolled a 1, and the firearm jams.

Nessumontu's Bone Lance

2nd-Level Necromancy


  • Casting Time: 1 action
  • Range: Self (30-feet line)
  • Components: V, S, M (a skeleton's hand)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard

A surging lance of sharpened bones conjures forward in a 30-foot long and 5-feet wide line, which emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 4d8 Piercing damage and is pushed 15 feet away. On a successful save, a creature takes half as much damage and isn't pushed.

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.

Retributive Smite

2nd-level Evocation


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

Your weapon twitches at the sign of hostility while you concentrate on this power. When you are targeted by an attack roll from a creature within reach, you can spend your reaction to launch a fearsome attack. This attack deals an extra 2d8 psychic damage, and the spell ends.

Zapping Bolt

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You direct a crackling bolt of electricity at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d12 lightning damage.

If the attack roll scores a critical hit, the target flops prone and must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.

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

3rd-Level

Ball Lightning

3rd-Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You create four spheres of crackling electricity. Each sphere can be flung to a point within range and bursts in a 10-foot radius. A creature in a bursted area must make a Dexterity saving throw or take 1d12 lightning damage on a failed save, or half as much on a successful save. A creature affected by two or more areas of burst don't make more than one save, they just take an additional 1d12 damage per area of burst.

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

Chaos Eruption

3rd-Level Evocation


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

You summon forth a magical explosion in a 20-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, each creature in the sphere takes 5d8 damage. On a successful save, a creature takes half as much damage.

Choose one of those d8s. The number rolled on that die determines the damage type, and a condition that's applied to each creature that failed the save, as shown below. A creature has that condition until the end of your next turn.

1d8 Damage Type Condition
1 Acid Frightened
2 Cold Prone
3 Fire Blinded
4 Force Dazed
5 Lightning Incapacitated
6 Poison Poisoned
7 Psychic Charmed
8 Thunder Deafened

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d8 for each slot level above 3rd.

Elysium's Tears

3rd-Level Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a symbol of celestial virtue, such as an angel's feather or a holy symbol)
  • Duration: Instantaneous
  • Classes: Cleric

You call down streams of celestial fire from the heavens to blast your foe at a point within range. Each creature within 10-feet of that area must make a Constitution saving throw or take 6d6 radiant damage or half as much damage on a successful save.

A target has disadvantage on the saving throw if it is considered a fiend or undead.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d6 radiant and 1d6 fire damage for each slot level above 3rd.

4th-Level

Black-Tar Ball

4th-Level Necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (an oily black marble)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You hurl a globule of gooey tar-like shadows at a point you can see within range. The globule smears itself in an explosion centered on the point, extending shadows in every direction of a 20-foot radius. All creatures in the area must succeed on a Strength saving throw or take 6d6 necrotic damage and become restrained by sticky tar, or take half as much damage on a success and isn't restrained.

A creature can spend an action to make a Strength (Athletics) check against your Spell Save DC to escape the restraining tar. On a success, it frees itself. The ground where the black tar effects is considered difficult terrain.

The tar is flammable. Any 5-foot cube of tar on the ground exposed to fire burns away up to the spell's duration, dealing 1d4 fire damage to any creature that starts its turn in the fire.

Conjure Monstrosity

4th-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of bone or fur, or a coin)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Warlock, Wizard

You summon monstrosities that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears:

  • One monstrosity of challenge rating 3 or lower
  • Two monstrosities of challenge rating 2 or lower
  • Four monstrosities of challenge rating 1 or lower
  • Eight monstrosities of challenge rating 1/2 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands (such as attack, guard, etc.) that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Lockjaw

4th-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a tooth)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger, Wizard

You target a creature that has a mouth or skull. The creature must succeed on a Wisdom saving throw or have their jaw clenched shut. While their jaw is shut, the creature is unable to make any Bite attack it might be capable of, cannot cast spells with a verbal component, can't speak, nor can't activate abilities that needs them to open their mouth such as a Dragon's breath weapon. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns, ending the spell on a successful save.

Paralyze

4th-Level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a ghoul's talon)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

You touch a creature, and that creature must succeed on a Constitution saving throw or become paralyzed for the duration of the spell. This spell has no effect on undead or constructs.

Summon Monstrosity

4th-level Conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a bit of bone from a monster worth at least 400 gp)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Warlock, Wizard

You call forth the spirit of a monstrosity. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Monstrous Spirit stat block. When you cast the spell, choose Abomination, Chimera, or Mimic. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.


Monstrous Spirit

Large monstrosity


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 45 + 15 for each spell level above 4th
  • Speed 40 ft.; burrow 40 ft. (Abomination only); fly 40 ft. (Chimera only); climb 40 ft. (Mimic only)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 2 (-4) 12 (+1) 8 (-1)

  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands the languages you speak
  • Challenge --- Proficiency Bonus equals your bonus

Shapechanger (Mimic Only): The monstrosity can use its action to Polymorph into an object or back into its true, amorphous form. Its Statistics are the same in each form. Any Equipment it is wearing or carrying isn 't transformed. While the monstrosity remains motionless, it is indistinguishable from an ordinary object.

Actions

Multiattack. The monstrosity makes a number of attacks equal to half this spell's level (rounded down).

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.

Brutal Slam (Abomination Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 4 + the spell's level bludgeoning damage. The target must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Chimeric Breath (Chimera Only, 1/Day). The monstrosity pukes a caustic spray of acid in a 15-foot cone. Each creature caught in the cone must make a Dexterity saving throw or take 2d8 + this spell's level acid damage on a failed save, or half as much damage on a successful one.

Force Missiles

4th-Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

You conjure five projectiles of pure magical force. Each can be sent to a point within range, striking unerringly, even so far as to propel around corners if there is a clear path to the target that isn't behind total cover. Each creature within 5-feet of a targeted point must succeed on a Strength saving throw or take 2d4 + 2 force damage and be knocked prone. On a successful save, a target isn't knocked prone but still takes the full damage.

A creature that has the Shield spell can cast it when they are about to take the damage, and if they do so, they don't take the damage and aren't knocked prone.

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

Lightning Leap

4th-Level Conjuration


  • Casting Time: 1 action
  • Range: 100-foot line
  • Components: V, S, M
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

With a sudden flash, you transform yourself into a line of lightning, similar to that created by the lightning bolt spell. This line can be up to 100-feet long and is 5-feet wide, blasting from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d10 lighting damage on a failed save, or half as much damage on a successful one. You reappear in an unoccupied space at the end of the line.

Nessumontu's Wall of Bones

4th-Level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Wizard

You create a wall of surging bones on the ground you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), 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 wall.

The wall is an object made of bones that can be damaged and thus breached. Each 5-foot-square section has AC 10 and 20 hit points (immunity to poison & psychic damage, vulnerability to bludgeoning). Reducing a section to 0 hit points destroys it.

Until the spell ends, you can use an action to launch a lance of bones from one of the 5-foot-square sections of the wall. In a direction of your choice originating from the wall, a 30-foot long and 5-foot wide lance of bones surges forward, each creature in that area must succeed on a Dexterity saving throw or take 4d8 Piercing damage, or half as much damage on a successful save. The wall where the lance originated from then is destroyed. If all walls are destroyed, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each wall section has 5 more hit points and the damage of the bone lance increases by 1d8 for each slot level above 4th.

5th-Level

Conjure Ooze

5th-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of slime or gooey substance such as honey or tree sap)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Warlock, Wizard

You summon oozes that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears:

  • One ooze of challenge rating 4 or lower
  • Two oozes of challenge rating 2 or lower
  • Four oozes of challenge rating 1 or lower
  • Eight oozes of challenge rating 1/2 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands (such as attack, guard, etc.) that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-level slot and three times as many with an 9th-level slot.

Summon Ooze

5th-level Conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a crystalline box containing former oozes worth at least 500 gp)
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Warlock, Wizard

You call forth the oozey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Ooze Spirit stat block. When you cast the spell, choose Corrosive, Cube, or Splitting. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.


Ooze Spirit

Large ooze


  • Armor Class 8 + the level of the spell (natural armor)
  • Hit Points 60 + 10 for each spell level above 5th
  • Speed 20 ft., climb 20 ft. (Splitting Only)

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 20 (+5) 2 (-4) 6 (-2) 5 (-3)

  • Damage Immunities acid
  • Condition Immunities grappled, paralyzed, restrained
  • Senses blindsight 60 ft., passive Perception 8
  • Languages understands the languages you speak
  • Challenge --- Proficiency Bonus equals your bonus

Amorphous (Corrosive and Splitting Only). The ooze can move through a space as narrow as 1 inch wide without squeezing.

Ooze Cube (Cube Only). The ooze takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful Strength check against your spell save DC, and the creature making the attempt takes 2d6 acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Corrosive Form (Corrosive Only). A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 1d8 acid damage. The ooze can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Spider Climb (Corrosive and Splitting Only). The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The ooze makes a number of attacks equal to half this spell's level (rounded down).

Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level bludgeoning damage + 1d8 acid damage.


Engulf (Cube Only). The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a Dexterity saving throw against your spell save DC.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 2d6 acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 4d6 acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a Strength check against your spell save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Reactions

Split (Splitting Only). When an ooze that is Medium or larger is subjected to damage, it splits into two new oozes if it has at least 10 Hit Points. Each new ooze has Hit Points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original ooze.

Orb of Fire and Ice

5th-Level Evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a bag of frozen sulfur)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You create two orbs, one of blazing fire and one of freezing ice. You hurl the two orbs at a creature you can see within range; make two ranged attack rolls, one for each orb in either order of your choice. On a hit with the fire orb, you deal 5d10 fire damage to the target. On a hit with the ice orb, you deal 5d10 cold damage to the target. When both orbs are hurled at the same target, and the first orb hits, the attack with the second orb has advantage on the attack roll against it.

Wasting Desert

5th-Level Evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a handful of sand and crushed grass)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

A 20-foot-radius sphere of slashing sands and burning winds conjures forth from the Lower Planes, centered on a point you choose within range.

The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Constitution saving throw or take 3d6 fire damage and 3d6 slashing damage and become blinded until the end of their next turn. The sphere's space is difficult terrain.

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

6th-Level

Aquas to Acids

6th-Level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a portion of tongue from a black dragon)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You force the chemical make-up of a living creature to change from normal liquid to a devastating acid. Choose one creature that isn't a construct, undead, or non-water elemental within range. The target must make a Constitution saving throw. It takes 10d8 acid damage on a failed save, or half as much on a successful save.

If damage from this spell kills a target, the target becomes a bubbling melted pool of itself.

Blood to Blades

6th-Level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a magnet)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

Magneton magic vibrates around one creature you can see within range that isn't a construct or undead (except for vampires). The target must make a Constitution saving throw. It takes 5d6 piercing damage on a failed save, or half as much damage on a successful save. If the target fails the saving throw, it has disadvantage on attack rolls and ability checks until the start of your next turn.

On a failed save, the target also bleeds for the spell's duration. At the end of each of its turns, the target repeats the saving throw. It takes 2d6 necrotic damage on a failed save, and the spell ends on a successful one.

Until the spell ends, you can use a bonus action on each of your subsequent turns to force the creature to make another Constitution saving throw vs. the initial effect.

Damage from this spell forces the target to spew one nonmagical metallic weapon equal to each 10 damage dealt. If damage kills a target, the target explodes into 1d10 more weapons.

___'s Phenomenal Concert

6th-level Conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a spreadsheet of music)
  • Duration: 24 hours
  • Classes: Bard

You invoke the quintessence of revelry to manifest a spot of pure entertainment. The area can be as small as a 30-foot cube or as large as a 90-foot cube. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.

The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

The entire entertaining area radiates magic and plays music of your choice. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

Bright Spotlights. You can fill any number of 5-foot squares on the ground with brilliant light, making them squares of bright light. In addition, any creature that enters the space must succeed on a Constitution against your spell save DC or become blinded as long as they remain in the spotlight. To a creature immune to this effect, the light acts like bright light still, but does not impose a Constitution save vs. blindness.

Seating Stands. You can fill any number of 5-foot squares on the ground that aren't filled with bright spotlights with seats (even with illusions of seated creatures which take the form of any humanoid).

Utilities & Feasting Tables. You can fill 5-foot squares that aren't filled with bright spotlights or seating stands with various utilities (such as really anything you'd find at a concert) and feasting tables (y'know for food and drink) which replenish their materials at the end of every minute. A creature that eats from the feasting tables must succeed on a Charisma saving throw against your spell save DC or become charmed by you as long as they remain in the concert area. While charmed, they see you as an idol and will even protect you with their lives and fight any hostile creature in the concert area, reluctant to chase after it if it leaves the concert area.

Hired Guards. You summon up to four guards in the area, causing them to appear from clothing. These guards have the same statistics as veterans, which appear in the Monster Manual, and they physically appear in any fashion you want them to. If any creature not immune to this effect enters the concert area, the guards fight until they have driven off or slain the intruders. The guards also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the guards do nothing. The guards can't leave the warded area. When the spell ends, the magic animating them disappears, and the clothing they originated from becomes inert.

Stage of Power. You fill a 20-foot by 10-foot square that isn't filled with seating stands or utilities/feasting tables. Creatures not immune to this effect feel the need to stay off the stage or alternatively, while within 30 feet of it, can be compelled to come on to the stage if you choose them to come onto the stage (no action required by you). The creature must succeed on a Charisma saving throw against your spell save DC or arrive on the podium and do any action you request of them as if using the suggestion spell. While you are on the stage, you have advantage on any Charisma check and saving throw, and your voice carries up to 300 feet away (your bardic inspirations also have their range increased by this effect). You cannot be shoved or forced off the stage by any means, magical or nonmagical.

7th-Level

Acid Storm

7th-Level Transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a vial of caustic acid)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

You place a noxious green cloud in a point within range. It appears as a cylinder that is 10-feet tall with a 40-foot radius, centered on a point you can see within range above you.

When you cast the spell, acid begins to rain in a cylinder directly beneath the cloud, and when the cylinders appear, each creature must make a Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one.

On a failure, nonmagical armor worn by creatures in the cylinder begin to melt. Upon each failure, they take a cumulative -2 penalty to their Armor Class. If this reduces the effective AC of nonmagical armor below 10, the armor is destroyed.

Aegis of Eternity

7th-Level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small cage of wrought crystal worth 500 gp)
  • Duration: 1 hour
  • Classes: Cleric, Druid, Sorcerer, Wizard

You become wreathed in planar crystalline shields that protect you from harm by placing your physical body in a chronomagical stasis. You become immune to damage from non-magical Bludgeoning, Piercing, and Slashing damage and your AC becomes 18 for the duration of the spell.

You also become immune to effects that would alter your Statistics or Age you for the duration of the spell.

Bluebeard's Boat in a Bottle

7th-Level Transmutation


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a fine 2-liter bottle enscribed with runes on the clasp that is worth 5,000 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Wizard

By means of this spell, a whole ship of which is measured equal to or smaller than 200 ft. by 100 ft. can magically shrunk down and stored away in a bottle. You target a ship (water vehicle) within range while pointing the mouth of the bottle towards it. Over the course of the 1 minute casting time, the ship and other objects magically become smaller until the hull of the ship is the last to shrink, in which case it teleports and fits inside the bottle. Creatures inside or on the interior of the ship are magically shunted out in random unoccupied spaces within 60 feet of you.

While the ship remains in the bottle, you can use an action and hold the bottle to conjure the ship. It appears in an unoccupied space within water within 60 feet of you, and the spell ends. If the spell ends in such a way, you can reclaim the bottle as if it wasn't consumed.

If the bottle is destroyed, the ship conjures itself in the space where the bottle broke.

At Higher Levels. When you cast this spell using a spell slot of 8th-level or higher, the spell can transform creatures inside or on the interior of the ship. At the start of their turns on a ship that's the target of this spell during its casting time, a creature must succeed on a Charisma saving throw. A willing creature can choose to fail this save, otherwise it must succeed on the Charisma saving throw against your Spell Save DC or become a miniature figurine that appears as it did in life, and become petrified, teleporting into the bottle with the ship at the end of the spell's casting time.

8th-Level

Celestial Smiting Bolt

8th-Level Evocation


  • Casting Time: 1 action
  • Range: 1,000 feet
  • Components: V, S, M (a pinch of white sand)
  • Duration: Instantaneous
  • Classes: Cleric

You create a bolt of Positive Energy drawn from the Positive Energy Plane and hurl it at a creature in range. The creature must make a Dexterity saving throw or take 12d10 radiant damage. The backlash of radiance when the target takes damage empowers friendly creatures within 30 feet of the target. Each friendly creature of your choice gains temporary hit points equal to half the damage suffered by the target.

Greater Contingency

8th-Level Evocation


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a statuette of yourself in carved ivory or a precious metal and decorated with gems worth at least 5,000 gp)
  • Duration: 30 days
  • Classes: Wizard

This spell functions exactly as a contingency spell, except (and as noted above) the contingent spell can be any spell of 7th leel or lower with a casting time of 1 action and that can target you.

Mechanus Cannon

8th-Level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an adamantine gear from the titular cannon on the plane of Mechanus, worth at least 1000 gp)
  • Duration: Instantaneous
  • Classes: Wizard

You choose a point within range, and then choose a direction from that point. A one-way portal to the axiomatic plane of Mechanus is torn open, revealing the mouth of an enormous cannon which fires a 200-foot long, 20-feet wide beam of energy in the direction you chose. All creatures in object within the area must succeed on a Dexterity saving throw or suffer 15d10 force damage and be affected by rigid axiomatic energy, or take half as much damage on a successful save and not be affected by axiomatic energy.

A creature is affected by axiomatic energy for 24 hours. Any attack made against them can forgo the roll, instead treating it as if they rolled a 10 on the d20 die.

All objects not worn or carried in the beam take double, maximized damage from the spell (300). Any object or item vaporizes when reduced to 0 HP, including magical items.

9th-Level

Abyssal Fury

9th-Level Conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a token of a demon lord from the Abyss, worth no less than 1000 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

You open a yawning fissure on the ground beneath a single creature you can see, dragging it into a pit of screaming, frothing demons. The fissure is of a size equal to the swallowed creature. The creature vanishes from your current Plane for as long as you concentrate, though the fissure remains open.

At the beginning of the target's turns, they take 5d8 slashing and 5d8 fire damage as they are ripped and burned by the claws of fiends. The creature may use its action to escape the abyss through the fissure by using an action ot make a Strength saving throw. Another creature adjacent to the fissure that is equal to or one size smaller than the target may use their action to allow the victim to make another saving throw as they attempt to drag them out of the the Abyss.

If the creature (or its corpse) is still in the fissure at the end of 1 minute, they immediately die regardless of current hit points and are condemned to the Abyss, and the fissure closes.

Celestial Host

9th-Level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a precious metal or gemstone symbol of a deity or powerful celestial entity worth at least 2500 gp, consumed in the casting)
  • Duration: 10 minutes
  • Classes: Cleric

You call forth a group of celestial beings to aid you in battle. You may summon one of the following groups:

  • 2 Planetars
  • 4 Devas
  • 3 Unicorns

These creatures act at the end of your turn and aid you with any task you ask of them, considering it's an action that would follow their alignment. When a creature dies or the duration is completed, they vanish.

Conflagration

9th-Level Evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a charred bone)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

You point a point within range. A 5-foot radius fissure emerges on the point and a greater daemon from the Abyss bursts up and creates a fountain of acidic flame. All targets within a 40-foot radius of the point become drenched in flesh-melting fire and must succeed on a Dexterity saving throw or take 5d6 acid damage and 5d6 fire damage, taking half as much damage on a successful saving throw. The greater daemon continues to spray acidic flame for the duration.

A creature that starts or ends its turn in the radius, or enters the radius for the first time on a turn must make a Dexterity saving throw or take 5d6 acid damage and 5d6 fire damage and catch on flesh-fire. On a successful save, they take half as much damage and aren't caught on flesh-fire.

While on flesh-fire, a target takes 1d6 acid damage and 1d6 fire damage at the end of its turns. Any acid or fire damage the target takes while on flesh-fire ignores resistance to its types of damage. The target may spend an action to make a Constitution check against your Spell Save DC to put out the flesh-fire, doing so on a successful check.

If the target is killed by this spell's damage, it is rendered into fine matty ash, that can only be restored to life through the effects of a true resurrection spell.

Summon Phantom King

It doesn't exist lol

One's Curse of Misfortune

9th-Level Enchantment


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S, M (a dice with only ones on every side)
  • Duration: Until dispelled
  • Classes: Cleric

You call forth the eternal deity of unfortunate fortune, of whom channels the power of all the misfortune of the universe and channels it into a single target you choose within range. The target must roll a d20, and they must roll a 1 on the die or become cursed by this spell.

While cursed by One's Curse of Misfortune, the creature has disadvantage on all Ability Checks, Saving Throws. If they roll a 1 on any Attack Roll they make, they must roll on the fumble table to see what bad effect occurs to them. Whenever the cursed creature casts a spell that forces saves on creatures, if any of those creatures roll a 1 on the d20 roll for their save, the cursed creature must immediately make a save against their own spell, and the creature that rolled a 1 on their save automatically succeeds and suffers no effects of the spell. If the cursed creature rolls a 1 on the d20 roll for their save; if it is an effect that deals damage they take double the amount of damage dealt; if it is an effect that has a duration longer than 1 minute, it lasts indefinitely and no longer requires concentration if it did.

A remove curse spell cast on the target causes the curse to spread to the caster, who then must roll a d20, and unless they roll a 1 on the dice, they also become cursed by this spell. Additionally remove curse fails, and only a wish spell can remove the curse.

 

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