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# Curly Fries' Assorted Spells: Vol. 1 While I am far more comfortable making classes and subclasses than I am writing spells, I have come up with an assortment of potentially cool spells for a variety of 5e classes. ### Miscellaneous Spells A group of spells, combat and otherwise, that weren't similar enough to put into their own categories. What random delights lurk within? #### Frost Shard *1st-Level Conjuration* ___ - **Casting Time:** 1 Bonus Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Druid, Sorcerer, Wizard ___ You launch a shard of ice at your foes at immense speed. Make a ranged spell attack against a creature within range; on a hit, the target takes 2d4 cold damage. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot above 1st. #### Hale's Hearty Soup *2nd-Level Transmutation* ___ - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** S, M (Herbs and vegetables worth at least 50gp (which the spell consumes) and a cooking pot) - **Duration:** Instantaneous - **Classes:** Ranger ___ At the end of conducting this primal magic ritual, you touch the cooking pot used as a material component. The pot then immediately fills itself with steaming-hot soup; enough to provide a comfortable meal to yourself and a number of creatures equal to your spellcasting ability modifier. A creature that takes at least 1 minute to consume a portion of the soup regains hit points equal to 2d4 + your spellcasting ability modifier and gains the same number of temporary hit points, and the creature gains resistance to cold damage for 4 hours. The soup loses its magic if it is not consumed within the next hour, but it is still tasty. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the number of hit points restored and temporary hit points gained increases by 2d4. \columnbreak #### Heavenly Fist *1st-Level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Cleric, Paladin ___ You summon a fist of divine force to crush your foes. The fist travels down in a vertical cylinder that is 10 feet wide and up to 30 feet high, originating from a point you can see within range. The fist strikes all creatures in its path, but is blocked by total cover. Creatures struck by the fist must succeed on a Strength saving throw or fall Prone. #### Lore Dump *1st-Level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (a wizard's spellbook or a warlock's Book of Shadows) - **Duration:** Instantaneous - **Classes:** Warlock, Wizard ___ You energize your spellbook with raw arcane energy in a last-ditch effort to repel attackers; you make a melee spell attack against a creature within 5 feet of you, using your spellbook as a weapon. On a hit, the target takes force damage equal to 2d6 + your spellcasting ability modifier, and is pushed up to 10 feet away from you in a straight line. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the force damage increases by 1d6 for each slot level above 1st. #### Mortimer's Expedient Mowing *1st-Level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, M (a pair of shears) - **Duration:** Instantaneous - **Classes:** Artificer, Wizard ___ You send a blade of magical force scything through the air just above ground level. Creatures that are standing on the ground in a 15-foot square originating from you must make a Dexterity saving throw; a creature takes 2d6 slashing damage and falls prone on a failed saving throw, or half as much damage and remains standing on a successful save. This spell deals maximum damage to Plants in the area. If the area counted as nonmagical difficult terrain due to plant life, it no longer does so. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the slashing damage increases by 1d6 for each slot level above 1st.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Rasputin's Razor *Cantrip Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** S - **Duration:** Instantaneous - **Classes:** Artificer, Wizard ___ You touch a point on a willing or unconscious humanoid, such as a beard, arm, or their scalp. All hair on that part of the creature's body immediately falls to the ground, leaving it clean-shaven. #### Soul Fusion *5th-Level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour (special) - **Classes:** Bard, Cleric, Druid, Sorcerer, Wizard ___ You and a willing humanoid that you touch immediately fuse into a single, powerful entity, known as a Fusion. If this spell is performed in combat, the Fusion acts on the initiative count of whomever cast the spell. see the details below for the traits of a Fusion entity. It is advisable that you and your fellow players prepare and create character sheets for your Fusions ahead of time. a Fusion is a new person, semi-distinct from their composite identities, and both players involved should work together when directing their actions. **Characteristics:** Your Fusion is a single entity with their own personality. You should try to come up with an alignment, personality traits, flaws, etc. that blend the natures of their composite characters. **Hit Points:** Your Fusion has the combined maximum and current hit points of their composite characters. The spell ends immediately after the Fusion drops to 0 hit points. **Ability Scores and Proficiencies:** Your Fusion has all the proficiencies of their composite characters. If both characters have the same proficiency but one's proficiency bonus is higher, use that one. Similarly, the ability scores of your Fusion take the highest from their composite characters. For example, if a wizard with 8 STR and 16 INT fused with a fighter of 19 STR and 10 INT, their Fusion would have the fighter's Strength score and the Wizard's Intelligence. **Size:** The Fusion adds the proportions of their composite characters together to determine their eight, weight, etc. This will usually, though not always, increase their size category by one. For instance, two halflings would fuse into a Medium creature, and two dwarves would become Large, but a dwarf and a halfling would likely remain Medium. Similarly, their appearance is likely to be a unique blending of their composite characters' features and aesthetics. **Speed:** The Fusion takes the highest movement speed(s) from their composite characters, increased by 5 feet. **Class Abilities:** The Fusion has access to all the racial and class abilities of their composite characters, and can take their actions, bonus actions, and reactions from either. Similar features, such as Channel Divinity or spell slots, share uses, using the highest available number of uses. For example, a 1st-level sorcerer fusing with a 9th-level wizard would gain the spell lists of both characters (which still use CHA and INT respectively) but use the wizard's higher number of spell slots to cast. When an ability refers to the class level, you use the composite character's class level as normal. Where an ability refers to character level, you may use the highest composite character's level; for instance a level 9 cleric fusing with a level 5 paladin, any abilities specifying character level (such as an aasimar's Healing Hands) would use 9. **Equipment:** Both characters should decide which equipment is carried over to the new form, while the rest melds into your body and cannot be accessed until the Fusion ends. Important pieces to consider are: spellcasting foci, weapons, magical items, and armour. Equipment you keep grows with you to fit your new form. **Legendary Actions:** A Fusion gains access to a single Legendary Action per round, which must be taken at the end of another creature's turn in the initiative order. A Legendary Action can be any ability that requires an action, and is ultimately up to your GM's discretion, but a few examples are: making a single weapon attack, moving up to your speed, or casting a spell. When casting a spell, you must spend a number of Legendary Actions at once equal to the spell's level (or 1 for a cantrip). **Character Harmony:** A Fusion works best when their combined personalities work together in harmony. If your Fusion takes an action that violates the morals of one of the composite characters, the two composite characters must individually make a Charisma (Persuasion) check; if the combined result is less than 25, the spell ends immediately, and the two characters each take psychic damage equal to their character level. The GM can also force this check at their discretion, for example if the players cannot agree on a course of action. **Spell Ending.** When the spell reaches its maximum duration, or when it ends for any other reason, the composite characters land prone in the nearest unoccupied spaces to the Fusion's last location. If the spell ends as a result of the Fusion being reduced to 0 hit points, the composite characters also immediately fall unconscious on 0 hit points and must begin making death saving throws. **Multiple Fusions.** A Fusion cannot cast the Soul Fusion spell itself, but can count as a willing humanoid for another creature casting the spell. In this instance, treat the current Fusion as a single composite character for determining the characteristics of the new Fusion; this will also grant the new Fusion 1 extra Legendary Action per turn.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Storm Cage *4th-Level Abjuration* ___ - **Casting Time:** 1 Action - **Range:** Touch - **Components:** V, S, M (a scale from a blue dragon of any age) - **Duration:** Concentration, up to 1 hour - **Classes:** Artificer, Druid, Ranger, Sorcerer, Wizard ___ Magical glyphs appear above and below a Large or smaller creature you designate within range, bolts of lightning arcing between them to form a cylindrical prison. A creature that touches the cage, either with their body or with a metallic object they are holding, takes 4d6 lightning damage. Creatures cannot move through the cage, and melee attacks made by or against the imprisoned creature automatically miss, striking the cage instead. A creature within or next to the cage can use its action to make a Strength (Athletics) check against your spell save DC, breaking the cage and ending the spell on a success. Whether it succeeds or fails, a creature that takes this action immediately takes the lightning damage of touching the cage. **At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the lightning damage increases by 2d6 for each slot level above 4th. When you cast this spell using a spell slot of 6th level or higher, you may target a Huge or smaller creature. When you cast the spell using a spell slot of 8th level or higher, you may target a Gargantuan or smaller creature. #### Web of Lies *5th-Level Enchantment* ___ - **Casting Time:** 1 Minute - **Range:** Self - **Components:** V, M (a silk gland from a giant spider) - **Duration:** Concentration, up to 1 hour - **Classes:** Bard, Sorcerer, Wizard ___ Choose three creatures who are nearby (this spell has no fixed range but you must be able to move between each of them in the casting time) and force them to make an Intelligence saving throw. On a successful save, the target is unaware that you tried to cast a spell on it. On a failure, the creature believes that one of the other targets has committed some great betrayal against it, and that target becomes the creature's rival; it is unaware that it learned this information from you. A creature may only have one target as its rival, but can be perceived as a rival by any number of creatures. This information can be fictitious, however if you include some dirty secret of the target or its rival as part of the Verbal component for the spell, the creature has disadvantage on its saving throw. This spell has no effect on creatures with an Intelligence score less than 4. The GM ultimately determines how each creature responds to this new rivalry; for instance a knight may demand a duel, while a noble may begin plotting their rival's social or political downfall. **At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the spell's duration increases to 1 week. If you cast this spell using a spell slot of 9th level, it lasts until dispelled. #### Winter's Chill *1st-Level Evocation* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (a twig from a coniferous tree) - **Duration:** Instantaneous - **Classes:** Druid, Ranger, Sorcerer ___ You summon a wave of cold that emanates from you in a 60-foot radius. All creatures within the area other than you must succeed on a Constitution saving throw or have their movement speed halved until the start of your next turn. Small, unprotected flames (such as candles or torches) are extinguished in the area, and shallow patches of liquid freeze solid for at least 1 minute (at the GM's discretion, weather conditions may keep the patches frozen for longer). A creature trying to cross a frozen patch that is at least 3 feet on a side must succeed on a Dexterity saving throw against your spell save DC or fall prone; this can be avoided by moving across the patch at half speed. ### Planar Spells A collection of spells based around opening a brief portal to another plane of existence, allowing its strange magics to influence the material world. The portal aspect is mostly just meant to be flavour, this isn't a low-level way to hop dimensions, but if the GM wants to ignore that then by all means have fun! #### Abyssal Corruption *4th-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (the heart of a demon) - **Duration:** Instantaneous - **Classes:** Warlock, Wizard ___ You open a flash portal into the Abyss, tainting the world with its madness. Choose a point within range; creatures within 10 feet of that point must succeed on a Constitution saving throw (which they may choose to fail) or be affected by a random option from the Alter Self spell for 1 hour, no concentration required. To choose the effect, roll 1d4: 1. Aquatic Adaptation 2. Change Appearance 3. Natural Weapons 4. Roll twice, disregarding any future 4s The rift warps the surrounding area for 1 hour by causing plants to grow spines, or stones to melt into sticky puddles; any surface within 10 feet of the point where the portal was opened becomes difficult terrain for 1 hour.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Astral Pull *2nd-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S, M (a silver blade) - **Duration:** 1 minute - **Classes:** Cleric, Warlock, Wizard ___ You open a tiny breach into the Astral Sea at a point you can see within range, which remains open for the duration. The rift creates a powerful vacuum in a 20-foot radius around it, causing the following effects in the area: * A creature moving directly towards the rift moves 2 feet for every 1 foot of movement they expend. * A creature moving in any other direction within the area moves 1 foot for every 2 feet of movement they expend. * A creature starting its turn in the area must succeed on a Strength saving throw or be pulled up to 10 feet closer to the rift. Small or smaller creatures have disadvantage on this saving throw, while Large or larger creatures have advantage. Unsecured objects in the area, weighing 10lbs or less and that are not being worn or carried, are automatically pulled towards the rift when you cast the spell. They cannot pass through, but they cannot be moved away from the rift until the spell ends, at which point they drop to the floor. #### Bytopial Inversion *2nd-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S, M (a sheaf of wheat bound with vines) - **Duration:** Instantaneous - **Classes:** Cleric, Wizard ___ You conjure a brief planar rift at a point you can see within range, opening the world to the plane of Bytopia and warping gravity around it. Creatures within 20 feet of the rift must make a Strength saving throw; this area is split into an inner and outer radius of 10 feet each. Creatures who fail their saving throw in the inner radius are pushed up to 10 feet away from the rift, while creatures in the outer radius who fail their save are pulled up to 10 feet closer to it. \columnbreak #### Celestia's Radiance *2nd-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a vial of holy water) - **Duration:** Instantaneous - **Classes:** Cleric, Wizard ___ You open a quick portal into the heavenly plane of Mount Celestia, which appears in the air at a point within range. Creatures in a 10-foot wide, 20-foot high cylinder beneath the portal (except constructs and undead) regain 2d6 hit points. If an affected creature is of a Good alignment, you may roll 2d10 instead of 2d6 for that creature. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the diameter of the cylinder increases by 5 feet for each slot level above 2nd. #### Dao's Entombment *2nd-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (a gemstone encased in granite) - **Duration:** Instantaneous - **Classes:** Druid, Ranger, Wizard ___ You conjure a rift deep into the Earth plane, taking a sliver of it back to your world. Choose a point in range; a wall of rock springs into existence at that point. The wall is up to 10 feet wide, 1 foot thick, and 4 feet high. It has an armour class of 10 and 20 hit points. The wall is immune to poison, necrotic, and psychic damage. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can delve deeper into the plane of Earth, summoning denser rock. The wall's maximum hit points increase by 5 per slot level above 2nd. #### Elemental Deluge *1st-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S, M (a vial of water mixed with fish scales) - **Duration:** Instantaneous - **Classes:** Druid, Ranger, Wizard ___ You open a quick portal into the elemental plane of Water, at a point in the air you can see within range. A torrent of water is released from the rift in a 15-foot wide cylinder, which travels until it hits total cover and the dissipates. Creatures beneath the portal take 1d6 bludgeoning damage and must succeed on a Strength saving throw or fall prone. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can hold the gateway open for longer. The bludgeoning damage increases by 1d6 per slot level above 1st.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Fey Forest *3rd-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S, M (a sprinkle of pixie dust) - **Duration:** Concentration, up to 1 hour - **Classes:** Druid, Ranger, Warlock, Wizard ___ You tear open a breach into the Feywild, just wide enough to allow its primal magic to seep through into your world. Choose a point within range; plants sprout across the ground in a 15-foot radius around the rift. For each hedge or bush in the affected area, roll 1d20. On a roll of 10 or lower, it becomes an **Awakened Shrub**. Do the same for each tree in the area, which becomes an **Awakened Tree** on a roll of 5 or lower. The plants are neutral to you and your companions, and they remain awakened for the duration or until they leave the area, at which point they attempt to re-plant themselves and lose sentience. They do not obey your commands, but they could be persuaded to aid you in whatever capacity they can provide, and they will defend themselves and the rift from attack. If they know a language, it is Sylvan. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the affected radius increases by 5 feet for each slot level above 3rd. #### Law of Mechanus *4th-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S, M (a metallic gear) - **Duration:** Concentration, up to 1 hour - **Classes:** Artificer, Sorcerer, Wizard ___ You open a rift to Mechanus, the plane of ultimate Law, which appears at a point you choose within range. While the rift remains open, all creatures within 20 feet of it can, when called to make an attack roll or ability check, choose to treat the die roll as an 8 instead of rolling. #### Limbo's Dissolution *7th-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a lock of hair from a githzerai) - **Duration:** Concentration, up to 1 hour - **Classes:** Sorcerer, Warlock, Wizard ___ You open a rift into the unstable nothingness of Limbo at an unoccupied point within range, which remains open for the duration. The rift is 7 feet tall and 3 feet in diameter. While the rift remains in place, objects that touch it are treated as though they had touched a *Sphere of Annihilation*. \columnbreak #### Pyroclastic Cloud *3rd-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S, M (a pouch of ash and sulphur) - **Duration:** Concentration, up to 1 minute - **Classes:** Druid, Ranger, Wizard ___ You open a small rift into the plane of elemental Fire, letting in a billowing cloud of ash and fumes. Choose a point within range; the air in a 20-foot radius sphere around that point becomes heavily obscured as choking, white-hot ash swirls out of the rift, and remains in place for the duration. The cloud can be dispersed by a wind of moderate or greater strength (at least 10 miles per hour), but more fumes emerge from the rift at the end of your next turn assuming you maintain concentration. Creatures that enter the cloud for the first time on their turn or who start their turn in the area must make a Constitution saving throw. On a failure, a creature takes 2d10 fire damage and becomes Poisoned until the start of their next turn. On a successful save, a creature takes half damage and is not Poisoned. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d10 per slot level above 3rd. #### Rain of Acheron *1st-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a broken blade) - **Duration:** Instantaneous - **Classes:** Warlock, Wizard ___ You tear open dimensional rifts into the plane of endless conflict, pelting your world with debris from the great battles that rage across Acheron's landscape. Two such rifts briefly appear in the air at separate points you can see within range. For each rift, make a ranged spell attack against a creature you can see within 10 feet of the rift, dealing your spellcasting ability modifier + 1d6 damage on a hit. The damage type is your choice of bludgeoning, piercing, or slashing damage. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you open one additional rift for each slot level above 1st.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum #### Shadow Affliction *5th-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (the bone of a dracolich) - **Duration:** Instantaneous - **Classes:** Cleric, Sorcerer, Warlock, Wizard ___ You conjure portals to the Shadowfell, calling forth tendrils of dark energy to leach the life from your foes. Up to three creatures of your choice that you can see within range must make a Constitution saving throw, taking 8d6 necrotic damage on a failed save or half as much on a successful one. If a creature fails its saving throw by 5 or more, it also suffers one point of exhaustion. **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, you may target one additional creature for each slot level above 5th. #### Winds of Pandemonium *3rd-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a fist-sized chunk of pumice stone) - **Duration:** Concentration, up to 1 minute - **Classes:** Warlock, Wizard ___ You tear open a rift into the plane of Pandemonium, which appears at a point within range and lasts for the duration, filling the air with howling winds that Deafen all creatures within 15 feet of it. Creatures that start their turn within 15 feet of the rift, or move into that area for the first time on their turn, must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. They may repeat this saving throw at the end of each of their turns that they start outside of the rift's area of effect, ending the condition on a success. If the creature fails its saving throw by 5 or more, it is also Stunned until the start of its next turn or until the Frightened condition is removed. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the radius around the rift increases by 5 feet for each slot level above 3rd. #### Winds of Pandemonium *3rd-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (the branch of a lightning-struck tree) - **Duration:** Instantaneous - **Classes:** Druid, Ranger, Wizard ___ You open a breach into the elemental plane of Air, creating a vortext of swirling air currents at a point you designate within range. This vortex is 10 feet tall and 5 feet wide, and it remains in place until the start of your next turn. When you cast the spell, any unsecured objects (weighing under 10lbs) within 10 feet of the vortext are sucked into it, swirling with it at intense speeds. A creature that moves into the vortex's space for the first time on a turn, or starts its turn there, must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage, plus an additional 1d8 for each item the vortext has sucked in. At the start of your next turn, the vortext dissipates, and launches all its held items into the air at high speed. The GM randomly chooses a number of creatures within 30 feet of the vortex, up to the number of items held within; make a ranged spell attack against each creature, dealing bludgeoning damage equal to 1d8 + your spellcasting ability modifier on a hit. ### Sinister Spells These spells are for the creepier casters, expanding the realms of necromancy and blood magic with incantations that will leave your party wondering if they made the right choice in teaming up with you. #### Dead Magic *1st-Level Necromancy* ___ - **Casting Time:** 1 Bonus Action - **Range:** Self - **Components:** V, S, M (a sacrificial blade worth at least 100gp) - **Duration:** 1 hour - **Classes:** Cleric, Druid, Warlock, Wizard ___ You fuel your magic with your own life force, gaining increased spellcasting but wracking your body in the process. For the duration or until you choose to end the spell as a bonus action, you lose hit points instead of spell slots whenever you cast a spell of 1st level or higher, and you may choose to use Constitution as your spellcasting ability. The number of hit points lost is equal to three times the level of the spell cast, and you may not cast a spell in this way at a greater level than you already possess spell slots for. This damage ignores temporary hit points. When you lose hit points in this way, your hit point maximum is reduced by the same amount until the spell ends. If your hit point maximum is reduced to 0, you die. #### Dread Harvest *3rd-Level Necromancy* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S, M (a scythe or sickle) - **Duration:** Instantaneous - **Classes:** Cleric, Druid, Warlock, Wizard ___ Your necromancy manifests as a ghostly blade that harvests life and transfers some of its energy to you. All creatures in a 15-foot cone originating from you must make a Constitution saving throw, taking 4d6 necrotic damage on a failed save or half as much on a successful one.
Design by Lexi Abbey | Made with GM Binder
\pagebreakNum For each creature that failed its saving throw, your next weapon or spell attack that hits before the end of your next turn deals an additional 2 necrotic damage. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the spell damage increases by 1d6, and the attack damage buff increases by 1, for each slot level above 3rd. #### Omen Swarm *2nd-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 120 feet - **Components:** V, S, M (a raven's feather) - **Duration:** Instantaneous - **Classes:** Ranger ___ You conjure a pair of shadowy ravens and direct them to savage your foes before dissolving into smoke. Two creatures of your choice that you can see within range must make Constitution saving throws. On a failed save, a creature takes 2d6 magical slashing damage and is Blinded until the start of your next turn, while on a successful save it takes half damage and is not Blinded. Alternatively, you may direct all the ravens towards one single creature, in which case it takes 4d6 damage on a failed save or half as much on a successful one. **At Higher Levels:** when you cast this spell using a spell slot of 3rd level or higher, you conjure one additional raven per slot level above 2nd, allowing you to target one additional creature per raven. If you instead target a single creature, the damage increases by 2d6 for each slot level above 2nd. #### Putrid Ruin *3rd-Level Necromancy* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Cleric, Warlock, Wizard ___ You cause the corpse of a dead creature you can see within range to explode with vile magic, destroying it in the process. Creatures within a certain radius must make a Dexterity saving throw, taking 8d8 poison damage on a failed save or half as much on a successful one. The radius depends on the size on the corpse; Small or smaller affects creatures within 5 feet, and the radius increases by 5 feet per size category above Small. This spell does not affect the corpses of constructs or other non-organic creatures. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d8 per slot level above 3rd. \columnbreak #### Pyre Within *4th-Level Evocation* ___ - **Casting Time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (a humanoid effigy sprinkled with coal dust) - **Duration:** Concentration, up to 1 minute - **Classes:** Cleric, Druid, Sorcerery, Warlock, Wizard ___ A creature of your choice that you can see within range must make a Constitution saving throw as you attempt to fill it with fiery power. On a failed saving throw, the creature takes 4d10 fire damage and begins burning from within. On a successful save, the target takes half damage and does not burn. While it is burning from within, the target must make another Constitution saving throw at the start of each of its turns, taking an additional 1d10 fire damage on a failure. If the creature dies while under this effect, its corpse explodes, dealing 4d10 fire damage to all creatures within 15 feet of it, and igniting flammable objects that are not being worn or carried in the same area. Creatures in the area can make a Dexterity saving throw against your spell save DC to instead take half damage from the explosion if they succeed. **At Higher Levels:** When you cast this spell with a spell slot of 5th level or higher, the initial fire damage and the damage of the explosion both increase by 1d10 for each slot level above 4th. #### Stygian Chains *2nd-Level Conjuration* ___ - **Casting Time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (a set of manacles) - **Duration:** Concentration, up to 1 minute - **Classes:** Artificer, Sorcerer, Warlock, Wizard ___ You conjure thick chains of ice and hurl them towards a creature within range. Make a ranged spell attack; on a hit, the target suffers 2d8 cold damage and is Restrained for the duration. The target creature may use its action on its turns to to make a Strength saving throw against your spell save DC, ending the spell on a success. While the target is restrained, you may deal an additional 1d8 cold damage to it as a bonus action on your subsequent turns. If you cast this spell again while you already have a creature restrained with it, you may choose to cause the chains to animate and fling themselves from their current target, using the restrained creature as the origin point instead of yourself for calculating the spell's range. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 per slot level above 2nd.
Design by Lexi Abbey | Made with GM Binder