Artificer Spells
Cantrips (0 Level)
- close wound (evocation)
1st Level
- force ladder (conjuration, ritual)
- pilfering gaze (transmutation)
2nd Level
- protection from missiles (abjuration)
- spymaster's coin (divination)
4th Level
- dimensional anchor (abjuration)
Bard Spells
Cantrips (0 Level)
- close wound (evocation)
1st Level
- distract assailant (illusion)
- joyful noise (abjuration)
2nd Level
- protection from missiles (abjuration)
- spymaster's coin (divination)
4th Level
- dimensional anchor (abjuration)
Cleric Spells
Cantrips (0 Level)
- close wound (evocation)
1st Level
- entropic shield (abjuration)
3rd Level
- restore the undead (necromancy)
5th Level
- enhance lesser undead (necromancy)
Druid Spells
Cantrips (0 Level)
- close wound (evocation)
1st Level
- hail of stone (conjuration)
- hide from animals (abjuration)
Ranger Spells
1st Level
- hide from animals (abjuration)
Sorcerer Spells
1st Level
- force ladder (conjuration, ritual)
2nd Level
- hail of stone (conjuration)
- protection from missiles (abjuration)
- spymaster's coin (divination)
4th Level
- dimensional anchor (abjuration)
Wizard Spells
1st Level
- distract assailant (illusion)
- force ladder (conjuration, ritual)
- pilfering gaze (transmutation)
2nd Level
- hail of stone (conjuration)
- protection from missiles (abjuration)
- spymaster's coin (divination)
3rd Level
- restore the undead (necromancy)
4th Level
- dimensional anchor (abjuration)
5th Level
- enhance lesser undead (necromancy)
Warlock Spells
1st Level
- distract assailant (illusion)
- entropic shield (abjuration)
Spell Descriptions
The spells are presented in alphabetical order.
Close Wound
Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You touch an allied creature and channel their inner life force to cause a surge of natural healing.
If the target creature has at least 1 hit point, it can spend one of its Hit Dice, rolling the die and adding their Constitution modifier to the result. They regain hit points equal to the total (minimum of 1).
Once this spell has been cast on a creature, they may not benefit from it again until they have taken a long rest.
A creature touched by this spell can spend one additional Hit Die when you reach 5th level (2), 11th level (3), and 17th level (4). They add Constitution modifier to each die, as per normal.
Distract Assailant
1st-level illusion
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (dried wings of a fly)
- Duration: 1 round
This spell creates distractions, both auditory and visual, to throw off an opponent and give allies an opening.
Choose one target within range; they must make a Wisdom save or be distracted, giving advantage on all attack rolls against them until the beginning of your next round. As well, the target is considered not to have acted yet in combat. Each time it takes damage, the target may make another Wisdom save. On a success, the spell ends.
Dimensional Anchor
4th-level abjuration
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a pair of manacles)
- Duration: Concentration, up to 5 minutes
You create a zone within the range of the spell where dimensional travel and teleportation will fail to function.
Choose a point within the spell's range; within a 60 foot radius of that point, extradimensional travel will not work. Forms of movement barred by Dimensional Anchor include teleport, misty step, dimension door, etherealness, gate, arcane gate, maze, banishment, plane shift, blink, and similar spells, class abilities, or psionic powers that allow teleportation or planar/dimensional travel, regardless of the effect being temporary or permanent, and regardless of the target being either willing or forced.
The spell also prevents the use of an existing gate or teleportation circle for the duration of the spell, forcing any instances of those spells shut until the duration of dimensional anchor expires.
Enhance Lesser Undead
5th-level necromancy
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (onyx or obsidian worth 100gp, which the spell consumes)
- Duration: Until dispelled
You call forth negative energy, imbuing a lesser undead creature with added prowess.
One skeleton or zombie you touch upon casting this spell gains 4 ability score points to be spent as the caster dictates. These points may be used to improve base ability scores, and can be used to purchase feats that the creature qualifies for at the cost of 2 points per feat, with the following restrictions:
- A gained feat may not grant the undead any spellcasting capabilities or approximations of class abilities (Martial Adept, etc).
- A gained feat may not grant the undead any skill proficiencies or expertise.
- Ability score points or gained feats may not be used to increase the undead creature's Intelligence, Wisdom, or Charisma. They may take feats that would improve these abilities; however, those improvements are lost.
A skeleton or zombie that has benefitted from this spell cannot benefit from it again, even at higher spell levels, unless the effect is dispelled via dispel magic.
At Higher Levels. When this spell is cast at Level 7 or 8, the number of ability score points granted increases to 6. When cast at Level 9, the number of ability score points increases to 8.
Entropic Shield
1st-level abjuration
- Casting Time: 1 round
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You conjure an energy field into existence around yourself, shimmering with color and distortion. The visual effect makes you much harder to target with projectiles.
For the duration of the spell, any creature that attempts a ranged attack against you has disadvantage. (This includes arrows, bolts, thrown weapons, and any spells that roll spell attack to hit.)
At Higher Levels. If this spell is cast with a slot of Level 3 or higher, the effect increases to add half-cover; if it is cast with a Level 5 slot or higher, this increases to three-quarters cover; if it is cast with a Level 7 slot or higher, this becomes total cover.
Force Ladder
1st-level conjuration (ritual)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a tiny silver ladder worth 50gp)
- Duration: Concentration, up to 10 minutes
You create a transparent ladder made of force in an unoccupied space within range.
The ladder is 2 feet wide and anywhere from 10 to 60 feet long, with rungs spaced 1 foot apart. The ladder functions as a normal ladder, and can support any weight.
The ladder is invulnerable to all damage, and can only be destroyed by means of dispel magic or disintegrate. The ladder cannot be physically moved, though the caster can mentally shift it up to 20 feet in any direction as a bonus action, provided it bears no weight at the time.
At Higher Levels. If this spell is cast with a spell slot of Level 2 or higher, it gains 20 feet to its maximum length for each slot level above 1st.
Hail of Stone
2nd-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a piece of jade worth 5gp)
- Duration: Instantaneous
When you cast this spell, choose a spot within range. A 10-foot radius by 40-foot high cylinder centered on that spot is pummeled by flying rocks.
Each creature caught within the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 5d4 bludgeoning damage, 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, the bludgeoning damage increases by 1d4 for each slot level above 2nd.
Hide from Animals
1st-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of dirt and mulch)
- Duration: 1 hour
Touch up to three creatures. These creatures become very difficult for animals to perceive; any attempts made by Beast type creatures to notice their presence by any means have disadvantage for the duration of the spell.
If a touched creature attacks or otherwise affects a Beast type creature, the spell ends for all recipients.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target an additional two creatures for each slot level above 1st.
Joyful Noise
1st-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V or S
- Duration: Concentration, up to 1 minute
By either speaking, singing, clapping, or stomping, you create sonic vibrations that temporarily negate magical silence within a 10-foot radius from your person. This area is centered on you, and moves with you.
This spell does not counter or cancel magical silence, but simply holds it at bay; it continues to function outside the area of joyful noise.
In addition, when used in conjunction with a Performance check, this spell grants advantage on the check, as you are providing your own magical rhythm.
Pilfering Gaze
1st-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
This spell allows the caster to call to their hand one object they can see within range, of a size small enough to hold in their fist.
The object will zoom to the caster, who must make a DC12 Dexterity check to catch it. The object will go around any obstacles in the path of travel between it and you. The object will not break free of any chains, keyrings, hasps, or other means of restraining the item's movement.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may attract one additional item for each slot above 1st level. Each additional item increases the Dexterity check to catch that item by 2. (e.g. a 3rd level casting of pilfering gaze has Dexterity check DCs of 12, 14, and 16 for each successive item.)
Protection from Missiles
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a piece of shell from a turtle or tortoise)
- Duration: Concentration, up to 1 minute
Upon touching a creature, they are warded against incoming projectile attacks, gaining Resistance to damage from nonmagical ranged weapon attacks for the duration.
At Higher Levels. If this spell is cast with a slot of 4th level or 5th level, the resistance also applies to magical ranged weapon attacks. If the spell is cast with a slot of 6th level or higher, the resistance granted is instead immunity.
Restore the Undead
3rd-level necromancy
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: Instantaneous
Each undead creature within 30 feet of you regains 4d8 plus your wisdom modifier to their hit points. This spell does not affect creatures that have been reduced to 0 hit points, or those of CR3 or higher.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd.
Spymaster's Coin
2nd-level divination
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (one object, small enough to conceal in the caster's palm, which is the target of the spell)
- Duration: 8 hours
You imbue a small object (such as a coin, stone, or other innocuous item) with a dormant magical scrying sensor. Anyone attempting to detect its magical aura (as with detect magic) must succeed an Arcana check against your spell save DC to recognize the dormant effect for what it is. On a failure, the aura is indistinguishable from arcane 'background noise', or from an item that has simply been in close proximity to magic recently.
At any one time during the spell's duration, as an action you can concentrate upon the object, enabling you to hear or see (your choice) as if you were in the object's specific physical location for the next ten minutes. You have no control over the object's movement and gain no special senses beyond your natural ones. The object appears to detection as a magical sensor. Once the ten minutes has expired, the spell ends.
While the sensor is being used, you must continue to concentrate on the spell's effect; if your concentration is broken, the spell ends.
Spymaster's Coin functions only on the plane of existence you are currently occupying. If the imbued object moves to a different plane, the spell ends.
Credits
The spells 'dimensional anchor', 'entropic shield', 'hide from animals', and 'protection from arrows', are updated from the Dungeons and Dragons Player's Handbook 3.5e and the 3.5e System Reference Document, by Wizards of the Coast.
The spell 'spymaster's coin' is updated from the Complete Scoundrel 3.5e supplement, by Wizards of the Coast.
The spell 'joyful noise' is updated from the Complete Adventurer 3.5e supplement, by Wizards of the Coast.
The spell 'hail of stone' is updated from the Forgotten Realms - Underdark 3.5e supplement, by Wizards of the Coast.
The spell 'force ladder' is updated from the Forgotten Realms - Magic of Faerûn 3.5e supplement, by Wizards of the Coast.
The spell 'pilfering gaze' is inspired by 'Volo's snatch', which can be found listed on the Sage Advice compendium.
The cantrip 'close wound' is inspired by the cantrip of the same name located on D&D Beyond.
All other spells are my own creation, as inspired by my personal mad ideas, or the requests of my players. Contact me at u/RevenantSeraph with thoughts and comments. Thanks for reading!