Silverflame's First Spell Compendium

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Silverflame's First Compendium

Aspect of the Phoenix

5th-level evocation


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

Your form becomes writhing flames and flaming wings burst from your back. You gain the following benefits until the spell ends:

  • You gain resistance to fire damage.
  • As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. All creatures within 10 feet of your teleportation destination must a Dexterity saving throw against your spell save DC or take 4d8 fire damage. On a success, a creature takes half as much damage.

Classes: Sorcerer, Warlock, Wizard

Aurethia's Death Blizzard

8th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You bring down a howling magical blizzard that feeds on life and warmth on a point on the ground that you can see within range. The blizzard is a 50-foot-radius, 100-foot-high cylinder. Until the spell ends, you can use your action to move the blizzard up to 50 feet in any direction along the ground.

The howling winds deafen creatures within the area. The area is considered difficult terrain and is heavily obscured. A creature must make a Strength saving throw if it flies into the blizzard for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Ranged weapon attacks in the area are impossible. The wind and snow count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

When the blizzard appears, each creature in it must make a Constitution saving throw, taking 5d6 cold damage and 5d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the blizzard.

A target is dissolved if this damage leaves it with 0 hit points. A dissolved creature is reduced to a pile of fine white snow that is immediately swept away in the blizzard, leaving behind anything it was wearing or carrying. The creature can be restored to life only by means of a true resurrection or a wish spell.

Classes: Sorcerer, Warlock, Wizard

Bane Weapon

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a weapon worth at least 1sp)
  • Duration: Concentration, up to 10 minutes

You enchant your weapon to strike down your foes. When you do so, select a type of enemy from the ranger's favored enemy list. For the duration, weapon attacks made with this weapon against the selected type of enemy gain a +2 bonus and deal an additional 2d6 force damage.

As an action on your turn, you can change the type of enemy your bane weapon effects to another option on the ranger's favored enemy list.

Classes: Ranger

Cataclysm

9th-level transmutation


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a chunk of granite, a pinch of sulfur, and a vial of spring water)
  • Duration: Concentration, up to 1 minute

You call upon the primordial elements to rend asunder everything within a 120-foot radius of a point within range. The ground within the area begins to rumble and crack as vents of hot steam spew forth, making the area difficult terrain for the duration of the spell.

At the start of your next turn, a 100-foot tall volcano erupts from the earth to fill the area. Creatures within the area must succeed on a Dexterity saving throw against your spell save DC or fall prone.

Creatures within a 20-foot radius of the center must also succeed a Strength saving throw or immediately sink into a lava-filled crater. On a failure, the creature is restrained by the lava and takes 10d8 fire damage. On a success, a creature takes half damage and can use their reaction to move up to their speed so that it is no longer within the crater. Each foot that a creature moves through the lava costs 4 feet of movement. A creature must also make a Strength saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failure, it takes 10d8 fire damage and is restrained. On a success, it takes half damage and can move freely. A restrained creature can use an action to repeat the saving throw to end the restrained condition.

Fiery embers and ash rain down on the area, forcing creatures that start their turn within the area to make a Dexterity saving throw against your spell save DC or take 5d8 fire damage, halved on a success. The embers ignite flammable objects that aren't being worn or carried.

Structures. The eruption deals 100 bludgeoning damage to any structure in contact with the ground in the area. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature down the volcanic slope from the structure must make a Dexterity saving throw. On a failed save, the creature takes 5d8 bludgeoning damage, is knocked prone, swept to the base of the volcano, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone, fall down the volcano, or become buried.

When the spell ends, the lava cools and the volcano becomes a permanent mound of earth and rock.

Classes: Cleric, Druid

Celestial Spear

7th-level conjuration


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

A massive radiant spear comes crashing down from the heavens, attempting to pierce a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 piercing damage and 4d8 radiant damage as they are impaled by the spear.

An impaled target is fixed to the point where they were struck. The first time the target tries to move it must first make a Strength saving throw. On a success, the target can move using 2 feet of movement for each foot it moves for the duration of the spell. On a failure, it cannot try to move again until the start of its next turn.

Classes: Cleric

Chant of Zakeb

6th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The howling ululations of Zakeb emanate from you, burning minds and bodies with their blasphemies and echoing out to 300 feet. Each creature that can hear you within a 60-foot radius must succeed on a Wisdom saving throw or take 3d8 acid damage and 3d8 psychic damage as seeping wounds begin to open upon their bodies. On a successful save, a target takes half damage.

Each round, you can use an action to maintain the chant, forcing creatures that can hear you to make the saving throw again. The spell ends if you ever use your action to do something else.

This spell has no effect on constructs, undead, or creatures that cannot hear you.

At Higher Levels. When you cast this some using a 7th level spell slot or higher, either the acid or the psychic damage (your choice) increases by 1d8 for each slot level above 6th.

Classes: Bard, Warlock, Wizard

Clutch of Nyogtha

3rd-level necromancy


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

A stream of vile shadowy energy extends from your outstretched hand, lacing toward a creature within range and forming a sustained stream between you and the target. The target must make Constitution saving throw, taking 4d6 necrotic damage and becoming incapacitated until the end of their next turn on a failure. On a success, the target takes half damage and is not incapacitated. On each of your turns for the duration, you can use your action to maintain the link with the target, forcing them to make another Constitution save or take 4d6 necrotic damage and becoming incapacitated, or halved on a success and able to act normally.

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

If the target dies while under the effect of this spell, everything within a 10 foot radius is showered in gore as their chest bursts outward and their smoking, beating heart flies through the air and into the caster’s hand. On their next turn, the caster can use their action to eat some of the heart and regain 4d6 hit points. If the heart is not immediately eaten, it loses this property. Creatures that do not possess a heart are immune to this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage and heal increase by 1d6 per level above 3rd.

Classes: Sorcerer, Warlock, Wizard

Confluence

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Up to 8 hours

You utter the forbidden incantations of N'aix and transform yourself into a parasitic mist that immediately enters a creature. You suffuse through the target's body, becoming one with it, perceiving through its senses, exchanging surface thoughts, and communicating with it freely through your mind. For all purposes you are considered indistinguishable from the target and are granted total cover within them. Abilities such as truesight that perceive the true form of a shapechanger will identify your presence.

The effects of this spell differ depending on whether the target is willing.

Symbiosis. You are absorbed into the willing target's body. As a reaction you can dismiss the spell early and burst forth violently from the target, forcing all other creatures in a 20-foot radius to make a Dexterity saving throw against your spell save DC or take 8d8 necrotic damage. On a successful save a creature takes half as much damage.

Infestation. You make a melee spell attack against a creature. On a hit, you successfully enter the body of that creature. At the end of each of its turns, the creature must make a Constitution saving throw. If it successfully saves against this spell three times, the spell ends and you appear in the nearest unoccupied space to the target. If it fails its save three times, the target stops making saving throws, and the spell continues for its full duration unless you use a reaction to end it.

As a reaction you can dismiss the spell early and leave the target's body. If you choose to end the spell after the target stops making saving throws, you can rip yourself from the target’s body, instantly slaying it. Everything within a 20-foot radius is showered in chunks of gore as their body is totally obliterated. You regain hit points equal to half the damage dealt to the target.


While using either of these forms you cannot cast or concentrate on spells, and are resistant to all forms of damage except psychic and poison. Any damage taken by the target is also applied to you. If the spell ends you appear in an open space within 5 feet of them. This spell has no effect on constructs or undead.

At Higher Levels. When casting this spell using a 8th level spell slot, the duration is 24 hours. When casting this spell using a 9th level spell slot, the duration is 1 week.

Classes: Sorcerer, Warlock, Wizard

Corrosive Pool

4th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a jar of fire ants)
  • Duration: Concentration, up to 1 minute

A pool of caustic acid appears on the ground within range. The area of the pool consists of up to four 10-foot squares, which you can arrange as you wish. Each square must have at least one face adjacent to the face of another square. When the pool appears, creatures that are within the area must make a Dexterity saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. The area of the pool is considered difficult terrain. Each subsequent turn, the first time a creature enters the pool or if it ends its turn there, it takes 6d6 acid damage.

At Higher Levels. When cast using a spell slot of 5th level or higher, the damage of the acid pool increases by 1d6.

Classes: Sorcerer, Warlock, Wizard

Creeping Darkness

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a black cat’s whisker)
  • Duration: Concentration, up to 1 minute

Magical darkness spreads from a point you choose within range to fill a 20-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and non-magical light can't illuminate it. For the duration, no sound can be created within or pass through the sphere. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

As a bonus action, you can cause the sphere to fly up to 20 feet. A solid barrier blocks the sphere's movement, but it can pass through an opening as small as 1 inch in diameter.

Classes: Sorcerer, Warlock, Wizard

Crescent Blade

5th-level evocation


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

A horizontal, spinning spectral blade launches from your arm toward a creature within range. Make a ranged spell attack. On a hit, the target takes 4d8 slashing damage.

Pick a different target within 30 feet of the first and make another ranged spell attack as the blade magically redirects toward them. On a hit, the new target takes 3d8 slashing damage.

The blade continues bouncing. Each time the blade makes a new attack, the damage reduces by 1d8 until it reaches 0 and disappears. The blade redirects to a new target within 30 feet even if the attack misses. The blade can bounce back to a target it has hit previously so long as it hits a new target first.

At Higher Levels. When casting this spell using a 6th level spell slot or higher, the slashing damage increases by 1d8, allowing the blade to bounce an additional time for each slot level above 5th.

Classes: Bard, Sorcerer, Wizard

Crypt Swarm

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (90-foot line)
  • Components: V, S, M (a bat’s wing and a fingerbone)
  • Duration: Instantaneous

You extend your hands and let loose a swarm of spectral bats or insects that fly in a 5 foot wide line out to 90 feet in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also halves any healing they receive until the end of their next turn.

The swarm is incorporeal and can pass through partial cover, though it is stopped by total cover.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Classes: Sorcerer, Warlock, Wizard

Death Chime

8th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M (an iron bell)
  • Duration: Concentration, up to 1 minute

A massive spectral bell begins to toll as the shadow of death descends over everything within range. Every creature within 60 feet of you when you cast this spell, except for those you specifically exclude by name, begin to hear the deep tone of the bell, even if they normally cannot hear. Creatures affected by this spell immediately know what the bell means and who is casting it.

When you cast this spell, and at the end of each of your turns for the duration, the bell tolls and each affected creature must make a Constitution saving throw. On a failed save, an affected creature gains one level of exhaustion. Levels of exhaustion caused by this spell go away when the spell ends. This spell has no effect on constructs or undead.

Classes: Cleric

Discern Location

8th-level divination


  • Casting Time: 10 minutes
  • Range: Unlimited
  • Components: V, S
  • Duration: Instantaneous

Describe or name a creature that you have seen, or an object that you have touched. You instantly learn that creature or object's location and how to get there. Nothing short of a mind blank spell or the direct intervention of a deity, keeps you from learning this information. The spell also reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

Locating a creature or object in this manor, allows you to teleport to that location as if you were very familiar with it.

Classes: Cleric, Sorcerer, Wizard

Drifting Glaciers

7th-level conjuration


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

You create four glaciers of ice centered on points you can see on the ground within range. Each glacier is a 20-foot cube that slides along the ground at your command. If a creature occupies a space where a glacier appears, it must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and 4d6 cold damage as it is moved to the outside of the glacier and knocked prone. On a success, the damage is halved and the creature is not knocked prone.

On each of your turns for the duration, you can use a bonus action to command each of the glaciers within range to move in a straight line along the ground up to 30 feet. If a glacier would move through a creature's space, the creature must make a Strength saving throw. On a failed save, the creature is pushed by the glacier to the end of its movement. On a success, the glacier is stopped.

If a creature is pushed by a glacier and collides with a solid surface or object larger than itself, it takes 1d6 bludgeoning damage for every 5 feet the glacier moves and is restrained until the start of your next turn. If it collides with another glacier, the creature takes damage for the distance moved by each glacier.

The glaciers are supernaturally cold. Each creature that enters within 5 feet of a glacier for the first time on its turn or ends its turn there takes 2d6 cold damage.

In water, the glaciers float with the bottom 15 feet of the cube submerged.

Each glacier has AC 15, 150 hit points, immunity to cold, and vulnerability to fire damage. If a glacier is reduced to 0 hit points, it crumbles away and is destroyed.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the hit point maximum of each glacier increases by 50 for every slot level above 7th.

Classes: Cleric, Sorcerer, Wizard

Finnic's Ridiculous Shot

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (90-foot radius)
  • Components: V, S, M (a piece of ammunition, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

When you cast this spell, you launch the piece of ammunition for a ranged weapon used in the casting of this spell directly upwards and it immediately disappears.

At any time before the spell ends, you can use a reaction to end the spell early and cause the projectile to reappear coming down from directly above a point within 90 feet. Make a ranged weapon attack according to the weapon you used in the casting of this spell. On a hit, the target takes damage according to the weapon and ammunition you used in the casting of this spell, plus an additional 3d6 force damage.

Classes: Ranger, Wizard

Force Ram

1st-level evocation


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

You send out a ram-like burst of force that emanates from you in a 5-foot wide, 15-foot long line. Creatures within the area must make a Strength saving throw against your spell save DC or take 2d8 force damage and be knocked prone. On a successful save, a target takes half damage and isn’t knocked prone. This spell deals double damage to structures.

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

Classes: Sorcerer, Wizard

Hellscream

6th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You issue an earth-shaking, howling scream that carries the cries of tortured souls. A blue-white fire spews forth from your open mouth in a 60 foot cone. All creatures within the area must make a Dexterity saving throw. On a failed save they take 7d6 fire damage and 7d6 thunder damage, are deafened for 1 minute, and are knocked prone. On a successful save, the damage is halved and they suffer no other effects. Upon casting this spell, the caster must succeed a DC 15 Constitution saving throw or suffer a level of exhaustion and lose the ability to speak until they complete a short or long rest, or are healed by at least a greater restoration.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both the fire and thunder damage increase by 1d6.

Classes: Sorcerer, Warlock

Iron Maiden

4th-level evocation


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

You create a transparent barrier of sharp floating spikes that encompass a Large or smaller creature you can see within range. The spikes appear in a shell pointing inwards and last for the duration. The spikes do not impede small movements that are contained within the target's space or allow it to interact with adjacent spaces.

When the target moves or is moved any distance, the spikes resist the movement and pierce its flesh. The first time the target moves since the start of its turn, or is moved by an outside force, it takes 4d6 piercing damage.

Classes: Bard, Cleric, Sorcerer, Warlock

Light of Heaven

9th-level evocation


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a holy symbol worth at least 1,000 gp)
  • Duration: Concentration, up to 1 minute

The brilliant light of the heavens beams down upon a location you specify within range. Until the spell ends, a 120-foot-radius, 1 mile tall cylinder of blinding lights shines down there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. On a failure a creature is also blinded until the end of their next turn. A creature must also make this saving throw whenever it ends its turn in the cylinder.

When you cast the spell, choose three points you can see within the cylinder. An awesome beam of radiance flashes down upon that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 5d10 radiant damage on a failed save, or half as much damage on a successful one. On a failure a creature is also blinded until the end of their next turn. A creature in the area of more than one radiant beam is affected only once. On each of your turns until the spell ends, you can use your action to move the cylinder up to 60 feet and call down the radiant beams in this way again, targeting the same points or different ones.

If a creature fails three saves in one casting of this spell, they are permanently blinded.

Classes: Cleric

Matilda's Convenient Courtier

5th-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, R (5 gp)
  • Duration: Up to 10 minutes

"Have you ever been deep in some dank dungeon of decrepit tower and realized that you've forgotten your favorite crowbar? Are you down a well and lost your trusty grappling hook? Well do not fear! Matilda Everdawn's Convenient Courtier is here for you! With this trusty little merchant, you can purchase any standard good a busy adventurer may need directly from Matilda's warehouse! All purchases are final. Every convenient courtier comes at the cost of a service fee, courtesy of Matilda's Crazy Enterprises."

When you cast this spell, a small spectral servitor appears on the ground within range. The servitor knows common, and can sell you any standard non-magical goods at ten times the standard price. The servitor does not negotiate prices, accept returns, or buy goods from people.

The goods are magically produced in the servitor's hands from an unknown location by inscrutable means. The gold for the items disappears from the possession of the person who requests it. The spell can be ended early if the servitor is informed they are no longer needed. Otherwise, they warn the caster when a minute is left in their buying period. The servitor's appearance and disappearance is accompanied by the jingle of a bell and tinkling of coins.

Classes: Bard, Wizard

Matilda's Minor Gateway

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, R (4 gp)
  • Duration: Concentration, up to 10 minutes

"Introducing Matilda Everdawn’s latest creation, Matilda’s Minor Gateway! Stable teleportation gateways are a tricky business, but with Matilda’s help, even a mediocre spellcaster like you can open durable gateways with ease. Just pay the passage fee and you can have a perfect little wormhole to reach wherever you need. Is that trap lever just out of reach? Are those pesky orcs around the corner a bit too intimidating to face directly? With Matilda’s Minor Gateway, everything is close at hand!"

You create linked teleportation portals that remain open for the duration. Choose two points that you can see, one point within 10 feet of you and one point within 60 feet of you. A circular portal, 1 foot in diameter, opens floating at each point. If the portal would open in a space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional faintly glowing rings that show the destination area, hovering in the air facing a direction and orientation you choose. A ring is usable only from one side (your choice), which is the side that functions as a portal. The nonportal side is obscured by an opaque wall of mist that blocks vision.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The destination area is visible through the gateway. On your turn, you can use a bonus action to insert another 4 gold pieces into the portal. The gold pieces disappear and cause the linked portal to change its position and orientation to anywhere else within range.

Classes: Sorcerer, Warlock, Wizard

Rigur's Ice Skates

3rd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a creature and cause its feet to be encased in a magical sheath of ice until the spell ends. For the duration, the target ignores difficult terrain created by ice or snow, its speed increases by 60 feet, and its long jump distance is tripled while walking on snowy or icy surfaces. The target can even skate up, down, or across vertical surfaces of ice. If the target ends its turn while not on a horizontal surface, it falls unless it has other means of holding onto the surface.

While moving across snowy or icy terrain, the target can travel 9 miles in an hour, or 12 miles at a fast pace.

If the target takes any damage, it must succeed on a Dexterity (Acrobatics) check with a DC of 10 or half the damage taken (whichever is higher) or fall prone. If the target takes fire damage, the spell ends and the target falls prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Classes: Artificer, Bard, Druid, Ranger, Sorcerer, Wizard

Seánce

4th-level necromancy


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (a focus worth at least 250 gp, and a candle worth at least 25 gp which)
  • Duration: Concentration, up to 10 minutes

You call upon the soul of a deceased creature to communicate. As part of casting this spell, you can target up to four other creatures to include in the casting and converse with the spirit, who must link hands and remain still for the duration of the spell. Calling upon the spirits of the dead can be difficult, or even dangerous. When you cast this spell, the DM makes a secret Spellcasting ability check on your behalf to determine the outcome, which is modified by how well you know the spirit and the sort of physical connections you have to it.

Knowledge of Spirit
Knowledge Check Modifier
You vaguely know of the spirit (a general description) -4
You know personal details about the spirit (name, occupation, etc.) +0
A target of the spell knows the spirit well (friend, loved one, etc.) +4
Connections to Spirit
Connections Check Modifier
Likeness or picture +1
Location is familiar to the spirit +2
Possession or garment +2
Body part, lock of hair, bit of nail, or the like +4
Outcomes
Roll Outcome
1-10 Nothing happens and the spell fails.
11-20 A Chaotic Evil Ghost (50%) or a Dybbuk (50%) appears, bearing the target soul’s likeness.
21+ The ghost of the desired creature appears and can converse with the targets of the spell.

The soul must be free in order to be targeted by this spell. If the creature’s soul is not free, the spell automatically fails. If the soul of the target creature is unwilling to be summoned and communicated with, the check is made at disadvantage.

If a ghost is successfully summoned, it appears in an unoccupied space within range and acts according to its alignment. For the duration of the spell, all creatures included in the casting can converse and interact with the ghost, and must remain still and keep their arms linked. If any creature involved in the spell moves or performs any actions that require its hands before the spell reaches its full duration, the spell ends and the ghost can choose whether to leave or remain. When the spell reaches its full duration, or as an action on your turn, the spell ends the ghost is sent back from whence it came. If the ghost does not wish to leave, it can choose to make a Charisma saving throw against your spell save DC to break free from the spell.

Classes: Cleric, Warlock, Wizard

Seed of Chaos

9th-level conjuration


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, M (a pinch of dust)
  • Duration: Concentration, up to 1 minute

You bring forth a seed of the unspeakable horror that lies in the darkness between the stars. Countless filamentous tendrils begin to rapidly grow and unfurl to cover a 30-foot radius from a point you can see within range. The area is considered difficult terrain for the duration of the spell. Creatures that enter the area for the first time on their turn or start their turn there must succeed a Dexterity saving throw to avoid the tendrils, taking 5d10 acid damage and 5d10 force damage on a failed save, or half as much on a successful one. A creature is disintegrated if the spell leaves them with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

At the start of each of your turns, the radius expands by 10 feet.

Classes: Warlock

Smoky Shapes

5th-level transmutation


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

You create three smoky duplicates that resemble an outline of yourself with smoldering embers for eyes. When you cast the spell, and on each of your turns for the duration, you can use your bonus action to cause each of the duplicates to move up to 30 feet and make a melee spell attack. On a hit, the target takes 3d8 fire damage and must make a Dexterity saving throw or be blinded until the end of its next turn. You cannot command a duplicate if it is more than 60 feet from you.

If you are targeted by an attack during the spell's duration, you can use your reaction to swap places with one of your duplicates and cause the attack to target it instead. You must choose to do this before the outcome of the attack is determined.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed, unless that attack does fire damage. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

Classes: Druid, Sorcerer, Warlock, Wizard

Snap Freeze

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (a small metal vial of salt)
  • Duration: Concentration, up to 1 minute

You spray forth a jet of freezing liquid far colder than any natural ice. Each creature in a 60 foot line 5 feet wide must make a Dexterity saving throw or take 6d8 cold damage, or half on a success, and have their movement reduced by 10 feet until the end of their next turn. On a failed save, the target is also restrained as ice coats their body. At the end of each of its turns, an affected creature can make a Strength saving throw, ending the condition on a success.

At Higher Levels. When cast with a 4th level spell slot or higher, the damage increases by 1d8 for each level above 5th.

Classes: Sorcerer

Sphere of Annihilation

9th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a lodestone and a pinch of dust))
  • Duration: Concentration, up to 1 minute

A 5-foot diameter sphere of non-reflective nothingness appears in a space of your choice within range and lasts for the duration. If a creature is occupying the space where you create the sphere, it must make a Dexterity saving throw against your spell save DC or take 14d10 force damage. The creature is then moved into an unoccupied space within 5 feet.

As a bonus action, you can cause the sphere to fly up to 30 feet within range. If you ram the sphere into a creature, it must make a saving throw against the sphere's damage, and the sphere stops moving this turn. The creature is disintegrated if the spell leaves them with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

When you move the sphere, it can move through solid objects as if they were difficult terrain, leaving a 5-foot circular tunnel in its wake.

The sphere counts as a disintegrate spell for the purpose of destroying a wall of force or any other spell or effect specifically affected by disintegrate.

Classes: Sorcerer, Warlock, Wizard

Syletza's Fiendish Form

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an object engraved with a symbol of the lower planes, worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes to transform your being. You gain the following benefits until the spell ends:

  • You have resistance to fire, cold, and poison damage.
  • You gain a pair of fiery wings that grant a flight speed of 60 feet.
  • Your skin gains a covering of tough red scales that grant +2 AC.
  • You have advantage constitution saving throws made to maintain concentration.
  • On your turn as your action, you can make two melee spell attacks that each do 4d8 fire damage.

Immediately after this spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

Classes: Sorcerer, Warlock

Syletza's Angelic Form

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an object engraved with a symbol of the upper planes, worth at least 500 gp)
  • Duration: Concentration, up to 1 minute

You sing a blessing and draw on the magic of the Upper Planes to transform your being. You gain the following benefits until the spell ends:

  • You have resistance to radiant and necrotic damage.
  • You gain two pairs of radiant wings that grant you a flight speed of 60 feet. These wings shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
  • You gain 15 temporary hit points at the start of each of your turns.
  • When you hit a target with a weapon attack or a melee spell attack, that target takes an extra 2d10 radiant damage.
  • You have advantage on attack rolls that you make against targets that are in bright light.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after this spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

Classes: Sorcerer, Warlock, Wizard

Transmute Lava

9th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a shard of obsidian)
  • Duration: Until dispelled

You choose an area of lava or stone that you can see that fits within a 80-foot cube and is within range, and choose one of the following effects.

Melt Rock to Lava. Non-magical rock of any sort in the area becomes an equal volume of thick, flowing lava that remains for the spell's duration.

Each foot that a creature moves through the lava costs 4 feet of movement, and any creature on the ground when you cast the spell takes 8d8 fire damage and must make a Strength saving throw. A creature takes the damage and must make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the lava and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the lava.

If you cast the spell on a ceiling, the lava falls. Any creature under the lava when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage and 4d8 fire damage on a failed save, or half as much damage on a successful one.

The lava cools and hardens back into stone naturally in 10 minutes. If it is submerged in water, or a 5-foot cube takes at least 20 cold damage, it hardens in 1 round.

Cool Lava to Rock. Non-magical lava in the area no more than 10 feet deep transforms into hard stone for the spell's duration. Any creature in the lava when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 25 Strength check or by dealing damage to it. The rock has AC 17 and 50 hit points, and it is immune to poison and psychic damage.

Classes: Druid, Wizard

Wall of Flesh

6th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a dried strip of meat)
  • Duration: Concentration, up to 10 minutes

You create a tough, quivering wall of warm flesh covered in corrosive mucus that rapidly grows on a surface within range. You can form a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10 foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 4d8 acid damage, or half as much on a successful save.

The wall is an object that can be damaged and thus breached. It has an AC of 13 and 50 hit points per 5-foot section, and regenerates 10 hit points at the start of each of your turns so long as it didn't take fire damage that round. Reducing a 5-foot section of the wall to 0 hit points destroys it and leaves a torrent of spraying acid blood in the space the wall occupied. A creature moving through this space must make a Dexterity saving throw, taking 6d8 acid damage on a failure, or half on a success. If the wall has not taken fire damage this round, the two adjacent 5-foot sections of wall grow to refill the gap at the start of your turn, creating a new section with 10 hit points.

At Higher Levels. At Higher Levels. When casting this spell with a spell slot of 7th level or higher, the hit point maximum of the wall increases by 10 for each level above 6th.

Classes: Warlock, Wizard

Art Credit: Wizards of the Coast