Spells
| Level | Spell | School | Conc. | Ritual | Class |
|---|---|---|---|---|---|
| 1st | Toxic Wave | Necromancy | Yes | No | Bard, Cleric, Druid, Sorcerer, Warlock, Wizard |
| 3rd | Bombastic Bubble | Evocation | No | No | Druid, Sorcerer, Warlock |
| 4th | Smog Cloud | Conjuration | Yes | No | Druid, Sorcerer, Wizard |
| 6th | Sludge Pool | Conjuration | No | No | Druid, Sorcerer, Wizard |
Bombastic Bubble
3rd-level evocation
- Classes: Druid, Sorcerer, Warlock
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You spit a bubble of pure acid and venom that floats to a point within range and pops. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 2d10 acid damage and 2d10 poison damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d10 for each slot level above 3rd.
Sludge Pool
6th-level conjuration
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: 8 hours
Sickly black and green filth pours from your fingers, creating a pool of toxic sludge. The sludge consists of up to ten 5-foot-by-5-foot pools. Each pool must be adjacent with another pool. The sludge lasts for the spell's duration.
A creature that starts its turn in the sludge, moves into the sludge for the first time on its turn, or consumes the sludge must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.
If the sludge is poured into a body of water, it spreads throughout the water, contaminating it for up to 1 mile. A creature that drinks the contaminated water suffers the same effects as if it had touched or consumed the sludge itself.
Smog Cloud
4th-level conjuration
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial of polluted water)
- Duration: Concentration, up to 1 minute
You create a 5-foot-radius sphere of ash, smog, and toxic gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the spell's duration and ignites flammable objects in its area that aren't being worn or carried.
A creature that starts its turn within 5 feet of the cloud or moves within 5 feet of the cloud's area for the first time on its turn must make a Constitution saving throw, taking 2d6 fire damage and 3d10 poison damage on a failed save, or half as much damage on a successful one. The cloud ignores resistance to poison damage and treats immunity to poison damage as resistance to poison damage.
As a bonus action, you can move the cloud up to 30 feet. When you move the cloud, you can move it over barriers up to 5 feet tall and across pits up to 10 feet wide.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the poison damage increases by 1d10 for each slot level above 4th.
Bonus Content
- Want even more poison-themed spells? Visit our Patreon at patreon.com/livingstonelibrary to check out two additional spells—one that conjures toxic thorns and another that creates exoskeletal scorpion armor!
Toxic Wave
1st-level necromancy
- Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: Concentration, up to 1 minute
A wave of sickly green energy pulses out from you. Each creature in a 30-foot cone originating from you must succeed on a Constitution saving throw or become poisoned for the duration. A creature poisoned in this way can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature that fails the spell's initial saving throw also takes 1d8 poison damage for each slot level above 1st.
Design Credits
- Created by Reddit user /u/livingstone_library
- This document was created using GM Binder
Art Credits
- "Green Dragon" by Ilse Gort
- "Gutter Grime" by Erica Yang
Special Thanks
- We'd like to especially thank our "Hero" tier Patreon supporters: Harrison Miller, Ryan Willey, and Charlie!
"Codex of Spells (Chapter 5)" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.