Mythmaker's Grimoire Vol. 1
A collection of original spells for D&D 5e
Introduction
Hello wonderful supporters! I'm glad you're here and I hope you find something to inspire you.
Before we jump in, here are some useful things to know as you read this first volume of Mythmaker's Grimoire.
Unique Components
Primordial Dust
A generic magical component drawn straight from my own home games. I use Primordial Dust as a way to give purpose to player wealth and to make certain effects feel less cheap. In addition to being used as a gold-costed spell component, I also use Primordial Dust as a cost to recharge certain magic items.
Primordial Dust is created by crushing a gem or gems into dust using a Jeweler's Kit. This process requires proficiency with the kit but needs no special roll to determine success or failure. The duration of the process depends on the physical volume of gems used, but typically it takes no more than a few minutes.
Once the dust is prepared, any spellcaster must hold the dust and spend 1 minute expending a spell slot of 1st level or greater into the dust. The dust then becomes magical Primordial Dust.
A GM could also opt to replace Primordial Dust with simple gem dust of equal value.
New Conditions
Dazed
- You can't take reactions
- On your turn, you can take only an action or a bonus action -- not both.
- You have disadvantage on saving throws against being Stunned
- The condition ends immediately if you become Stunned
Shaken
- You can't willingly move closer to the source of your condition
- You have disadvantage on saving throws against being Frightened
- The condition ends immediately if you become Frightened
Hobbled
- Every 1 foot of movement costs you 2
- You have disadvantage on saving throws against being Restrained
Suppressed
- Your spell attack rolls have disadvantage
- Saving throws against your spells have advantage
- You have disadvantage on Constitution saving throws made to keep concentration
Flexible Spell Lists
I recommend all GM's to allow some flexibility in regards to spell lists, in some cases expanding certain spells to a specific character where the spell would fit the theme of the character well, even though it is not on their spell list. Do so with reasonable caution, informing the player that the change is subject to be revoked if it somehow proves problematic at any point.
A Huge Thank You
To my wonderful patrons, and to those who have supported Mythmaker from its inception. Every interaction -- comments, critiques, jokes, affirmations -- brings me joy. You've all played a part in bringing this content to light, and thanks to you there will be much more to come!
Mythmaker's Grimoire adheres to the Open Game License (OGL).
Cantrips (0 Level)
- Aurora Arrow
- Bewitch
- Bjabagad's Special Surprise
- Blade Ward (revised)
- Bouquet
- Cheers
- Distraction
- Firecrack
- Haunted Blade
- Hover
- Link
- Magic Chuck's Magical Chuck
- Morbid Sign
- Phantom Arrow
- Reaching Roots
- Serenade
- Shocking Strike
- Stone Shield
- True Strike (revised)
- Wind Whisper
- Windswept Strike
1st Level (Pg. 13)
- Augment Obsidian
- Babble
- Bird's Eye
- Coded Conversation
- Consuming Wind
- Create Bloodstone
- Crippling Touch
- Crustacean Claws
- Diplomat's Script
- Falling Star
- Familiar Face
- Flash of Smoke
- Ice Armor
- Intercept
- Lawbind
- Living Rope
- Lunar Guardians
- Magic Igloo
- Ray of Darkness
- Salt the Wound
- Scrutinize
- Serpent's Kiss
- Snap Shock
- Split Second
- Stormcloud Quiver
- Trial of Fate
- Willpower Ward
2nd Level (Pg. 18)
- Bed of Bones
- Dancing Shadows
- Divining Pool
- Exsanguinating Ray
- Ice Barriers
- Pit Trap
- Rabid Rage
- Reactive Spores
- Rift Strike
- Ritual of Rain
- Rotting Barrage
- Selfless Intercession
- Sigil Stairs
- Silvermist Strike
- Spirit Sense
- Tempest Spear
- Treacherous Shadow
- Trip Wire
3rd Level (Pg. 23)
- Acid Rain
- Aspect of Acid
- Captain's Luck
- Caustic Cloud
- Feral Form
- Flame Wake
- Glyph of Watching
- Grim Scythe
- Hellbreach
- Lunar Luck
- Miasmic Mist
- Phantom Form
- Rabbit's Feet
- Ray of Moonlight
- Realmward
- Reflection Rift
- Shroud of Secrets
- Swarmskin
- Swift Stride
- Symbol of Ruin
- Sympathetic Link
- Terrify
- Venom Strike
4th Level (Pg. 28)
- Astral Aspects
- Cone of Moonlight
- Frozen Star
- Icon of Glory
- Infernal Imbuement
- Swarmstorm
- Weather Ward
5th Level (Pg. 29)
- Ancestral Dreams
- Animate Blood
- Assassinate
- Boulder Bash
- Extract Memory
- Ghost Cavalry
- Primordial Sludge
- Regenerating Ward
- Ring of Ice
- Savior
- Wintery Shroud
- Woodland Watch
6th Level (Pg. 33)
- Adamantine Skin
- Arcane Acceleration
- Arcane Ascension
- Beseech Secret
- Glacial Guardian
- King's Vault
- Pillars of Light
- Rejuvinate
7th Level (Pg. 35)
- Cloud Carry
- Font of Spirit
- Sea of Fog
- Sword Song
- Tainted Moon
8th Level (Pg. 37)
- Bridge to Infinity
- Seeing Shards
- Shroud of the Void
9th Level (Pg. 38)
- Ghost Ship
- Murijin's Mirror
Bard Spells
Cantrips (0 Level)
- Aurora Arrow
- Bewitch
- Bjabagad's Special Surprise
- Blade Ward (revised)
- Bouquet
- Cheers
- Distraction
- Firecrack
- Haunted Blade
- Hover
- Link
- Magic Chuck's Magical Chuck
- Morbid Sign
- Serenade
- Shocking Strike
- True Strike (revised)
1st Level
- Babble
- Coded Conversation
- Crippling Touch
- Diplomat's Script
- Familiar Face
- Flash of Smoke
- Intercept
- Lawbind
- Living Rope
- Scrutinize
- Snap Shock
- Split Second
- Trial of Fate
- Willpower Ward
2nd Level
- Dancing Shadows
- Divining Pool
- Exsanguinating Ray
- Selfless Intercession
- Treacherous Shadow
3rd Level
- Captain's Luck
- Glyph of Watching
- Miasmic Mist
- Phantom Form
- Rabbit's Feet
- Realmward
- Shroud of Secrets
- Swift Stride
- Symbol of Ruin
- Sympathetic Link
- Terrify
4th Level
- Icon of Glory
5th Level
- Ancestral Dreams
- Extract Memory
- Ghost Cavalry
6th Level
- Arcane Acceleration
7th Level
- Cloud Carry
- Font of Spirit
- Sword Song
- Tainted Moon
8th Level
- Seeing Shards
9th Level
- Ghost Ship
Cleric Spells
Cantrips (0 Level)
- Link
- Morbid Sign
- Phantom Arrow
1st Level
- Falling Star
- Intercept
- Lawbind
- Salt the Wound
- Scrutinize
- Trial of Fate
- Willpower Ward
2nd Level
- Bed of Bones
- Divining Pool
- Ritual of Rain
- Selfless Intercession
- Spirit Sense
3rd Level
- Captain's Luck
- Glyph of Watching
- Lunar Luck
- Realmward
- Symbol of Ruin
- Sympathetic Link
4th Level
- Icon of Glory
- Weather Ward
5th Level
- Animate Blood
- Ghost Cavalry
- Savior
6th Level
- Pillars of Light
- Rejuvinate
7th Level
- Font of Spirit
8th Level
- Seeing Shards
9th Level
- Ghost Ship
Druid Spells
Cantrips (0 Level)
- Aurora Arrow
- Bouquet
- Phantom Arrow
- Reaching Roots
- Shocking Strike
- Stone Shield
- Wind Whisper
- Windswept Strike
1st Level
- Augment Obsidian
- Bird's Eye
- Consuming Wind
- Crustacean Claws
- Falling Star
- Ice Armor
- Lunar Guardians
- Magic Igloo
- Salt the Wound
- Scrutinize
- Serpent's Kiss
- Stormcloud Quiver
2nd Level
- Bed of Bones
- Divining Pool
- Ice Barriers
- Rabid Rage
- Reactive Spores
- Ritual of Rain
- Silvermist Strike
- Spirit Sense
- Tempest Spear
3rd Level
- Acid Rain
- Aspect of Acid
- Feral Form
- Lunar Luck
- Miasmic Mist
- Rabbit's Feet
- Ray of Moonlight
- Realmward
- Shroud of Secrets
- Swarmskin
- Sympathetic Link
- Venom Strike
4th Level
- Cone of Moonlight
- Frozen Star
- Swarmstorm
- Weather Ward
5th Level
- Ancestral Dreams
- Boulder Bash
- Extract Memory
- Primordial Sludge
- Ring of Ice
- Wintery Shroud
- Woodland Watch
6th Level
- Adamantine Skin
- Glacial Guardian
- Rejuvinate
7th Level
- Cloud Carry
- Font of Spirit
- Sea of Fog
- Tainted Moon
Paladin Spells
1st Level
- Lawbind
- Scrutinize
- Willpower Ward
2nd Level
- Selfless Intercession
- Silvermist Strike
- Spirit Sense
- Tempest Spear
3rd Level
- Realmward
- Venom Strike
4th Level
- Icon of Glory
Ranger Spells
1st Level
- Augment Obsidian
- Bird's Eye
- Consuming Wind
- Flash of Smoke
- Lawbind
- Magic Igloo
- Scrutinize
2nd Level
- Pit Trap
- Rabid Rage
- Reactive Spores
- Silvermist Strike
- Spirit Sense
- Tempest Spear
- Trip Wire
3rd Level
- Feral Form
- Rabbit's Feet
- Realmward
- Shroud of Secrets
- Swarmskin
- Venom Strike
4th Level
- Swarmstorm
5th Level
- Wintery Shroud
- Woodland Watch
Sorcerer Spells
Cantrips (0 Level)
- Aurora Arrow
- Bjabagad's Special Surprise
- Blade Ward (revised)
- Distraction
- Firecrack
- Haunted Blade
- Hover
- Link
- Magic Chuck's Magical Chuck
- Morbid Sign
- Phantom Arrow
- Shocking Strike
- Stone Shield
- True Strike (revised)
1st Level
- Augment Obsidian
- Coded Conversation
- Consuming Wind
- Create Bloodstone
- Crustacean Claws
- Flash of Smoke
- Ice Armor
- Intercept
- Living Rope
- Ray of Darkness
- Salt the Wound
- Scrutinize
- Serpent's Kiss
- Snap Shock
- Split Second
- Stormcloud Quiver
2nd Level
- Dancing Shadows
- Divining Pool
- Ice Barriers
- Rift Strike
- Sigil Stairs
- Tempest Spear
- Treacherous Shadow
3rd Level
- Acid Rain
- Aspect of Acid
- Caustic Cloud
- Flame Wake
- Miasmic Mist
- Phantom Form
- Rabbit's Feet
- Realmward
- Reflection Rift
- Shroud of Secrets
- Swift Stride
- Symbol of Ruin
- Sympathetic Link
- Terrify
4th Level
- Frozen Star
5th Level
- Animate Blood
- Boulder Bash
- Extract Memory
- Primordial Sludge
- Regenerating Ward
- Ring of Ice
- Wintery Shroud
6th Level
- Adamantine Skin
- Arcane Acceleration
- Glacial Guardian
7th Level
- Cloud Carry
- Font of Spirit
- Tainted Moon
8th Level
- Seeing Shards
- Shroud of the Void
Warlock Spells
Cantrips (0 Level)
- Aurora Arrow
- Bewitch
- Bjabagad's Special Surprise
- Blade Ward (revised)
- Distraction
- Firecrack
- Haunted Blade
- Link
- Morbid Sign
- Phantom Arrow
- Shocking Strike
- True Strike (revised)
1st Level
- Augment Obsidian
- Babble
- Create Bloodstone
- Crustacean Claws
- Diplomat's Script
- Ray of Darkness
- Salt the Wound
- Scrutinize
- Serpent's Kiss
- Snap Shock
- Split Second
2nd Level
- Bed of Bones
- Dancing Shadows
- Divining Pool
- Exsanguinating Ray
- Ice Barriers
- Rift Strike
- Rotting Barrage
- Sigil Stairs
- Treacherous Shadow
3rd Level
- Acid Rain
- Aspect of Acid
- Caustic Cloud
- Flame Wake
- Grim Scythe
- Hellbreach
- Phantom Form
- Rabbit's Feet
- Realmward
- Shroud of Secrets
- Swarmskin
- Symbol of Ruin
- Sympathetic Link
- Terrify
- Venom Strike
4th Level
- Astral Aspects
- Cone of Moonlight
- Frozen Star
- Icon of Glory
- Infernal Imbuement
- Swarmstorm
- Weather Ward
5th Level
- Animate Blood
- Assassinate
- Extract Memory
6th Level
- Arcane Acceleration
- Beseech Secret
7th Level
- Tainted Moon
8th Level
- Bridge to Infinity
- Seeing Shards
- Shroud of the Void
9th Level
- Ghost Ship
Wizard Spells
Cantrips (0 Level)
- Aurora Arrow
- Bewitch
- Bjabagad's Special Surprise
- Blade Ward (revised)
- Distraction
- Firecrack
- Haunted Blade
- Hover
- Link
- Magic Chuck's Magical Chuck
- Morbid Sign
- Phantom Arrow
- Shocking Strike
- Stone Shield
- True Strike (revised)
1st Level
- Augment Obsidian
- Babble
- Coded Conversation
- Consuming Wind
- Create Bloodstone
- Crippling Touch
- Crustacean Claws
- Diplomat's Script
- Falling Star
- Familiar Face
- Flash of Smoke
- Ice Armor
- Intercept
- Living Rope
- Magic Igloo
- Ray of Darkness
- Salt the Wound
- Scrutinize
- Serpent's Kiss
- Snap Shock
- Split Second
- Stormcloud Quiver
2nd Level
- Bed of Bones
- Dancing Shadows
- Divining Pool
- Exsanguinating Ray
- Ice Barriers
- Rift Strike
- Rotting Barrage
- Sigil Stairs
- Treacherous Shadow
3rd Level
- Acid Rain
- Aspect of Acid
- Captain's Luck
- Caustic Cloud
- Flame Wake
- Glyph of Watching
- Grim Scythe
- Hellbreach
- Lunar Luck
- Miasmic Mist
- Phantom Form
- Rabbit's Feet
- Realmward
- Reflection Rift
- Shroud of Secrets
- Swarmskin
- Swift Stride
- Symbol of Ruin
- Sympathetic Link
- Terrify
4th Level
- Astral Aspects
- Frozen Star
- Infernal Imbuement
- Swarmstorm
- Weather Ward
5th Level
- Animate Blood
- Assassinate
- Boulder Bash
- Extract Memory
- Ghost Cavalry
- Primordial Sludge
- Regenerating Ward
- Ring of Ice
- Wintery Shroud
6th Level
- Adamantine Skin
- Arcane Acceleration
- Arcane Ascension
- Glacial Guardian
- King's Vault
7th Level
- Cloud Carry
- Sea of Fog
- Sword Song
- Tainted Moon
8th Level
- Bridge to Infinity
- Seeing Shards
- Shroud of the Void
9th Level
- Ghost Ship
- Murijin's Mirror
Aurora Arrow
Conjuration cantrip
Bard, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a weapon with the ammunition property worth at least 1 sp)
- Duration: 1 round
You ready the weapon used in the spell's casting and make a ranged attack with it against a target you can see within the weapon's range. In place of ammunition, a mote of colorful, radiant energy forms along your weapon as you motion to attack. On a hit, the attack deals radiant damage instead of piercing. Additionally, a burst of colorful light appears in the area centered on the point the target occupied. This light lasts until the end of your next turn, shedding an aura of bright light in a 5-foot radius, and dim light for an additional 5 feet. An invisible creature in this light is temporarily revealed as the light dances around its silhouette.
If you cast this spell and target a creature standing in light created by this spell, the arrow deals an additional 1d4 radiant damage to the target.
This spell's damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d8 radiant damage to any target on a hit, and the additional damage the target takes if within this spell's light radius increases to 2d4. Both damage rolls increase by an additional die at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4).
Bewitch
Enchantment cantrip
Bard, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You curse a creature within range, assailing them with a string of hexing words, a spine-tingling cackle, or a fiendish growl. The target must hear you, but it need not understand you. It must make a Wisdom saving throw. On a failure, the target suffers 1d4 psychic damage and becomes shaken until your next turn ends.
A shaken creature can't willingly move closer to the source of its condition, and it has disadvantage on saving throws against being frightened.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Bjabagad's Special Surprise
Evocation cantrip
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (an improvised weapon worth at least 1 cp)
- Duration: Instantaneous
You brandish the improvised weapon used in the spell's casting and make a melee attack with it against a target you can see within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, as a wave of confounding thoughts from Bjabagad, the Fey Lord of Madness, assails their mind. If the target is hit by a different improvised weapon before the end of your next turn, they suffer 1d8 psychic damage, and this spell ends.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target on a hit, and the damage from a secondary attack increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Blade Ward (revised)
Abjuration cantrip
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
You extend your hand and trace a sigil of warding in the air.
For the duration, when you would take bludeoning, piercing, or slashing damage from a weapon attack, you can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage dealt by that attack. The spell then ends.
This spell gains additional triggers when you reach certain levels. At 5th level, you can use the reaction twice before the spell ends, rather than once. This becomes three times at 11th level, and four times at 17th level.
Bouquet
Enchantment cantrip
Bard, Druid
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a bouquet of flowers worth at least 1 sp)
- Duration: 10 minutes
Holding a non-magical flower or bouquet of flowers, you lace them with enchantment.
For the duration, if a creature willingly accepts the flowers from you (they must touch the flowers in this process), you add 1d4 to charisma ability checks against them for the spell's duration.
A suspicious creature can discern the magical nature of the flowers with a successful Intelligence (Arcana) or Intelligence (Investigation) check against your spell save DC. A creature touching the flowers has advantage on this check.
If an affected creature becomes aware of this magic, they can choose to end the effect on themselves.
Cheers
Enchantment cantrip
Bard
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S, M (a drink worth at least 1 sp, which you consume as part of casting this spell)
- Duration: 1 round
Choose a creature you can see within range that is holding a drink. Holding up your drink and saying "Cheers!", you magically compel the target to drink with you. The target must make a Wisdom saving throw. On a failure, they use their action on their next turn to consume a drink they hold in their hand, then the spell ends. If the creature is no longer holding a drink at the start of their turn, the spell ends. A creature immune to being charmed is immune to this effect.
On a successful save, a target becomes aware you used magic on them.
At Higher Levels. You can target additional creatures within range when you reach 5th level (2 targets), 11th level (3 targets), and 17th level (4 targets).
Distraction
Illusion cantrip
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 15 feet
- Components: S, M (a crushed honeybee's wing)
- Duration: Instantaneous
You throw an illusory projectile such as a knife, lick of flame, or some miscellaneous object at a creature you can see within range. A blinded creature or one relying on blindsight is immune to the effect. The creature must make a Wisdom saving throw. On a failure, the creature wastes its reaction, if it has one, trying to avoid the projectile and has disadvantage on the next saving throw it makes before the end of its next turn.
Firecrack
Evocation cantrip
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a pinch of sulfur)
- Duration: Instantaneous
You create a flash of bright light at a point you can see within range, accompanied by a loud noise (centered on the point of the flash) that can be heard up to 100 ft away. Any creature within 5 ft. of the flash that can see it must succeed a Dexterity saving throw or suffer 1d4 radiant damage and have disadvantage on Wisdom (Perception) checks until your next turn ends.
As part of casting this spell, you can choose not to deal any damage. When you do, all creatures within 15 ft. of the flash that can see it must make the saving throw.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Haunted Blade
Evocation cantrip
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against a creature within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, and then becomes haunted by an otherworldly force until your next turn ends. If the target makes a saving throw before then, they subtract 1d4 from the total, and the spell ends. If the saving throw is made against the Frightened condition, they roll 1d6 instead.
At Higher Levels. This spell adds damage when you reach certain levels. At 5th level, the initial attack you make as part of casting the spell deals an extra 1d8 psychic damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).
Hover
Transmutation cantrip
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 round
You rise vertically up to 3 feet in the air, provided you are not already more than 3 feet in the air, and remain suspended there until the end of your next turn. The spell can levitate a maximum of 300 lbs. If your total weight (including anything you wear, hold, or carry) exceeds that amount, you sink to the ground and the spell immediately ends.
While hovering in this way, you can only move by pushing or pulling against a fixed object or surface within reach (such as a wall or ceiling), which allows you to move as though you were climbing. You can also use your movement to move vertically, though never higher than 3 feet off the ground.
When the spell ends, you gently descend up to 3 feet, and then fall if you are still aloft.
Link
Divination cantrip
Bard, Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Your magic discerns a link between an object you touch with your hand and its significant counterpart.
- If touching a key, you determine what the key unlocks. If the lock is within 30 feet, you learn its precise location. Otherwise, you learn only a vague description of the lock's location, such as 'a treasure chest at the bottom of the sea' or 'a vault in a castle'
- If touching a physical lock with a keyhole, you determine whether a physical key exists, as well as whether it is in the possession of a creature and on their person, or not. Lastly, if the key is within 30 feet, you learn its precise location.
- If touching a piece of jewelry or clothing, you see a brief vision of the face of the last creature that wore it, or the creature who made it (if no one has worn it)
Magic Chuck's Magical Chuck
Evocation cantrip
Bard, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a sling or weapon that has the thrown property, worth at least 1 sp)
- Duration: 1 round
You bolster your throwing abilities with a simple but potent magical rite, developed by Goliath shamans of old, coined by a spellcaster named Magic Chuck.
You wind up to unleash the weapon used in the spell's casting and make a ranged weapon attack with it. For this attack, the normal and long range for the weapon you use each increase by a number of feet equal to 5 times your spellcasting ability modifier. On a hit, the target suffers the attack's normal effects, and then feels a wave of dizzying energy. If the target attempts to move before the end of its next turn, it must make a Constitution saving throw. On a failure, it falls prone, and the spell ends.
This spell adds damage when you reach certain levels. At 5th level, the attack you make as part of casting the spell deals an extra 1d8 thunder damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).
Morbid Sign
Necromancy cantrip
Bard, Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 round
Chanting a rite of dark magic and waving your hand or focus through the air, you assail a creature's spirit with a promise of death. Glowing runes and and a spectral, chattering skull appear in the air above you, and a breath of ghastly wind blows towards the target, carrying frightening whispers. Choose a creature you can see within range. The target must have less than its maximum hit points remaining, and it must be able to see and hear you. The target must make a Wisdom saving throw.
On a failed save, the target is frightened until the end of its next turn.
A creature that succeeds a saving throw against this spell becomes immune to it for 24 hours.
Phantom Arrow
Necromancy cantrip
Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S, M (a weapon with the ammunition property worth at least 1 sp)
- Duration: Instantaneous
You ready the weapon used in the spell's casting and make a ranged attack with it against a target you can see within the weapon's range. In place of ammunition, a mote of soulfire (a ghostlike energy which dances like flame, but chills like frost) forms along your weapon as you motion to attack. On a hit, the target suffers the weapon attack's normal effects, but the damage counts as cold instead of piercing.
The arrow created by this spell phases through solid objects that are not being worn or carried, allowing you to fire it through most barriers. Barriers more than 1 foot in thickness block the arrow, as do magical barriers of any kind. The arrow disappears after the attack.
The ranged attack you make as part of casting this spell deals additional damage when you reach certain levels. At 5th level, the ranged attack deals an extra 1d8 cold damage. This increases by an additional 1d8 at 11th level (2d8) and 17th level (3d8).
Reaching Roots
Conjuration cantrip
Druid
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: 1 round
An entangling mass of roots grows out from your arms and hands to help you snare a target. Make a grapple attempt against a target within 10 feet of you. For the purposes of initiating and maintaining this grapple, add your spellcasting ability modifier and your proficiency bonus to your rolls, in place of Strength (Athletics).
A target grappled by this spell suffers bludgeoning damage equal to your spellcasting ability modifier when they first become grappled, anytime they attempt to escape the grapple and fail, and at the end of your next turn (at which point the spell ends).
Serenade
Enchantment cantrip
Bard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 round
You attempt to enchant a creature by singing a magical song, which may be accompanied by an instrument you play. Choose a creature within range that can hear and see you, and that is not hostile to you. The target must make a Wisdom saving throw. On a failure, the target is charmed by you for the duration.
A creature that succeeds a saving throw against this spell becomes aware magic was used against it, and becomes immune to it for 24 hours.
Shocking Strike
Evocation cantrip
Bard, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against a target you can see within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, as a surge of volatile electrical energy gathers around them. If the target takes a reaction before the start of its next turn, it takes 1d4 lightning damage, and the spell ends. If the target's reaction was used to make an attack of opportunity, the attack is made with disadvantage.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target on a hit, and the damage the target takes for using a reaction increases to 2d4. Both damage rolls increase by one die at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4).
Stone Shield
Transmutation cantrip
Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a loose chunk of earth or stone at least 1 foot in diameter)
- Duration: Concentration, up to 1 minute
You shatter the stone used as the material component and form the rubble into a shield, which floats near you for the duration. You gain a +1 bonus to AC.
Starting on your next turn, must use a bonus action on each of your turns to maintain the spell. If you end your turn without having done so, the spell ends.
When you would take damage from an attack, you can use your reaction to interpose the shield, reducing the damage by 1d4. The spell then ends.
The spell's damage reduction increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
True Strike (revised)
Divination cantrip
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: S, M (a weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee weapon attack with it against a target you can see within the weapon's reach. If you are proficient with the weapon, the attack ignores disadvantage. On a hit, the target suffers the weapon attack's normal effects and then becomes marked by a glowing aura of divination magic until the end of your next turn. If an attack target's the creature before then, the attack adds 1d4 to its attack roll, and the spell ends.
This spell adds damage when you reach certain levels. At 5th level, the initial attack you make as part of casting the spell deals an extra 1d8 force damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).
Windswept Strike
Evocation cantrip
Druid
- Casting Time: 1 action
- Range: Self
- Components: S, M (a bludgeoning weapon worth at least 1 sp)
- Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against a target you can see within the weapon's reach. On a hit, the target suffers the weapon attack's normal effects, then becomes sheathed in an aura of volatile wind until your next turn ends. If the target moves or is hit by another attack, they must succeed a Strength saving throw or be pushed up to 10 feet in a horizontal direction which you choose when you cast this spell. The spell then ends.
Alternatively, if you move at least 20 feet in a straight line towards the target immediately before casting this spell and then hit with the attack, you can instantly push the target. They must succeed a Strength saving throw or be pushed up to 10 feet away from you. The spell then ends.
This spell adds damage to the initial attack when you reach certain levels. At 5th level, the attack you make as part of casting the spell deals an extra 1d8 bludgeoning damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).
Wind Whisper
Evocation cantrip
Druid
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a handful of crushed leaves and lichen)
- Duration: Instantaneous
You sprinkle a handful of crushed leaves and lichen into the air as you whisper a message of twenty-five words or less. A wisp of wind picks up the dust and carries your message to a creature within range with which you are familiar.
If you speak the message in Druidic, the range becomes 1 mile, instead of 120 feet. If the target is more than 120 feet away, the message takes 1 minute to arrive.
In any case, the target must be outdoors to receive this message; otherwise, the spell fails.
Augment Obsidian
1st-level transmutation
Druid, Ranger, Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: Touch
- Components: S, M (a fist-sized chunk of obsidian worth at least 10 gp, which the spell consumes)
- Duration: 10 minutes
You infuse a melee weapon you touch with an outer layer of brutally sharp but brittle obsidian shards. For the duration, the weapon requires at least 15 Strength to wield without disadvantage. Melee attacks with the weapon deal an additonal 1d6 bludgeoning/piercing damage (your choice) on a hit.
Each time an attack hits and would deal extra damage from this spell, bits of the outer layer break away. The spell lasts for a number of hits equal to 3 + the spell slot level used. After the last hit, the outer layer falls away completely and the spell ends.
If an attack with the affected weapon misses and the d20 roll was a 1, the augmentation breaks away completely and the spell ends.
Babble
1st-level enchantment
Bard, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Concentration, up to 10 minutes
Choose a creature you can see within range. The creature must make an Intelligence saving throw. On a failure, the creature’s ability to comprehend language is temporarily crippled. The creature can not understand any language it hears or reads, and speaks only in incoherent, unintelligible noises.
To cast a spell with a Verbal component, the creature must first make an Intelligence saving throw. On a success, they cast their spell successfully and this spell ends. On a failure, the spell they tried to cast fails and the slot is wasted.
A creature under this spell can also repeat the saving throw at the end of each its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for every slot level above 1st.
Bird's Eye
1st-level divination (ritual)
Druid, Ranger
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (the skull of a small bird)
- Duration: Concentration, up to 10 minutes
You close your eyes, and ascend your vision up to 500 feet into the sky, directly above you, gaining a bird's eye view of your surroundings. To do so, there can be no obstacle between you and the sky, such as a roof or thick canopy of foliage.
From this elevated perspective, you can perceive even small details with excellent clarity, regardless of the distance, as though you were standing right next to them.
This spell does not extend the range any special vision you may possess. For example, a creature using this spell with darkvision out to 60 feet could not see more than 60 feet in darkness from the elevated perspective.
For the duration, you can switch between this perspective and your normal vision as an action.
Coded Conversation
1st-level illusion
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
This spell is cast with a subtle phrase and wave of three fingers. Choose up to 4 willing creatures within range.
For the duration, whenever an affected creature speaks out loud, they can encrypt a second meaning behind what they say. Only other affected creatures understand this encrypted meaning. A creature not under the effects of this spell hears only the spoken message, unaware that a magical second message is laced within.
A creature using a Detect Thoughts spell or similar magic can detect the encrypted message through an affected creature's thoughts. Additionally, a creature that can see invisibility spots a pair of spectral lips imposed over an affected creature's face, mouthing the encrypted message.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target two additional creatures for each slot level above 1st.
Consuming Wind
1st-level evocation
Druid, Ranger, Sorcerer, Wizard
- Casting Time: 1 reaction, which you take when another creature you can see within 30 feet is targeted by a ranged weapon attack
- Range: 30 feet
- Components: S
- Duration: Instantaneous
You attempt to intercept a single ranged attack with a powerful wind. Make a ranged spell attack against the same creature targeted by the attack that triggered this reaction.
If your attack total is equal to or higher than the roll of the opposing attack, that attack is reduced to 0 damage and all its effects are nullified.
If your attack total is lower than the opposing attack, but only by 5 or less, the opposing attack deals only half damage.
If your attack total is higher by 5 or more, and if you can see the source of the opposing attack, it is redirected towards its source (use the original attack total to determine whether it hits). On a hit, the redirected attack deals only half damage.
Create Bloodstone
1st-level necromancy
Sorcerer, Warlock, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a non-magical gem worth at least 50 gp)
- Duration: 8 hours
You perform a ritual to imbue the gem used for the spell's casting with blood magic. To do so, you spend one hit die as part of casting the spell. Your current hit points and hit point maximum are reduced by 2 for each hit die expended.
The bloodstone holds the hit die you expend into it, and uses them for its effects. A bloodstone is a magical object that can be used in one of two ways:
- Heal: As a bonus action, a creature holding the bloodstone can restore hit points to themselves or a creature they touch. The amount of hit points restored equals one or more of the hit die imbued into the stone. Once used in this way, the die are expended.
- Harm: As a bonus action, a creature holding the bloodstone can use it to imbue their next weapon attack with additional damage. Until the creature's turn ends, the next time they hit with a weapon attack, the attack deals additional necrotic damage equal to one of the hit die imbued into the stone. A hit die used in this way is expended. If no attack hits for the duration, no hit die is expended.
Once a stone has no hit die remaining, the spell ends. When the spell ends, the stone becomes non-magical and the caster's maximum hit point reduction immediately ends (although their current hit points are not affected).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can expend one additional hit die into the gem for each slot level above 1st.
Crippling Touch
1st-level transmutation
Bard, Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
You transmute the very structure of a creature you touch, crippling them. Make a melee spell attack. On a hit, the target suffers 3d4 bludgeoning damage, and is hobbled for the duration. Additionally, anytime it walks, swims, climbs, burrows, or flies using a non-magical flying speed and moves at least 5 feet, it suffers 1d4 bludgeoning damage for every 5 feet it moves.
The spell ends early for an affected creature if it receives a total amount of magical healing equal to the spell slot level used times 5. Spells such as Lesser or Greater Restoration can also be used to end this effect.
Hobbled is a condition under which a creature suffers the following:
- Every 1 foot of movement costs 2 feet
- Disadvantage on saving throws against being restrained
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage die increase by 1 step for each slot level above 1st, to a maximum damage die of d12.
Crustacean Claws
1st-level transmutation
Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a pair of claws from a crab, lobster, or similar crustacean)
- Duration: Concentration, up to 1 minute
You invoke an old shamanistic rite to transform your hands into claws. Choose whether you wish to transform one or two of your hands. A hard shelled claw like that of a lobster or crab grows around the hand, with a powerful hinge and sharp inner teeth. While a hand is transformed in this way, it can not be used to wield weapons, operate tools, or perform fine functions that require fingers.
As part of casting the spell, make a melee spell attack against a creature within the reach of your normal unarmed strike. On a hit, a creature suffers piercing or bludgeoning damage (your choice) equal to 2d4 + your spellcasting ability modifier. Additionally, if the target is no more than one size category larger than you, it becomes grappled by the claw(s). Each claw can only grapple one creature in this way at a time. To grapple a creature one size category larger than you requires both claws.
A creature grappled by this spell takes piercing or bludgeoning damage (your choice) equal to your spellcasting ability modifier at the end of each of its turns. As an action on its turn, a grappled creature can attempt to break the grapple by rolling a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.
For the duration, you can repeat this attack as an action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the melee attack increases by 1d4 for each slot level above 1st.
Diplomat's Script
1st-level enchantment (ritual)
Bard, Warlock, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: S, M (a silver-based ink worth at least 10 gp, which the spell consumes)
- Duration: 10 days
You write on parchment, paper, or some other suitable writing material and imbue it with a potent enchantment that lasts for the duration.
Any creature that reads the script sees it in the written language which they best understand (or as gibberish signs if the creature can not read).
Further, after a creature reads this script and until the spell ends, the creature has disadvantage on saving throws vs being charmed, and you add 2d4 to Charisma ability checks made to interact with the creature in any capacity related to the written material (at a GM's discretion). For example, convincing a tribal leader to host a feast for you after writing a letter with this spell flattering the tribe's food would gain this spell's bonus.
Falling Star
1st-level conjuration
Cleric, Druid, Wizard
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a tiny white gem worth at least 25 gp)
- Duration: Instantaneous
You call dawn an orb of starlight which descends from the heavens. Choose a point you can see within range. At the start of your next turn, the star completes its descent landing at the point and bursting with light. All creatures within 60 feet of the point must succeed a Constitution saving throw or be Blinded for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
The flight path of the star is not immediately obvious. Any creature within 120 feet of the point you chose may believe the star is headed towards their space, unless they succeed a Wisdom (Perception) check against your spell save DC.
A creature that sees the star falling before it lands can attempt to avert its eyes on its turn (no action required), as long as it is not incapacitated. When it does so, the creature is blinded until the start of its next turn.
Familiar Face
1st-level illusion
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 30 feet of you that you can see
- Range: 30 feet
- Components: S
- Duration: 1 round
You attempt to deceive the creature that damaged you with an illusion, convincing them they did not hurt you, but rather another creature close to them, such as a family member, close friend, or another ally.
The creature which damaged you must make a Wisdom saving throw. On a failure, the creature is unable to target you with any attack, harmful spell, or harmful ability until its next turn ends.
If you make an attack, cast a spell that affects an enemy, or deal damage to another creature, and the creature affected by this spell sees you do so, the effect ends on them.
Flash of Smoke
1st-level illusion
Bard, Ranger, Sorcerer, Wizard
- Casting Time: 1 bonus action
- Range: Self (10-foot radius)
- Components: S, M (a pinch of flashfire dust)
- Duration: 1 round
In a quiet burst of smoke and magic, you temporarily disappear. All creatures within 10 feet of you must make a Wisdom saving throw. You are invisible to any creature that fails the saving throw until your next turn starts, or until you attack or cast a spell.
In addition, a 10-foot radius area centered on the point at which you cast this spell becomes heavily obscured by smoke for the duration. A wind of 10 mph or greater disperses this cloud.
Ice Armor
1st-level abjuration
Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a few drops of water)
- Duration: 1 hour
You manifest a magical armor around yourself, formed from plates of ice and a sheathe of frost. You gain 2d4 temporary hit points, which last for the duration. While you have these hit points, you also have a +1 bonus to your AC, but every 1 foot of movement costs you 2 feet.
If you take damage that would deplete the last of the temporary hit points granted by this spell, the armor shatters, sending shards of ice out from you in a 5-foot radius. All creatures within the area must make a Constitution saving throw, suffering 2d4 cold damage on a failed save, or half as much on a successful one. The spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points granted and the damage dealt when the armor bursts each increase by 1d4 for each slot level above 1st.
Intercept
1st-level abjuration
Bard, Cleric, Sorcerer, Wizard
- Casting Time: 1 reaction, which you take when you see a creature within 60 feet take damage from a weapon or spell attack
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You send a flash of spectral energy to protect a creature under threat. Roll 4d4. The damage the creature would take is reduced by that amount, before vulnerabilities or resistances are applied. If the damage has multiple damage types, you decide how the reduction is distributed among them.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 2d4 for each slot level above 1st.
Lawbind
1st-level abjuration
Bard, Cleric, Paladin, Ranger
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Only a lawful aligned creature that has not committed a chaotic-aligned act (GM discretion) within the last minute can cast this spell.
Target a creature you can see within range that is not lawful aligned, or that has committed chaotic-aligned actions (GM discretion) within the last minute. The target must make a Charisma saving throw. A neutral aligned creature that has not committed chaotic-aligned actions (GM discretion) has advantage on this save. On a failed save, the target becomes restrained. On a save that fails by 5 or more, they are disarmed of any weapon or object they hold/wield.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a repeat save that fails by 5 or more, they are disarmed of any weapon or object they hold/wield.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Living Rope
1st-level transmutation
Bard, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 150 feet
- Components: S, M (a non-magical rope at least 20 feet long, up to 60 feet long, worth at least 1 sp)
- Duration: Concentration, up to 10 minutes
You animate a non-magical rope you hold that is no more than 60 feet long, and no less than 20 feet long.
The rope is an animated object with 10 AC and 15 hit points. The rope has a fly speed of 30 feet. It can occupy a single 5 foot space while coiled, or stretch out to its full length (in this state, it does not occupy its spaces). As part of casting the spell, and as a bonus action on each of your turns for the duration, you can move the rope up to 30 feet and then command the rope with one of the following options, provided the rope remains within range.
Lasso - The rope attempts to grapple a Large or smaller creature within range. Make a grapple attempt, using your spellcasting ability modifier in place of athletics. The rope can not move or take other commands while grappling a creature.
Grasp - The rope uses one end of itself to pick up an object that weighs no more than 50 lbs.
Tie-Down - The rope ties one end of itself to a fixed object, such as a boulder, tree trunk, or lamp post. The knot the rope creates is always secure, although this has no effect on the stability of the anchor.
If the rope is destroyed or if it leaves the spells range, the spell ends early. When the spell ends, any Lasso or Grasp ends, but a tied rope remains tied.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the rope is created with 15 additional hit points for each slot level above 1st.
Lunar Guardians
1st-level abjuration
Druid, Ranger
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 hour
Three glowing motes of lunar light, resembling moths or fireflies in shape, float around you for the duration, protecting and guiding you.
When you would take damage of any kind except psychic, you can use your reaction to expend one of the motes, reducing the incoming damage by 1d6, or by twice as much if the damage includes radiant damage. The reduction is calculated before vulnerabilities or resistances are applied. If the damage has multiple damage types, you decide how the reduction is distributed among them.
Alternatively, you can use your reaction before you roll an ability check to expend one of the motes and add 1d6 to the ability check.
While you have at least one mote remaining, you shed bright light in a 10-foot radius, and dim light for an additional 10 feet. This light counts as moonlight.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction of each mote increases by 1d6 for each slot level above 1st.
Magic Igloo
1st-level transmutation
Druid, Ranger, Sorcerer, Wizard
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S
- Duration: 8 hours
Gathering moisture from the air, you transmute even the smallest amount of moisture into a 15-foot radius Igloo, which appears at point on the ground you can see within range. The area must not be occupied by a Large or larger creature, or by any other structures. A creature in the area is harmlessly moved aside or surrounded by the igloo as it appears.
The doorway is 5-feet tall and wide. You can magically open or close the doorway as an action, sealing it with ice that shares the statistics of the walls, shown below. The Igloo is an object made of magically sustained ice, so it always stays cold in any environment. It has an AC of 12, 50 hit points, resistance to non-magical damage, immunity to cold damage, and vulnerability to fire damage. When reduced to 25 hit points, a hole 10 feet wide and tall is created at the most fitting point (GM discretion). When reduced to 0 hit points, the Igloo crumbles to dust. Fire created inside the Igloo can not damage it.
The temperature inside is always comfortable, if a little cool, regardless of the environment outside. Up to 12 creatures size Medium or smaller can comfortably fit inside with you.
Ray of Darkness
1st-level evocation
Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S
- Duration: Instantaneous
Swirling, shadowy energy blasts out from your hands in a line 30 feet long and 5 feet wide. Each creature in the line must make a Constitution saving throw. On a failed save, a target takes 1d8 necrotic damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage, and is not blinded.
A creature that ignores magical darkness or that does not rely on sight is not blinded by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Salt the Wound
1st-level necromancy
Cleric, Druid, Warlock
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of black salt)
- Duration: Instantaneous or Concentration, up to 1 minute (see below)
Target a creature you can see within range that has less than its max hit points remaining. The creature must make a Constitution saving throw, suffering 4d4 Necrotic damage on a failed save, or 5d4 if the creature has less than half its maximum hit points remaining.
If the creature fails its saving throw, you can choose to concentrate on the spell. If you do, for the duration, anytime the creature receives healing, the amount is halved. The creature can repeat the saving throw at the end of each of its turns, ending the spell on a success.
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 level above 1st.
Scrutinize
1st-level divination
Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
Choose a creature you can see within range. An unwilling creature can make a Charisma saving throw to resist the spell. On a successful save, the creature resists the spell and learns they were targeted by this spell. On a failed save, the creature is unaware of the spell, and you learn one piece of information of your choice about the affected creature from the following options:
- whether the creature is living, dead, or undead. This can reveal a creature masked by the feign death spell or similar magic
- if the creature is currently Charmed
- if the creature is a Lycanthrope or shapechanger
- if the creature is native to this plane of existence
- whether the creature is good, evil, or netural
- if the creature has killed another creature within 24 hours
- if the creature has the ability to cast at least one spell, and the highest level of spell they can cast
- if the creature is cursed, and the general nature of the curse
- if the creature is diseased, and whether the disease can be healed by mundane means, or only magical
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can learn one additional piece of information for every slot level above 1st.
Serpent's Kiss
1st-level illusion
Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a snake's head)
- Duration: Instantaneous or Concentration, up to 1 minute (see below)
You send an illusory serpent flying forth from your hand toward a creature in range you can see. Make a ranged spell attack. On a hit, the serpent sinks its illusory fangs into the target, dealing 2d4 psychic damage and 2d4 poison damage.
If the attack hits, you may choose to concentrate on the spell. If you do, the target then makes an Intelligence saving throw. On a failure, the target is Poisoned for 1 minute. While poisoned in this way, the target also has disadvantage on Intelligence saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the Poisoned condition on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 psychic and 1d4 poison for each slot level above 1st.
Snap Shock
1st-level evocation
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
This spell is extremely fast, both in casting and in delivery. You point your hand towards a creature you can see within range and snap your fingers, firing a streak of lightning at super speed. Make a ranged spell attack. On a hit, the target suffers 2d4 lightning damage.
If the damage dealt by this spell forces the target to make a Constitution saving throw to maintain concentration, use your spell save DC for the saving throw (unless the DC prompted by the damage is higher). A creature resistant to lightning damage uses the normal DC, instead of your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Split Second
1st-level divination
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 reaction, which you take when one or more creatures you can see within range are required to make a saving throw
- Range: 30 feet
- Components: S, M (a drop of quicksilver)
- Duration: Instantaneous
You bend time around a willing creature, granting an extra split second in a moment of great danger. Choose one creature you can see within range who is required to make the triggering saving throw. They make the saving throw with advantage and a 1d4 bonus.
If the saving throw is failed, the target can only take an action or a bonus action on its next turn -- not both.
At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, you can choose one additional creature for each spell slot above 1st. You may only choose targets making the same saving throw against the same effect.
Stormcloud Quiver
1st-level conjuration
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a zinc talisman with primordial lightning runes etched in its surface)
- Duration: Concentration, up to 1 minute
A small formation of dark, misty cloud appears and hovers behind you, sharing your space. For the duration, you gain the following benefits:
- As an action, you can draw a bolt of lightning from the cloud and throw it at a creature you can see within 120 feet. Make a ranged spell attack. On a hit, the target suffers 1d12 lightning damage.
- When you would take lightning damage, reduce it by an amount equal to twice the slot level used to cast this spell. This reduction is applied after resistances and vulnerabilities.
- You can not be flanked (if using the optional rules for flanking as described in the DMG, pg 251).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the lightning damage of each bolt you throw increases by 1d12 for each level above 1st.
Trial of Fate
1st-level divination
Bard, Cleric
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a ruby, an amethyst, and an emerald stone, each shaped like an eye, and each worth at least 50 gp)
- Duration: Instantaneous
Channeling the scrutiny of fate, you issue a minor test to the spirit of a creature within range. It must make one of the following saving throws, which you choose: Wisdom, Charisma, or Intelligence.
On a failed Wisdom saving throw, the target is Blinded until the end of its next turn and suffers 2d6 psychic damage.
On a failed Charisma saving throw, the target is Restrained until the end of its next turn and suffers 2d6 psychic damage.
On a failed Intelligence saving throw, the target is Deafened and unable to speak until the end of its next turn, and suffers 2d6 psychic damage.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one more of the saving throws above: two saving throws with a 3rd-level slot and three saving throws with a 5th-level slot.
Willpower Ward
1st-level abjuration
Bard, Cleric, Paladin
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 10 minutes
Only Lawful aligned creatures that have not committed a chaotic-aligned act (GM discretion) within the last hour can cast this spell.
Tracing sigils of order in the air, you ward yourself with protection against unnatural influence.
For the duration, you have advantage on saving throws against being Charmed, or magically forced to move, speak, or perform an action against your will.
Additionally, the first time during the duration you would become Charmed, you instead resist the effect and do not become Charmed. This spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the duration is 1 hour. When you use a spell slot of 4th or 5th level, the duration becomes 8 hours.
Bed of Bones
2nd-level necromancy (ritual)
Cleric, Druid, Warlock, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a piece of root from a dead tree, a few drops of blood)
- Duration: Special
You grow a bed of dark brown fungus and lichen around a large or smaller corpse that has been dead for 1 week or less, covering it in a mound so that the corpse is not visible. This becomes the corpse's 'grave site'
Over the course of 1 hour, the fungus consumes any flesh on the corpse, leaving only the skeleton. If the corpse is disturbed before the hour completes, a mundane corpse is revealed and the spell ends. If the hour passes without disturbance, any disturbance after that time reveals an animated skeleton (MM p272) which rises as an undead. The skeleton acts independently and lasts until destroyed. If the skeleton moves more than 90-feet from its grave site, the skeleton is destroyed.
A disturbance occurs if a creature enters a space within 10 feet of the corpse, or if a spell is cast within 90 feet of the corpse, or if a spell is cast targeting an area within 90 feet of the corpse.
When you cast this spell, you can choose whether the undead, if and when revealed, will become Aggressive (attacking any non-undead creature (other than you) it can see within 90 feet of its grave site) or Protective (only attacking creatures that threaten or attack it or its grave site).
Dancing Shadows
2nd-level illusion
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Choose up to 3 creatures within range who are in dim-light or complete darkness. A creature with Darkvision is affected only if they are in complete darkness. A creature who can see color in darkness, such as with a Warlock’s Devil’s Sight, is immune to this effect. Affected creatures must make a Wisdom saving throw.
On a failed save, a creature falls prone, overwhelmed with fear and awe, and becomes frightened for 1 minute. This fright ends early if the creature enters an area of bright light. A frightened creature can also repeat the saving throw at the end of each of their turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional target for each slot level above 2nd.
Divining Pool
2nd-level divination
Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 hour
For the duration, when you look into a water surface within 5 feet of you, you can see through any other water surface within 300 feet of you as though looking from just above that surface.
While looking through a surface in this way, you can use your action to also hear through the surface. During this time, you are deaf with regards to your own senses.
You are aware of all water surfaces you could use for this effect, even if your line of sight to them is blocked. Only a water surface at least 1 inch across one of its sides or 1 inch in diameter is a valid target for this vision. This effect can also target solid ice or snow.
Exsanguinating Ray
2nd-level necromancy
Warlock, Wizard
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: S, M (a silver needle and a red gem worth 100 gp)
- Duration: Instantaneous
A line of crimson necrotic energy 60 feet long and 5 feet wide shoots out from your hands. A creature in the line must make a Dexterity saving throw, starting with the creature closest to the origin of the line. On a failure, they suffer 2d6 Necrotic damage and the damage increases by 2d6 for the next creature in the spell's line. A creature with no blood (GM discretion) is immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d6 for each slot level above 2nd.
Ice Barriers
2nd-level evocation
Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a bit of quartz dust)
- Duration: Concentration, up to 10 minutes
You create three 5-foot wide, 10-foot high panels of thin ice on flat surfaces you can see within range. Each panel is 6 inches thick, semi-translucent, and lasts for the duration. The panels can be placed separately, or combined horizontally into longer wall(s), but can not occupy the same 5 foot space or be stacked vertically.
If a panel cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the panel of your choice.
Each panel is an object that can be damaged and thus breached. It has AC 12, 12 hit points, and is vulnerable to fire damage. Reducing a panel to 0 hit points destroys it.
At Higher Levels. The number of panels created increases by 2 for each slot level above 2nd.
Pit Trap
2nd-level conjuration
Ranger
- Casting Time: 1 minute
- Range: Touch
- Components: S, M (40 feet of rope, which the spell consumes)
- Duration: 8 hours
As you cast this spell, you use the rope to create a square with sides 10-feet in length on the ground or the floor. When you finish casting, the rope disappears and the square becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or fall into a magical, extradimensional pit that is 20 feet deep. When you cast the spell, choose one of the following effects for the pit.
Spiked - If a creature would take fall damage from landing at the bottom of the pit, the damage die become d10's, and the damage becomes piercing. A creature who takes at least one point of this piercing damage is impaled. While impaled, its speed reduced to 0. An impaled creature or another creature within 5 feet of it can use its action to attempt a DC 11 Athletics or Acrobatics check to end the impaled condition.
Acid - A 3 foot deep pool of acid lies at the bottom of the pit. A creature that falls into the acid or starts its turn there suffers 2d4 Acid damage.
Vines - A mass of writhing, animated vines awaits in the pit. A creature that touches the floor or walls inside must succeed a Strength saving throw against your spell save DC or be Grappled by the vines. 5 feet of the vines wither if they are exposed directly to fire, or if they suffer 3 points of slashing damage. The vines have an AC of 7.
Once a creature has fallen inside the pit, the illusion which hid the pit is permanently dispelled, although the pit still remains in place for the duration.
When the spell ends, any creature inside the pit is harmlessly moved to an unoccupied point nearby.
Rabid Rage
2nd-level enchantment
Druid, Ranger
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a femur bone from a Small or larger creature)
- Duration: Concentration, up to 1 minute
Touch a beast that is not hostile to you. An unwilling beast may make a Constitution saving throw to resist the effect. On a failed save, the beast enters a rabid, feral frenzy.
For the duration, an affected creature uses its movement and actions to the best of its ability to aggressively attack, with lethal intent, any living creature it can see. An affected beast ignores you and any other beast by this spell, attacking the least armored creature within 30 feet of it (to the beast's best judgement). While rabid in this way, the beast rolls its weapon attacks with advantage, and attack rolls against the beast also have advantage.
Att the start of each of its turns, an affected beast gains temporary hit points equal to 1d4 + your spellcasting ability modifier, which last for the spell’s duration. At the end of each of its turns, an unwilling beast can repeat the saving throw, ending the spell for itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range becomes 30 feet, and you can choose one additional target that you can see within range for each slot level above 2nd.
Reactive Spores
2nd-level conjuration
Druid, Ranger
- Casting Time: 1 action or 10 minutes
- Range: 30 feet
- Components: V, S, M (a crushed mushroom and a pinch of bone dust)
- Duration: 1 minute or 8 hours (see below)
Choose up to six unoccupied 5-foot squares along surfaces within range that you can see. Each square must be contiguous with another affected square. A tiny fungal forest composed of glowing mushrooms and patches of lichen sprouts over surfaces in the affected area. Each square of fungus sheds bright light for 5 feet, and dim light for an additional 5 feet.
The spell's duration depends on the casting time used. If cast using 1 action, the duration is 1 minute. If cast over 10 minutes, the duration is 8 hours.
For each affected space, whenever a Small or larger creature that is an not an Undead or Construct enters the space while touching an affected surface, the fungi in that square burst, releasing a cloud of poisonous gas that fills the 5-foot space. Any creature in that space must immediately make a Constitution saving throw. On a failed save, a creature suffers 2d6 poison damage. If this damage kills a creature, the fungi immediately spread over the corpse and the space becomes restored as though it had not yet been triggered. Otherwise, the fungi in the space wither and turn to dust.
A successful Intelligence (Nature) check against your spell save DC might recognize the magical nature of the fungi. Otherwise, they appear to be mundane plants.
A creature can attempt to move carefully through an affected space with a Dexterity (Acrobatics) check against your spell save DC. On a success, the fungi in that square are not triggered. Whether the check succeeds or fails, every 1 foot of careful movement costs 2 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target two additional 5-foot squares for each slot level above 2nd.
Rift Strike
2nd-level conjuration
Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: 1 turn
Briefly stepping through a rift in space, you teleport to an unoccupied point you can see within 30 feet. Until your turn ends, add 1d4 to melee weapon or spell attack rolls you make against any target within 5 feet of the space you teleported to. Any such attack that hits also deals an additional 1d4 force damage.
At the end of your turn, or if you attempt to move after teleporting, you immediately teleport back to the space you occupied when you cast this spell, or to the nearest unoccupied space (if your previous space is now occupied).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage bonus increases by 1d4 for every slot level above 2nd.
Ritual of Rain
2nd-level transmutation (ritual)
Cleric, Druid
- Casting Time: 1 minute
- Range: Self (1-mile radius)
- Components: V, S, M (a dozen stones and 10 gp of Primordial dust, which the spell consumes)
- Duration: 1 hour
You perform a brief ritual involving a circle of a dozen stones, which you mark with Primordial runes empowered by Primordial dust. When the ritual completes, the weather within 5 miles changes into a dark rainstorm of moderate intensity. You must be outdoors to cast this spell.
The rain creates an atmosphere with certain magical effects. A trained creature might recognize that the rain is magical. You can designate any number of creatures to be immune to the rain's magical effects. Otherwise, whenever a creature in the rain without cover from it takes Lightning damage, it suffers an additional 1d4 Lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the additional lightning damage increases by 1d4 for each slot level above 2nd.
Rotting Barrage
2nd-level necromancy
Warlock, Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a skull)
- Duration: Concentration, up to 1 minute
Holding the skull used in the casting of the spell in a free hand, it becomes wreathed in foul, green energy, which you can launch at a target within range. Make a ranged spell attack. On a hit, a creature takes 4d4 acid damage. Additionally, the projectile explodes on impact, forcing all creatures, other than the target, within 5 feet of the target to make a Dexterity saving throw. On a failure, a creature takes half as much acid damage.
You can repeat this attack as an action on each of your turns for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Selfless Intercession
2nd-level abjuration
Bard, Cleric, Paladin
- Casting Time: 1 reaction, which you take when you see another willing creature within range suffer damage
- Range: 30 feet
- Components: S
- Duration: Instantaneous
A thin band of light briefly binds you to the target, then snaps as the magic takes effect. The target takes half as much damage from the final damage total of the triggering effect, while you also take the same amount of damage.
If this damage would drop an affected creature (you and/or the target) to 0 hit points, the creature instantly becomes stable.
Sigil Stairs
2nd-level conjuration
Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: S
- Duration: Concentration, up to 1 hour
You create three spectral platforms, with patterns representing an arcane sigil, at points you can see within range. The platforms have a 5 foot radius and are perfectly flat. They can be placed along surfaces or at unsecured points in the air, but they must remain perpendicular with the direction of gravity. They can be created at points occupied by another creature, provided there is room for the platform above or below the creature within the space.
The platforms are semi-translucent, incorporeal, and objects pass through them, but a creature and anything they wear or carry will interact with the platforms as though they are solid objects, able to stand on them, hang from them, and be slammed into them. On its turn, a creature can choose to move through a platform as though it were not there.
As an action, you can dispel one of the platforms within 90 feet of you and immediately recreate it at another point you can see within range.
Alternatively, as an action, you can cause one platform within 30 feet of you to explode, dispelling that platform and dealing 2d6 force damage to any creature within 5 feet of the platform that fails a Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of platforms created increases by 1 for each slot level above 2nd.
Silvermist Strike
2nd-level evocation
Druid, Paladin, Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon is surrounded by a cold, silvery sheath of mist as you strike. The attack deals an extra 2d6 cold damage to the target. Damage from the weapon attack also counts as silvered.
A creature damaged by this spell can not teleport or be teleported until its next turn ends. For the same duration, if the creature has resistance or immunity to non-magical bludgeoning, piercing, or slashing damage, its resistance is nullified, or its immunity becomes resistance.
A shapechanger damaged by this spell also instantly reverts to its original form and can't assume a different form until its next turn ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Spirit Sense
2nd-level divination
Cleric, Druid, Paladin, Ranger
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S, M (a round, white sapphire worth 100 gp)
- Duration: Instantaneous or Concentration, up to 1 minute (see below)
You instantly become aware of every living creature within range. You learn only the most basic information about each creature:
- Whether the creature is humanoid or a different creature type (you don't learn the specific type)
- The creature's size
- The creature's cardinal direction relative to your position
If you choose to concentrate on this spell, you can, for the duration, repeat the effect on each of your turns as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's radius increases by 15 feet for every slot level above 1st.
Tempest Spear
2nd-level transmutation
Druid, Paladin, Ranger, Sorcerer
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Instantaneous or Concentration, up to 1 minute (see below)
You brandish a melee weapon you wield and throw it as though it had the 'Thrown (30/90)' property. The weapon can not have the Heavy or Two-Handed properties. On a hit, the weapon deals an additional 1d6 Lightning damage.
For the duration, you can repeat this effect once on each of your turns in place of a weapon attack.
If you use this spell to throw a weapon that already has the Thrown property, use a normal and long range equal to three times the weapon's base normal and long ranges instead.
Additionally, for the duration, you can use a bonus action to recall one weapon you threw this way in the last minute (as long as it remains on the same plane of existence as you), causing it to teleport back to your hand(s), provided you have enough free hands to hold it (otherwise this effect fails).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the additional lightning damage increases by 1d6 for every slot level above 2nd. When you use a spell slot of 4th level or higher, the weapon can have the Two-Handed property, and with a 5th level or higher slot, the Heavy property.
Treacherous Shadow
2nd-level enchantment
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 10 minutes
Choose a creature you can see within range. The target creature must be in bright light and have a shadow (at the GM’s discretion) to be a valid target. The creature must make a Charisma saving throw. On a failure, you subtly gain control of the creature's shadow and turn it against them.
Whenever the targeted creature makes a weapon attack, the shadow mimics the attack against its owner. Make a melee spell attack for it, dealing 2d6 necrotic damage on a hit. Additionally, on a hit, the target must succeed a Constitution saving throw or have its Strength score reduced by 1 (to a minimum of 1). This reduction ends when the spell ends.
The spell ends early if the creature enters dim light or darkness, or loses their shadow due to some other effect.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the shadow increases by 1d6 for every slot level above 2nd.
Trip Wire
2nd-level transmutation
Ranger
- Casting Time: 1 minute
- Range: Touch
- Components: S, M (20 feet of rope, which the spell consumes)
- Duration: 8 hours
As you cast this spell, you use the rope to create a trip wire up to 20 feet long on the ground or the floor, or suspended between two fixed objects. When you finish casting, the rope disappears and the wire becomes a magic trap.
This wire trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small or larger creature moves into the wire's space. An incorporeal creature does not trigger the trap. The triggering creature must succeed on a Dexterity saving throw. On a failure, they suffer one of the following effects, which you choose when you cast the spell:
- Constricting: The wire magically animates and wraps itself violently around the target (usually to its leg or most similar limb). The constriction deals 1d4 slashing damage immediately and at the end of the constricted creature's turns. Additionally, a constricted creature's speed is halved. If their fly speed is dependent on a constricted wing, their fly speed becomes 0 for the duration. The wire constricts the target in this way for up to 10 minutes, after which point it turns to dust. A creature can use its action to attempt to break the wire with a successful Strength (Athletics) check against your spell save DC. The wire is also destroyed if it takes at least 5 points of slashing damage. It has an AC of 15.
-
Elemental: The wire ignites in a flash of elemental energy, the type of which you choose when you cast the spell: Fire, Cold, Lightning. The triggering creature suffers 3d8 damage of the chosen type. Any other creature within 5 feet of the wire must succeed a Dexterity saving throw or suffer 2d8 damage of the chosen type. The spell then ends.
-
Snake: The wire transforms into a Giant Poisonous Snake (MM pg 327). The snake uses the statstics found in the Monster Manual, except its hit points increase by your character level. The snake gains an initiative equal to the triggering creature and acts immediately after its turn. The snake attacks the triggering creature to the best of its ability. Once the triggering creature is reduced to 0 hit points, or the spell ends, the snake turns to dust. If the triggering creature can not be found or targeted by the snake, it defends itself to the best of its ability or takes no actions. The snake turns to dust when the spell ends, or when it is reduced to 0 hit points (which ends the spell early).
Acid Rain
3rd-level conjuration
Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
A dark cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). At the start of each of your turns for the duration, creatures under the cloud without at least 1/2 cover from it must make a Dexterity saving throw or take 1d4 Acid damage.
When you cast the spell, choose a point you can see under the cloud. A sphere of acid bombs down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 4d4 Acid damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down acid in this way again, targeting the same point or a different one.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage of the acid sphere increases by 2d4 for each slot level above 3rd. The damage each turn a creature under the rain takes increases by 1d4 for every two slot levels above 3rd.
Aspect of Acid
3rd-level abjuration
Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (the bile of a spider)
- Duration: Concentration, up to 1 hour
A caustic vapor swirls around you. For the duration, you gain resistance to acid damage. Additionally, whenever a creature within 5 feet of you hits you with a melee attack, they suffer 3d4 acid damage.
As an action, you can channel the vapor into a mote of liquid acid and launch it at a creature within 30 feet. Make a ranged spell attack. On a hit, the target suffers 7d4 acid damage. Hit or miss, the spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt when you are hit increases by 1d4 for every two slot levels above 3rd, and the damage for the ranged spell attack increases by 1d4 for every slot level about 3rd.
Captain's Luck
3rd-level abjuration
Bard, Cleric, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a lucky trinket, such as a rabbit's foot or string of shells)
- Duration: 24 hours
Touching a vehicle, you grant it supernatural protection and good fortune. For the duration, any ability check or saving throw made for the vehicle, or made by a creature to pilot or attend to the vehicle, has advantage. Additionally, attacks against the vehicle are made at disadvantage.
If the targeted vehicle is deployed on a body of water, neither the vessel nor any creature on it can be struck by lightning (either natural or created by a spell, such as Call Lightning). Effects that deal lightning damage without specifically creating a bolt of lightning from the sky or a cloudare not affected by this feature (at the GM's discretion).
Lastly, no part of the vessel itself is flammable. Objects and creatures aboard the vessel still act normally.
Caustic Cloud
3rd-level conjuration
Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of acidic vapor centered on a point you choose within range. The cloud spreads around corners. It lasts for the duration or until strong wind disperses the cloud, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 4d6 acid 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 damage increases by 1d6 for every slot level above 3rd.
Feral Form
3rd-level transmutation
Druid, Ranger
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 minute
You transform to take on aspects of a feral, bestial nature. Fur covers your body, you grow impressive musculature and size, your hands become claws, and your face takes on a feral appearance. Further, a primal rage overtakes you. For the duration:
- You can make unarmed strike (claw) attacks, which deal 2d4 slashing damage on a hit, instead of the normal damage for unarmed strikes. These attacks count as magical.
- No more than once per turn, you can make an unarmed strike (bite) attack, which deals 2d8 piercing damage on a hit, instead of the normal damage for unarmed strikes. These attacks count as magical
- Once per turn, when you reduce a creature to 0 hit points with a claw or bite attack with this spell, you can immediately move up to 15 feet without expending movement and make another claw or bite attack with this spell against a different creature.
Starting on your next turn, the spell ends early if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.
Flame Wake
3rd-level evocation
Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a piece of charcoal)
- Duration: Concentration, up to 1 minute
You crush a piece of charcoal, igniting the spell's magic. For the duration, after you move out of a space, you leave behind a fleeting trail of fire (5 feet wide and high) in that space which lasts until the start of your next turn. When a creature enters a fiery space created this way for the first time on a turn, or ends its turn there, it must make a Dexterity saving throw, suffering 3d6 fire damage on a failed save, or half as much on a successful one.
The fire ignites flammable objects in its space that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
Glyph of Watching
3rd-level divination (ritual)
Bard, Cleric, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: S, M (at least 50 gp worth of Primordial Dust, which the spell consumes)
- Duration: 24 hours
When you cast this spell, you carve a tiny, subtle glyph measuring only a few inches in radius onto a solid, flat surface, expending a valuable gem in the process. The glyph remains active for the spell's duration.
Alternatively, when you cast this spell you can target a previously drawn glyph of watching and reignite its magic once again for the spell's duration. Doing so eliminates the component cost of the spell.
While the glyph is active, as an action, you can see and hear through the glyph as though you were in its space. During this time, you are deaf and blind with regard to your own senses. You can end this effect as a free action on your turn.
The glyph is difficult to detect, but not invisible. A creature may notice the glyph with a successful Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC, provided it is within their line of sight.
You can only have one glyph of watching at a given time. Casting the spell again dispels any glyph of watching you had created previously.
Grim Scythe
3rd-level necromancy
Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Uttering a necromantic command, you call a swarm of shadowy undead spirits around you, which coalesce into a large, semi-corporeal scythe that hovers above you.
When you cast the spell, and as an action for the duration, you can make a melee spell attack with the scythe against up to three creatures within 10 feet of you, that are also within 5 feet of each other. On a hit, a creature suffers necrotic damage equal to 2d6 + your spellcasting ability modifier.
If you reduce a creature to 0 hit points with this spell, the target must make a Charisma saving throw. On a failure, its spirit is compelled to join the swarm that forms the scythe, increasing the damage dealt by this spell for the duration by 1d6, to a maximum amount of extra d6 equal to the spell's level.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d6 for every two slot levels above 3rd.
Hellbreach
3rd-level conjuration
Warlock, Wizard
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You open a 10-foot radius volatile rift into a fiendish plane at an unoccupied point on a flat, horizontal surface you can see within range. The rift sheds bright in a 10-foot radius, and dim light for an additional 10 feet.
For the duration, at the end of each of your turns, a swarm of hellish, bat-like creatures emerges from the rift, attacking any creature, other than you, within 20 feet of the rift that is not a Fiend type creature. An affected creature must make a Dexterity saving throw, suffering 5d4 slashing damage on a failed save, or half as much on a success.
Additionally, a non-Fiend creature that enters the rifts space for the first time on a turn or starts its turn there must make a Constitution saving throw, suffering 3d6 fire damage on a failed save, or half as much on a success.
Lastly, any creature with the Fiend type that starts its turn within 20 feet of the rift gains 10 temporary hit points, which last for up to 1 hour.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d4, the fire damage by 1d6, and the temporary hit points granted by 5 for each slot level above 3rd.
Lunar Luck
3rd-level divination
Cleric, Druid, Wizard
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (30 gp of silver dust and a pinch of crushed nightshade, which the spell consumes)
- Duration: Concentration, up to 24 hours
You gaze up to the moon and perform a rite to attune yourself to infant strands of positive possibility. This spell must be cast at night in view of the moon.
When the rite is complete, three motes of light, resembling tiny moons, appear in your space and hover around you for the duration. The motes shed an aura of bright light out to 15 feet, and dim light to the same distance. Each aura is reduced by 5 feet when a mote is expended. This light counts as moonlight.
For the duration, when you roll an attack roll, ability check, or saving throw, and the number on the d20 is less than 10, you can expend one mote to treat the roll as a 10.
Alternatively, no matter what number is rolled on the d20, you can expend all three motes at once to treat the roll as a 20.
Miasmic Mist
3rd-level conjuration
Bard, Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You create a 20-ft radius spherical cloud of swirling, colorful, mind-altering mist centered on a point within range. The sphere spread's around corners, and its area is lightly obscured. An area of bright light created by a source inside the cloud's area is heavily obscured, as the light is reflected and intensified by the misty fog.
A creature inside the cloud's area who can see the mist subtracts 1d4 from Wisdom, Intelligence, and Charisma saving throws. A creature can choose to avert their gaze, temporarily Blinding themselves, to avoid this effect.
When a creature who is not averting their gaze starts their turn in the cloud and can not see another creature within 10 feet of them, they must make a Wisdom saving throw. On a failure, they witness a mesmerizing hallucination that leaves them frozen in fear and awe. They are Stunned until their next turn starts.
Phantom Form
3rd-level necromancy
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Your body fades into a ghostly form between life and death, shimmering between its normal form and an incorporeal spirit form.
For the duration, you can move through the space of another creature, object, or obstacle as though it were difficult terrain. This movement does not provoke opportunity attacks. If you move more than 10 feet through a creature, object, or obstacle, or end your turn in the space of a creature, object, or obstacle with which you could not normally share space, you suffer 2d6 force damage and are shunted out the way you came, or to the nearest space.
Additionally, as a reaction taken when you would suffer damage that isn’t psychic or force damage, you can reduce the total damage by 1d6 (after all other modifiers are applied). If the damage taken has multiple types, you decide how the reduction is distributed. If the damage includes Poison or Necrotic, roll twice as many dice for the reduction.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, you can reduce incoming damage by an additional 1d6 for every two slot-levels about 3rd.
Rabbit's Feet
3rd-level transmutation
Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a pair of rabbit's feet)
- Duration: Concentration, up to 1 minute
You invoke an old fey magic that provides you the speed, grace, and luck of a rabbit.
For the duration, your walking speed is increased by 10 feet, you can dash as a bonus action, and your jump distance is doubled. You also have advantage on Dexterity saving throws.
Additionally, when you roll a 1 on a d20 for an ability check, attack roll, or saving throw, you may reroll the die, though you must use the new result (even if it is a 1).
Lastly, if you must make a Dexterity ability check or saving throw, before you roll, you can choose to treat your roll as a 20. If you do, the spell then ends.
Ray of Moonlight
3rd-level evocation
Druid
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S
- Duration: Instantaneous
A line of lunar light 30 feet long and 5 feet wide shoots out from your hands. Friendly creatures in the line with at least 1 hit point regain 2d4 hit points. Hostile creatures in the line must make a Dexterity saving throw, suffering 6d4 Radiant or Cold damage (your choice) on a failure, or half as much on a success.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 and the damage increases by 2d4 for every slot level above 3rd.
Realmward
3rd-level divination
Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 8 hours
You bind yourself to your current plane of existence, forming a powerful but temporary connection. For the duration, while you are on the plane of existence you bound yourself to:
‣ You sense any creature within 300 feet that is native to a different plane of existence than your current plane. You sense the creature's general direction, but not necessarily it's exact location. ‣ You sense any portal to another plane of existence within 300 feet of you. Through this sense, you know the portal's exact location. ‣ You add 1d4 to attack rolls against creatures not native to your current plane.
Reflection Rift
3rd-level conjuration
Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Drawing on a fractured shard of an alternative reality, you conjure a physical double of yourself which flows in and out of you in a volatile rift of unreality. For the duration:
- You can not be flanked (if using the optional rules for flanking as described in the DMG, pg 251).
- When a creature would trigger an attack of opportunity from you, you can make a melee spell attack against it, instead of using your reaction make an attack of opportunity. This does not consume your reaction. If the attack hits, the target suffers force damage equal to 1d8 + your spellcasting ability modifier. If you roll an 8 on the damage die for this effect, your reflection ruptures, and the spell ends.
- When an attack would target you, you can use your reaction to interpose your double. The double takes the full effect of the attack, and then ruptures, ending the spell.
If the spell ends due to the reflection rupturing, all creatures within 10-feet of you must make a Dexterity saving throw, suffering 3d6 force damage on a failed save, or half as much on a success. A creature that fails its save is also pushed 10-feet away from you
Shroud of Secrets
3rd-level illusion
Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You create a 20-foot radius sphere of illusory fog centered on a point within range, which lasts for the duration. The sphere spreads around corners. When you cast the spell, choose protective or inquisitive.
If you choose protective, the fog's area counts as heavily obscured to creatures outside the area. Creatures inside the area, however, see normally. Additionally, creatures, objects, and places inside the spell's area can't be targeted by any divination magic or perceived through magical scrying sensors.
If you choose inquisitive, the fog's area is heavily obscured to creatures inside the area. Creatures outside the area, however, see through it normally. Additionally, creatures inside the spell's area have disadvantage on saving throws against divination magic.
Swarmskin
3rd-level conjuration
Druid, Ranger, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (the corpse of a tiny creature)
- Duration: 10 minutes
You conjure thousands of tiny creatures, such as rats, spiders, lizards, beetles, centipedes, or a similar type of beast. The swarm covers your skin and outerwear as the creatures crawl around you harmlessly, and also spreads to nearby surfaces within your space.
You gain 4d4 + 4 temporary hit points which last for the spell's duration. Once the temporary hit points are depleted, the spell ends.
While you have these hit points, you can use your reaction when you are hit by a melee weapon attack to gain resistance against bludgeoning, piercing, and slashing damage from that attack. Additionally, the creature that hits you takes piercing damage equal to 2d4 + your spellcasting ability modifier.
Further, you have advantage on ability checks to initiate, avoid, or escape a grapple. A creature in a grapple with you suffers piercing damage equal to your spellcasting ability modifier immediately when the grapple is initiated, and again at the end of each of their turns.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 1d4 + 1 for every slot level above 3rd, and the damage dealt by the spell's reaction effect increases by 1d4 for every slot level above 3rd.
Swift Stride
3rd-level transmutation
Bard, Sorcerer, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: Instantaneous
You bend time and space around yourself to move at an incredible speed. Your speed this turn is 300 feet. This movement does not trigger opportunity attacks.
You can use this movement to cross liquid surfaces as though they were solid, although you may still take damage from a liquid such as lava or acid.
Additionally, you can move up vertical surfaces with this movement without requiring an ability check. When doing so, every 1 foot of vertical movement costs you 3 feet of movement.
Lastly, you have +2 AC and advantage on Dexterity saving throws or ability checks to avoid or escape a grapple until the end of your turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the speed granted to you by this spell increases by 100 feet for each slot level above 3rd.
Symbol of Ruin
3rd-level enchantment
Bard, Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (an onyx stake dipped in a drop of your own blood)
- Duration: Concentration, up to 1 minute
You erect a magical symbol of doom and calamity at an unoccupied point you can see within range. The symbol evokes an aura of fear around it, challenging even the most stalwart, and causing the weak to crumble.
For the duration, a creature that starts its turn within 50 feet of the symbol must make a Charisma saving throw. On a failed save, a creature becomes frightened for the duration. If the creature is already frightened, they suffer 2d8 psychic damage instead.
A creature frightened by this spell that starts its turn outside the spell's area can repeat the saving throw against the spell, ending the spell's effect on a success. Alternatively, if within the spell's area, an affected creature can use an action on its turn to repeat the saving throw, ending the effect on a success. A creature which succeeds a saving throw against becoming frightened by this spell, or to end fear caused by this spell, becomes immune to the spell for 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the psychic damage increases by 1d8 for each slot level above 3rd.
Sympathetic Link
3rd-level divination
Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 hour
- Range: 10 feet
- Components: V, S
- Duration: 10 days
You link your senses to those of one other willing creature within range. For the duration, or until you cast this spell again, you sustain a link between yourself and any creatures targeted by this spell.
As an action, a linked creature can begin using the senses of another linked creature. In doing so, they choose any number of the following to use: sight, hearing, smell, taste.
While using the senses of another creature through this spell, a creature is unable to use their own corresponding sense. A creature can stop using another creature's senses at any time (no action required).
A creature receives no indication of when another is using their senses. Further, no special means of communicating to the other party is provided through this magic. An affected creature can end the spell on themselves at any time.
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 spell slot above 3rd.
Terrify
3rd-level enchantment
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Concentration, up to 1 minute
You overwhelm a creature with fear, leaving them aghast. Choose a creature you can see within range. The target must succeed on a Charisma saving throw or become frightened of you until the spell ends. While frightened in this way, the target can speak only in faltering noises, and its speed in reduced 0. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Venom Strike
3rd-level evocation
Druid, Paladin, Ranger, Warlock
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack during this spell's duration, your weapon seaps with potent venom, and the attack deals an extra 3d8 poison damage to the target. Additionally, the target must succeed on a Constitution saving throw or be poisoned until the spell ends.
A creature poisoned by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer poisoned.
Astral Aspects
4th-level transmutation
Warlock, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
You take on a transformation to reflect aspects of the starry domains above. The transformation lasts until the spell ends. You choose one of the following forms: Cosmic Guardian or Astral Avenger.
Cosmic Guardian: A swirling field of twinkling lights and shadow surrounds you, and your eyes resemble a nebula. You gain the following benefits:
- You gain 10 temporary hit points.
- You gain darkvision with a range of 120 feet.
- You have advantage on saving throws against spells and other magical effects.
- As a bonus action, you can teleport up to 15 feet to an unoccupied point you can see within range.
Astral Avenger: A pair of spectral wings, with a pattern of space and stars, sprouts from your back, and your eyes glow like bright starlight. You gain the following benefits:
- You gain a flying speed of 30 feet.
- You automatically see through illusions within 30 feet.
- You have advantage on spell attack rolls, and your spell save DC increases by 1.
Cone of Moonlight
4th-level evocation
Druid
- Casting Time: 1 action
- Range: Self (40-foot cone)
- Components: V, S
- Duration: Instantaneous
You send a wave of radiant moonlight out from your hands in a 40-foot cone. All friendly creatures in the cone with at least 1 hit point regain 2d4 hit points. All hostile creatures in the cone must make a Constitution saving throw, suffering 4d10 Radiant damage on a failed save, or half as much on a success.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d4 and the damage increases by 1d10 for every slot level above 4th,
Frozen Star
4th-level conjuration
Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create an orb of frost that hovers at an unoccupied point you can see within range. The orb is an object with a 5 ft diameter. It has an AC of 12, 30 hit points, immunity to cold and psychic damage, resistance to nonmagical damage, and vulnerability to fire damage.
The orb sheds bright light in a 20-foot radius, and dim light for an additional 20 feet.
A creature that starts its turn within 40 feet of the orb must make a Constitution saving throw, suffering 3d6 cold damage on a failed save, or half as much on a successful one. Additionally, a creature that fails its save is hobbled, unless the creature is within 20 feet of the orb, in which case it is restrained instead.
If you concentrate on the spell for the full duration, when it ends, the orb explodes. The orb also explodes if it is destroyed. When the orb explodes, all creatures within 20 feet of it must make a Constitution saving throw, suffering 9d6 cold damage (if the orb exploded due to the spell reaching its full duration) or 6d6 cold damage (if the orb was destroyed in another way) on a failed save, or half as much on a successful one. A creature that fails its save is also petrified in a thick layer of ice until its next turn ends.
Hobbled is a condition under which a creature suffers the following:
- Every 1 foot of movement costs 2 feet
- Disadvantage on saving throws against being restrained
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage a creature takes at the start of its turn increases by 1d6 for each slot level above 4th, and the damage caused by the orb's explosion increases by 2d6 for each slot level above 4th.
Icon of Glory
4th-level evocation
Bard, Cleric, Paladin
- Casting Time: 1 reaction, which you take when you hit with an attack or succeed a saving throw and your total exceeds 20
- Range: Self (30-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
You become a beacon of heroism and glory, inspiring those around you. For the duration, you and any creature(s) you choose within range gain the following benefits:
- weapon and spell attacks score a critical on a roll of 19 or 20
- reroll natural ones on attack rolls, ability checks, and saving throws
For the duration, anytime you hit with an attack or succeed a saving throw and your total exceeds 20, the aura becomes temporarily stronger. Until the start of your next turn, the aura also grants the following benefits:
- weapon and spell attacks also score a critical on a roll of 18
- make Wisdom and Charisma saving throws with advantage
Infernal Imbuement
4th-level transmutation
Warlock, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a preserved finger from a devil CR 5 or higher, given willingly to the caster, worth at least 100 gp)
- Duration: 1 hour
You touch a willing creature, imbuing them with fiendish features. For the duration, the target gains the following benefits:
- You gain resistance to fire damage, and immunity to poison damage and the poisoned condition.
- You gain darkvision to a distance of 120 feet. Additionally, magical darkness doesn't impede this darkvision.
- You can speak, read, and write Infernal.
- You grow tiny horns on your head.
- Your eyes change to a distinctly unnatural color (typically to black, red, orange, purple, or green).
- In addition to your normal creature type, you also count as a fiend (devil) for the duration.
If you cast this spell again, its effects end on any previous targets.
At Higher Levels. When you cast this spell using certain higher-level spell slots, additional features are granted to the target. With a 6th-level slot, the target gains immunity to fire damage, instead of resistance. With an 8th-level slot, the target also has advantage on saving throws against spells and other magical effects.
Swarmstorm
4th-level conjuration
Druid, Ranger, Warlock, Wizard
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V, S, M (the corpse of a tiny creature)
- Duration: Concentration, up to 10 minutes
You conjure a massive swarm of tiny creatures such as rats, spiders, lizards, beetles, centipedes, or a similar type of beast. The swarm covers all surfaces in a 20-foot radius circle around you and moves with you for the duration. For the duration, surfaces in the swarm's area are difficult terrain for creatures hostile to you. A hostile creature suffers piercing damage equal to your spellcasting ability modifier for every 5 feet they move on their turn along a surface inside the area.
When you cast the spell, and as a bonus on each of your turns for the duration, you can direct a portion of the swarm to focus their wrath on one creature you can see within the spell's area. The target must make a Dexterity saving throw, suffering 6d4 piercing damage on a failed save, or half as much on a success. Additionally, a creature that fails its save is restrained until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt when you direct the swarm to attack increases by 2d4 for each slot level above 4th.
Weather Ward
4th-level abjuration (ritual)
Cleric, Druid, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (5 square feet of wood and stone, and 50 gp of primordial dust, which the spell consumes)
- Duration: 24 hours
You construct a magical shrine that is 5x5 feet in size at a point on the ground. The shrine protects a 5 mile radius of land from unnatural conditions.
Alternatively, you target a shrine which has been previously constructed for this spell, reactivating its magic for the duration. When you cast the spell in this way, no material components are required.
For the duration, magic can not affect the area's weather. Spells such as Control Weather, Sea of Fog, Ritual of Rain, and Tainted Moon have no effect in the area. Likewise, unnatural clouds or winds can not be created or magically manipulated, which means spells such as Call Lightning or Control Winds have no effect.
The shrine is a magical object with an AC of 12 and 50 HP. It is resistant to non-magical damage. If the shrine is destroyed, or if you cast this spell again to create a different shrine, the spell ends.
Ancestral Dreams
5th-level divination
Bard, Druid
- Casting Time: 1 hour
- Range: Self
- Components: V, S, M (two blue lotus flowers, and 25 gp of incense, which the spell consumes)
- Duration: 24 hours
You cover your eyes with blue lotus flowers and enter a dream-like meditative state. In this dream, you experience visions of creatures from ages past, typically beings who had some tie to your past, such as through blood lineage or alliance with your ancestors.
Choose a total of five proficiencies from any of the following categories, with no more than three from the same category: skills, artisan tools, vehicles, and languages. The visions you see are drawn to memories and experiences related to your choices, which become tethered to you for the duration, granting you proficiency in the chosen options.
This spell ends early if you cast it again, complete a long rest, or fall asleep by any means.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of proficiencies you can choose and the maximum number you can choose from the same category each increase by 1 for every slot level above 5th.
Animate Blood
5th-level necromancy
Cleric, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a dagger and a dash of your own blood, drawn by the dagger)
- Duration: 10 minutes
You gather blood from nearby corpses to form an animated, golem-like creature to serve and fight for you. Choose at least 2, and up to 10, Small or larger corpses within range that died within the last 24 hours. A corpse without blood (GM discretion) is not a valid target.
A willing creature within range that is currently below its hit point maximum can contribute blood in place of a corpse. When it does, the creature is considered one size smaller and it takes a level of exhaustion.
Additionally, you can sacrifice more of your blood to increase the potency of the golem. By taking two levels of exhaustion when you cast the spell, you can contribute blood equal to a creature of your own size.
The blood golem manifests in an unoccupied space that you can see within range. The golem disappears when it drops to 0 hit points or when the spell ends. It also disappears if you cast this spell again during the duration.
Use the Blood Golem stat block for the creature. Certain statistics of the golem vary based on the type and number of corpses used. For each corpse consumed, the golem gains hit die (1d6 per Small corpse, 2d6 for Medium, 3d6 for Large, etc.). The total number of hit die the golem receives determines its size (3 or less die creates a Small golem, 4 or 5 a Medium golem, 6-12 a Large golem, and 13+ a Huge golem).
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it defends you or itself to the best of its ability.
For the spell's duration, you can not regain hit points. Whenever you take damage while the blood golem is within 10 feet of you, the blood golem gains the same amount of hit points. If you become unconscious or die, the golem disappears and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Blood Golem
Medium construct, unaligned
- Armor Class 10 (+ the level of the spell [natural armor])
- Hit Points — (Hit Die (see spell) + 20 + 10 for each spell level above 5th)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 1 (−5) 10 (+0) 2 (−4)
- Damage Vulnerabilities poison, necrotic
- Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks
- Condition Immunities charmed, exhaustion, grappled, prone, paralyzed, petrified, incapacitated
- Senses blindsight 60 ft. (blind beyond), passive Perception 10
- Languages Understands the languages of its creator, but doesn't speak
- Challenge - (0 XP)
Grasp of the Grave. A creature grappled by the golem can not regain hit points while it remains grappled.
Blood Form. The golem can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The Blood Golem makes two Claw attacks.
Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2 die depending on the golem's size (d4 if Small, d6 if Medium, d8 if Large or Huge) + 4 + the spell's level bludgeoning damage.
Whelm. Each creature in the golem's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe in blood. If the saving throw is successful, the target is pushed out of the golem's space. The golem can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the golem's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the golem can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
Assimilate. The golem destroys each corpse in its space. If the corpse contained blood (GM discretion), the golem regains hit points depending on the size of each corpse (1d6 per Small corpse, 2d6 per Medium, 3d6 per Large, etc.).
Assassinate
5th-level illusion
Warlock, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
Choose a creature you can see within range. This spell only affects creatures who can see and from whom you are completely hidden.
You assault the target with a vision of their own death. The target must make an Intelligence saving throw. They suffer 8d10 psychic damage on a failed save, or half as much on a successful one. Additionally, on a failed save, the creature is wrapped in silence, preventing them from creating any sound until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the damage increases by 1d10 for every slot level above 5th.
Boulder Bash
5th-level conjuration
Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a non-magical shield)
- Duration: 1 hour
Holding two small stones, one in each hand, you slam them together. Choose two points you can see within range that are within 60 feet of each other, and at least 30 feet from each other. You conjure a boulder at each point, then launch the boulders towards each other, forming a line between the two points. Each creature in the line must make a Dexterity saving throw, suffering 5d8 bludgeoning damage on a failed save, or half as much on a successful one.
If a complete line is formed between the two points of origin without being blocked, the boulders collide and explode. The line is blocked by a Large or larger creature, or an object or structure at least 5 feet in two dimensions that is not destroyed by the damage.
When the boulders explode, each creature within 15-feet of the center of the line must make a Dexterity saving throw, suffering 3d8 bludgeoning damage on a failed save, or half as much on a successful one.
If there are two points which could be judged as the center of the line, you choose which point is the origin for the explosion.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damages of the line and the explosion each increase by 1d8 for each slot level above 5th.
Extract Memory
5th-level enchantment
Bard, Warlock
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a mosquito fossilized in amber)
- Duration: Instantaneous
You touch a sleeping or unconscious (but stable) creature and coerce its subconscious to let you search its memories. An unwilling creature can make a Wisdom saving throw to resist this spell. On a success, the creature is unaffected and the spell is wasted, and the creature is awakened if it was sleeping.
Otherwise, describe a specific memory which you wish to search for, such as "the moment the creature's father died" or "the last time they spoke to their spouse." You can also give a less specific description, such as "the moment they felt their greatest fear", although the memory you find may be less detailed in such a case.
You learn the most recent existing memory which meets your specification in the closest possible way. A memory might come to you in a vague and general sense, or you might see a specific vision of the memory, depending on how strong the memory was in the creature's mind. If no memory exists that is close to your specification, the spell fails.
Ghost Cavalry
5th-level necromancy
Bard, Cleric, Wizard
- Casting Time: 1 action
- Range: 80 feet
- Components: V, S, M (a banner or symbol of a historic army or group of dead warriors)
- Duration: 1 round
Calling on armies of the dead, you summon a straight line of ghostly warrior horsemen up to 40 feet long and 10 feet high centered on a point on the ground you can see within range. The line sweeps forward along the ground for 40 feet, passing through solid objects or obstacles along the way. All creatures the line passes through must make a Dexterity saving throw, suffering 4d8 piercing damage on a failed save, or half as much on a successful one. At the start of your next turn, the line sweeps forward for an additional 40 feet, repeating the same effect. The spell then ends.
A Medium or smaller target that fails the saving throw is also knocked prone and dealt an additional 2d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the piercing damage increases by 1d8 for each slot level above 5th.
Primordial Sludge
5th-level conjuration
Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a fossilized bone)
- Duration: Concentration, up to 1 minute
You conjure a swirling mass of primordial acid surrounding a creature you can see within range. The target must make a Dexterity saving throw. On a failure, the target takes 6d4 acid damage and becomes covered in acid, taking 6d4 acid damage at the start of each of its turns for the duration. A Large or smaller creature covered in this acid is also blinded and restrained.
The target or another creature can work to scrape away the acid as an action. The acid takes three full actions to remove completely. Each time part is removed, the damage the creature takes at the start of its turn is reduced by 2d4. After one part is removed, the creature is no longer blinded. After two parts are removed, the creature is no longer restrained. When the acid is removed completely, the spell ends. If another creature scrapes away the acid using their bare hands or otherwise without protection, they suffer 2d4 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d4 for each slot level above 5th.
Regenerating Ward
5th-level abjuration
Sorcerer, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
You touch a willing creature and surround them with a pulsing protective energy, which appears as a series of faintly glowing arcane glyphs in the creature's space. These glyphs shed bright light in a 5-foot radius, and dim light for an additional 5-feet.
For the duration, whenever the target would take damage for the first time on a turn, reduce the damage by 2d6 (to a minimum of 0). This reduction is applied before resistances or vulnerabilities. If there are multiple damage types, the target decides how the reduction is distributed amongst them. If, at any point during the duration, the target takes damage exceeding an amount equal to 5 times the spell slot level used, the ward shatters and the spell ends early.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage reduction increases by 1d6 for every two slot levels above 5th.
Ring of Ice
5th-level transmutation
Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self (15-foot-radius cylinder)
- Components: V, S, M (a bead of water)
- Duration: Instantaneous
You gather and expand moisture from the air to form a razor sharp ring of ice, which expands out from you and spins at deadly speed. All creatures within a 15-foot radius, 5-foot high cylinder centered on you must make a Dexterity saving throw. A creature suffers 6d6 slashing damage and 6d6 cold damage on a failed save, or half as much on a successful one.
You can alter the shape of the ring so that it does not affect creatures within a certain range of you, excluding all creatures within a radius up to 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum radius of the cylinder increases by 5 feet for every slot level above 5th, as does the maximum radius of creatures you can exclude from the effect.
Savior
5th-level abjuration
Cleric
- Casting Time: 1 reaction, which you take when another creature you can see within range drops to 0 hit points
- Range: 30 feet
- Components: V, S
- Duration: 1 round
You call a celestial guardian from the heavens to protect the target at a critical moment. The creature drops to one hit point, instead of 0. The incorporeal celestial spirit then hovers in the target's space until the start of your next turn, granting a +5 bonus to their AC.
Additionally the next time during the duration the target would take damage, the celestial intercepts the damage, reducing it to zero, at which point the spell ends.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that the savior does not appear, causing the spell to fail.
Wintery Shroud
5th-level conjuration
Druid, Ranger, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 80 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You conjure a a storm of blisteringly cold winds and snow flurry. The storm fills a cube 80 feet wide, 80 feet long, and 40 feet tall. The storm spreads around corners, and its area is heavily obscured. Any creature, except you, that starts its turn in the area must make a Constitution saving throw. A creature with resistance to Cold damage, or that has advantage on saving throws against cold environments, has advantage on this saving throw. On a failure, a creature takes 2d6 cold damage. While within this storm, you have certain capabilities.
- You ignore the heavily obscured property of the storm
- You have advantage on Stealth checks within the storm
- As a bonus action, you can teleport to any point within the storm's area that is within 60 feet of you
- Your weapon attacks deal an additional 1d6 cold damage while both you and the target of the attack are within the storm
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a creature takes an additional 1d6 Cold damage from the storm for each slot level above 5th.
Woodland Watch
5th-level divination
Druid, Ranger
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a vine or root from the target forest)
- Duration: 24 hours
Wrapping vines or roots around your wrists and loosely around your neck, you attune yourself to a 5-mile radius of forest, creating a divinatory bond between yourself and the land. A GM has discretion as to what constitutes a forest. Generally, dense tree coverage must dominate the terrain.
For the duration, you become magically aware anytime a creature that is not natural to the area (GM discretion) enters the spell's area. Beasts and other natural creatures do not alert this magic, while unnatural monsters, humanoids, and other creature types typically do. A creature such as a Hill Giant or Green Dragon that is closely tied to the natural forest does not alert the magic. When this effect alerts you to a creature's presence, you do not learn the exact identity of the creature, but you do learn the creature's type, and you are considered to have at least secondhand knowledge of it for the purposes of Scrying or similar magic.
Further, for the duration, you can cast the Scrying spell at will as a Druid or Ranger spell, requiring no spell slot or material components, but choosing only targets within the spell's area.
If you cast this spell every day for 10 consecutive days targeting the same area of land, the duration becomes Until Dispelled. In any case, if you cast this spell again targeting a different area of land, any previous casting ends immediately.
Adamantine Skin
6th-level abjuration
Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a chunk of raw adamantium worth 300 gp, which the spell consumes)
- Duration: Concentration, up to 1 hour
This spell turns the flesh of a willing creature you touch as hard as adamantine. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage.
Additionally, critical hits from weapon attacks count as regular hits against them.
Further, anytime the target takes damage (of any kind except psychic) not exceeding 10 damage (before resistances, reductions, or vulnerability are applied), reduce the damage to 0.
Arcane Acceleration
6th-level transmutation
Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
You draw on volatile strands of time to accelerate your magic temporarily. For the duration, you can cast Cantrips with a casting time of 1 action as a bonus action.
Additionally, casting a spell as a bonus action does not prevent you from casting another spell of any level on your turn as an action, ignoring the normal spellcasting rules.
When you cast a second spell on a turn outside of the normal spellcasting rules, there is a 5% chance the magic malfunctions, and the spell fails to cast (any slot or resource required is still expended).
Arcane Ascension
6th-level divination
Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (a crown of jade and gold, worth at least 1000 gp)
- Duration: Concentration, up to 1 minute
You branch your mind to lost knowledge divined from the infinite realms to enhance your spellcasting capabilities. For the duration:
- Your Intelligence score increases by the slot level used to cast this spell.
- You have advantage on Intelligence ability checks and saving throws.
- You can cast 1st and 2nd level spells you know without expending a spell slot
- You can concentrate on two spells simulataneously, instead of one. When you are forced to make a saving throw to maintain concentration, roll a separate saving throw for each spell.
The process of divining this knowledge is incredibly taxing. Starting on your next turn, at the end of each of your turns, you must make a Constitution saving throw. The DC begins at 13 and increases by 1 each successive attempt after the first. On a failed save, this spell ends, as does any other spell you concentrate on, and you suffer a Short Term Madness. On a save that fails by 5 or more, you also suffer an indefinite madness.
At Higher Levels. When you cast this spell at 7th level, spell slots up to 3rd level can be cast without expending a spell slot. At 8th level, this includes slots up to 4th level, and at 9th level, slots up to 5th level.
Beseech Secret
6th-level divination
Warlock
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (a seeing stone worth at least 1000 gp)
- Duration: 8 hours
Looking through the seeing stone, you enter a vision where you beseech your patron for arcane knowledge outside your power.
Choose a spell of 5th level or lower from the Wizard spell list. Once during the duration, you can cast the spell you chose using one of your Warlock spell slots, provided you have one available. You can not cast the chosen spell as a ritual, even if it has the ritual tag. Once you cast the spell this way, this spell ends.
Glacial Guardian
6th-level transmutation
Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a few drops of water)
- Duration: Concentration, up to 10 minutes
You transform a few drops of water into a hulking figure of ice and frost, which acts as an extension of your own body. For the duration, you gain the following features:
- Your size becomes Huge. If there is not sufficient room for your new form when you cast the spell, the spell fails.
- Your AC becomes 17
- Your Strength score becomes 24
- Your Dexterity score becomes 10
- You gain immunity to Cold damage and vulnerability to Fire damage
- You gain 100 temporary hit points. If any of these remain when the spell ends, they are lost. When you have none of these hit points remaining, the spell ends early. While you have these hit points, you are not required to make a constitution saving throw to maintain concentration for this spell when you take damage, unless the damage is fire or psychic
- You can not wield weapons
- You can use your action to make a melee spell attack against a target within 10 feet. On a hit, a target suffers 4d8 bludgeoning and 4d6 cold damage.
- You ignore difficult terrain from ice and snow
King's Vault
6th-level abjuration
Wizard
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (Three keys each worth at least 500 gp, made of adamantine, cold iron, and mithral respectively, along with three golden locks, which the spell consumes, each forged within the ruins of a castle)
- Duration: Instantaneous
You seal a door or container with a powerful magical lock. When the spell is cast, three keyholes are magically installed within the door or container, corresponding to the keys used as the material components in the spell's casting. To unlock the door, all three keys must be inserted together.
An affected door or container becomes enchanted to lead to an extradimensional space. The space within a container is no larger than the container itself. The space behind a door appears to be an empty room 30 feet in each dimension, made of wood or stone. In either case, the extradimensional area and its contents can not be targeted by divination magic or perceived through magical scrying sensors. Any living creature inside this extradimensional space is shunted to the nearest safe space if the door or container is closed.
As an action, you can summon one or more keys created by this spell to your possession from anywhere in existence, provided a key is not on the person of another creature. If any of the keys are destroyed, a replica immediately reforms on your person.
Pillars of Light
6th-level conjuration
Cleric
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 minute
You conjure two pillars of radiant, translucent light from the heavens and slam them down at points within range. The pillars have a diameter of 5 feet and a height of 30 feet. A creature in the space where a pillar lands must make a Dexterity saving throw, taking 4d10 Radiant damage on a failure, or half as much on a success. A Large or larger creature has advantage on this saving throw. A Medium or smaller creature that fails the save is also knocked prone.
If a pillar lands in a space occupied by a Large or larger creature, it dissipates. If it lands in a space occupied by a Medium or smaller creature, the creature is pushed 5 feet in a safe direction, and the pillar lands in the now occupied space. If there is no safe space for the creature, it can use its reaction to move to the nearest safe space, if possible. If there is a ceiling or obstruction preventing the full height of the pillar from taking shape, it becomes shorter to fit the available space.
A pillar that lands in a space becomes a solid object that can be physically interacted with, despite its semi-translucent appearance. A pillar has an AC of 10 and 25 hit points. A pillar is also immune to radiant, psychic, and non-magical damage and resistant to all other damage. After 1 minute, any remaining pillars dissipate.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional pillar for each slot level above 6th.
Rejuvinate
6th-level conjuration
Cleric, Druid
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S
- Duration: 1 minute
A spectral centaur (fey for a druid, or celestial for a cleric) appears and rides across the sky, pouring a river of healing light from a glowing cornucopia in a line 60 feet long and 15 feet wide. All creatures of your choice within the line are affected by the following:
- The creature may repeat, once each, a saving throw against any of the following conditions they are under: frightened, charmed, dazed, blinded, deafened, poisoned. On a successful save, the condition ends for them. If the condition was gained without a saving throw, it automatically ends for them.
- If the creature has at least one level of exhaustion, the effects of their exhaustion levels are suspended for 1 minute. The creature's exhaustion level remains the same, and it can still gain more levels as normal.
- The creature, if conscious, regains 2d4 + 4 hit points.
Additionally, until the end of your next turn, the affected area is bathed in bright light, and a 10-foot area around the line in dim light.
Cloud Carry
7th-level transmutation
Bard, Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 500 feet
- Components: V, S, M (6 oz. of water)
- Duration: Concentration, up to 1 hour
You expand a tiny pool of moisture into a huge white cloud with supernatural properties, created at a point within range. The cloud can be up to 100 feet long and wide, and 40 feet tall.
The cloud's area is heavily obscured. Objects and creatures pass through the cloud as normal, but any object or creature you designate when you cast the spell can treat the top of the cloud as though it were a solid surface. An affected creature inside the cloud's area can use 15 feet of movement to magically rise through the cloud and land on top of it. An affected creature that falls onto the cloud takes no fall damage.
As an action, you can move the cloud up to 60 feet in any direction.
You can use an action to cause a burst of wind from one side of the cloud. All creatures outside the cloud and within 10 feet of the chosen side must make a Strength saving throw be pushed 15 feet away and knocked prone.
Font of Spirit
7th-level abjuration
Bard, Cleric, Druid, Sorcerer
- Casting Time: 1 action
- Range: 80 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You offer up the vigor of your spirit to fuel the spellcasting of your allies around you. As part of casting the spell, you lose all your unspent hit die.
A spectral figure bearing your appearance emerges from your form and hovers 15 feet above you, emitting bright light in a 40 feet radius, and dim light for another 40 feet You choose up to 5 creatures within 80 feet of you (excluding yourself). They gain the following benefits while they remain in range:
• They can cast 1st and 2nd level spells they know (with a casting time of 1 action, 1 bonus action, or 1 reaction) without expending a spell slot.
• They have advantage on Constitution saving throws to maintain concentration on a spell.
For the duration, at the start of your turn, you must make a Constitution saving throw in order to maintain concentration on this spell. The DC equals 10 + the slot level you used to cast this spell.
When the spell ends, make a saving throw with your spellcasting ability for this spell against the same DC as above. On a failure, you suffer 1d4 levels of exhaustion. On a failure by 5 or more, you can not cast this spell again for 100 days.
At Higher Levels. When you cast this spell using an 8th level spell slot, spells up to 3rd level can be cast without expending a spell slot, and using a 9th level spell slot, spells up to 4th level.
Sea of Fog
7th-level conjuration (ritual)
Druid, Wizard
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (300 gp of Primordial dust, which the spell consumes)
- Duration: Until dispelled
You enchant a pool of water to emit a magical fog that gradually spreads and fills the land around you.
As part of casting the spell, you must sprinkle the primordial dust used in the casting of this spell over a pool of water at least 10 feet wide and 5 feet deep, or as large as 100 feet wide and 50 feet deep. The pool of water acts as the source of the spell. The water becomes magical and can only be altered or destroyed if the magic is first dispelled.
A thick fog begins to emit from the pool of water. The fog rises up to 300 feet high and spreads at a rate of 1 mile per hour in a horizontal direction. It continues to spread for up to 10 miles.
The fog spreads around corners, and its area is heavily obscured. If an area of fog is dispelled or dispersed by a strong wind, it becomes covered again after 1 minute.
If the pool of water is dispelled, the fog begins to clear at a rate of 1 mile per hour, starting from the fog closest to the source.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fog spreads up to 10 miles further in a horizontal direction for every slot level above 7th.
Sword Song
7th-level transmutation
Bard, Wizard
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (5000 gp of diamond dust, a faerie flower worth at least 50 gp which was buried with a knight or noble, and the 300 gp worth of sap of a tree from the Plane of Creation, which the spell consumes)
- Duration: 1 day
Drawing on an ancient fey song of legend, you destine a weapon for greatness. When you cast the spell, you douse a shortsword, longsword, greatsword, or another melee weapon approved by the GM, in oil made from the material components while chanting the song. Then, before the spell ends, place the sword in a lake, on a mossy boulder, or in the trunk of a tree that is at least 500 years old, or a similar location, at a GM's discretion. Whichever placement site you choose, it must be on the Feywild (or another plane of existence, at a GM's discretion).
Once you do, over the next 10 days, the weapon undergoes a mystic transformation, fueled by fey spirits. During that time, no other creature can physically retrieve the sword from the site. The sword is magically protected in its place -- only a Wish spell or equivalent magic can free it from its bindings. After the transformation is complete, when you return to the site, the blade is gifted to you. For example, if it was placed in a lake,
a mythical being rises to hand it to you. If placed in a stone or tree, you will find the sword lodged within. Only you can pull the sword out with ease, where others would be unable to budge the sword from its place.
In its new form, the sword is a +2 weapon while you wield it. Additionally, it gains up to two minor and two major properties of your choice from the lists below. You can not choose the same property multiple times. These properties are only active while you are attuned to the sword and wielding it. The transformations last until dispelled, or until you cast this spell again.
A sword can only benefit from one instance of this spell at a time. If another creature casts the spell again on a sword which already benefits from this spell, the first set of transformations end on it.
Minor Properties:
- The sword glows with a radius of bright light up to 40 feet, and dim light to the same distance. You can summon, dismiss, expand, or dim the glow on your turn, once per turn (no action required).
- While the sword is within 100 feet of you, you can summon it to your hand (no action required), causing it to teleport to you.
- You can cast Thaumaturgy through the sword, using Charisma as your spellcasting ability.
- You can speak, read, and write Elvish, Sylvan, and Primordial.
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- You have Darkvision to a distance of 30 feet.
- You gain proficiency in one skill of your choice.
- You can breathe normally underwater. You gain a swim speed of 30 feet. You do not suffer disadvantage from attacking with the sword underwater.
- You become immune to disease. Your maximum hit points increase by your proficiency bonus.
- You always know which way is north. You always know the number of hours left before the next sunrise or sunset.
Major properties:
- If the sword does not have the Heavy property, it gains the Light property.
- If the sword has the Light property, it gains the Finesse property.
- If the sword has the Heavy property, it gains a weighty swing. Whenever you roll with advantage on an attack with the sword and both d20s would hit, the target is also knocked prone.
- The sword deals an additional 2d6 damage on a hit, the type of which you choose when you select this feature from acid, cold, fire, lightning, necrotic, poison, thunder, or radiant.
- An aura of inspiration surrounds the sword. You and creatures of your choice within 15 feet of you who can see you have advantage on Wisdom and Charisma saving throws.
- You have a +1 bonus to AC while you are not incapacitated.
- Your visage becomes more beautiful and radiant. You gain a +2 bonus to Charisma ability checks made to interact with non-hostile creatures.
- Choose one 1st level spell, subject to GM approval. You can cast the spell through the sword using Charisma. You must then complete a long rest before you can do so again.
- Once per long rest, you can cast Misty Step through the sword.
- Damage dealt by this sword counts as twice as much when determining the DC for a constitution saving throw to maintain concentration.
At the GM's option, you may choose alternative properties, but they should be no more powerful than those described above. The GM has final say on which properties can be chosen.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can choose one additional minor and major property for each slot level above 7th.
Tainted Moon
7th-level illusion
Bard, Druid, Sorcerer, Warlock, Wizard
- Casting Time: 10 minutes
- Range: Self (10-mile radius)
- Components: V, S, M (a gallon of colored dye and 100 gp of primordial dust, which the spell consumes)
- Duration: 24 hours
You place a powerful illusion over the moon itself, causing its light to channel and hinder magic of certain types. You must be outside, under direct moonlight, and able to see the moon to cast this spell. The illusion functions in a 10-mile radius centered on the point where you cast this spell. If you cast this spell again at a different point, any previous castings end.
When you cast the spell, choose a color (other than the moon's current color) and two different schools of magic -- one to be channeled, and one to be hindered. For the duration, the moon becomes wrapped in an aura of the chosen color. All creatures that are outdoors, within range, and under the light of the tainted moon have disadvantage on saving throws against the channeled school, and advantage on saving throws against the hindered school. Additionally, spells of the channeled school are always cast as though a spell slot level one-higher was used, while spells of the hindered school can not be cast using a higher level spell slot. A Tainted Moon spell ignores these effects when cast.
If a Tainted Moon spell already affects the moon and its area overlaps an area your spell would affect, you must make a Charisma saving throw against the spell save DC of the competing spell. If you cast this spell using a higher level spell slot than the competing spell, you automatically succeed this saving throw. On a success, the competing spell ends and your spell takes effect. On a failure, your spell has no effect, and you can not target the moon with this spell again for 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 8th level, the primordial dust material component cost becomes 1000 gold, the radius becomes 100 miles, and the duration becomes 7 days. When you cast this spell using a spell slot of 9th level, the primordial dust material component cost becomes 5000 gold, the radius encompasses the entire plane of existence on which you cast the spell, and the duration becomes 30 days.
Bridge to Infinity
8th-level illusion
Warlock, Wizard
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (a non-magical shield)
- Duration: Concentration, up to 1 minute
You open a portal with a 15-foot radius at a point you can see within range, leading to a corridor of bright, swirling prismatic light, that continues infinitely. You can close or re-open the portal on your turn at-will for the duration.
A creature inside the corridor is subject to a maddening experience. Time functions differently inside. Every 6 seconds in the real world, the equivalent of 1 year passes in the corridor. The corridor is a demiplane which can only be accessed through this spell. A creature inside the corridor does not require food or drink, and can not cast spells or activate magic items, but they do age normally.
A creature inside the corridor can use its action to make an Intelligence saving throw against your spell save DC. On a success, a creature finds a temporary crack in the walls and escapes, appearing at the point safest and nearest to where the portal was created.
The first time a creature fails the saving throw, they suffer a Long Term Madness. The duration of the madness is counted in the real world, not the corridor. On a third failure, a creature suffers an Indefinite Madness.
For every week that a creature spends inside the corridor without attempting to escape, they suffer a Long Term Madness. The duration of the madness is counted in the real world, not the corridor. If the creature gains three long term madnesses in this way, they also gain an indefinite madness.
A creature inside the corridor remains inside even after the spell ends. When you cast the spell, you can attempt to open the portal near a specific creature you are familiar with who is inside the corridor. The percent chance of locating the creature depends on your familiarity:
Secondhand (you have heard of the target) 1% chance.
Firsthand (you have met the target) 5% chance.
Familiar (you know the target well) 10% chance
Seeing Shards
8th-level divination
Warlock, Wizard
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S, M (a tiny piece of glass and 500 gp of diamond dust, which the spell consumes)
- Duration: Concentration, up to 1 hour
You shatter a tiny piece of glass and mix the shards with diamond dust, while speaking a powerful rite. The materials burst from your hand and dissipate, while simultaneously a dozen rifts, with sharp edges and shining surfaces like glass, apperate around you and hover in the air.
For the duration, you or any creature you designate can approach one of the shards and touch it to cast Scrying. If you do so, your instance of Scrying shares the same concentration you use for this spell. When a creature scries in this way, the vision that comes to them becomes displayed in the shard for those around you to see. Any creature you designate can touch a shard that is displaying such a vision to also hear the sounds detected through the spell. Once the scrying spell ends, the shard the creature touched bursts haremlessly and turns to dust.
You can combine multiple shards into a single, larger panel to empower a Scrying spell cast through it. When you do, for each shard attached to the first, the DC for the saving throw increases by 5. When three or more shards are combined, the target for the scrying spell can be on any plane of existence, and the scry bypasses protection from divination from spells of 8th level or lower or equivalent magic effects.
Shroud of the Void
8th-level abjuration
Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Drawing shadow from the deepest void of the astral realm, you weave a shroud around yourself that protects you and punishes your attackers. For the duration, you have resistance to Cold, Fire, and Necrotic damage.
When a creature would hit you with a melee weapon or spell attack, they must make a Charisma saving throw. On a failure, you suffer no effects from the attack as the creature is temporarily banished to a random, unoccupied point in the void of the astral realm until the end of their next turn.
While banished, a creature is incapacitated, blinded, and deafened. A banished creature must make a Constitution saving throw at the start of its next turn, taking 4d10 Necrotic damage on a failed save, or half as much on a success. At the end of its next turn, it reappears in the place it attacked you from, or in the nearest unoccupied space.
Ghost Ship
9th-level necromancy
Bard, Cleric, Warlock, Wizard
- Casting Time: 1 minute
- Range: 500 feet
- Components: V, S, M (an ounce of your own blood, drained into a conch shell)
- Duration: 24 hours
With old magics that once belonged to the war-shamans of a coastal tribe, you drain an ounce of your blood into a conch shell while chanting a ritual call to souls lost at sea. You must cast this spell within 120 feet of a sea which you can see.
A ghostly ship rises from the depths to the surface of the sea at a point you can see within range. The ship can appear as a longboat, galleon, or another ship design at the GM’s discretion. No matter the design, the ship is a gargantuan vehicle 100 feet long by 20 feet wide. Use the statistics for a sailing ship found in the Ghost’s of Saltmarsh book and on D&D Beyond, with the following changes:
- the ship is resistant to acid, fire, lightning, thunder, and non-magical bludgeoning, piercing, and slashing damage and immune to cold and necrotic damage
- no part of the ship is flammable
- The ship is partially incorporeal and can move through Large or smaller creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object
- The ship can maintain consistent speed (5 mph) regardless of winds
The ship is summoned with a full crew as described in the example crew included with the Sailing Ship statblock, with the following changes:
- the crew count as Undead
- the crew do not need food or sleep
- the crew are resistant to acid, fire, lightning, thunder, and non-magical bludgeoning, piercing, and slashing damage, and are immune to poison, cold, and necrotic damage, and to the poisoned condition
- a crew member can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
The weapons on the ghost ship deal force damage, instead of their regular damage type. The crew sails the ship competently under your command for the duration. The spell ends early if the ship is destroyed or dispelled.
Muri'Jin's Mirror
9th-level illusion
Wizard
- Casting Time: 1 action
- Range: Self (60-foot radius)
- Components: V, S, M (a small, circular glass mirror with a diamond frame worth at least 1000 gp)
- Duration: Concentration, up to 1 minute
You warp reality with a powerful illusion. Shards of reflective surfaces to float around, creating a mind-bending maze of unreality. The effect follows you for the duration in a 60-foot radius. Creatures of your choice are unaffected.
For the duration, the first time on a turn that a creature within the spell's radius attempts to move, they must make a Wisdom saving throw. On a failure, they become completely disoriented, reducing their speed to 0 until the end of their turn, or until they leave the spell's radius (such as through means of teleportation, if you move, or if the spell ends before then).
Additionally, when a creature within the spell's radius would target one or more creatures with an attack, spell, or another effect, they must make a Wisdom saving throw. On a failure, your magic deceives their perception of reality -- they target themselves and only themselves with the effect.
OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.