Spell Review Doc

by Rachayz

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Spells that need a final check

Distortion Field

3rd-level shattering


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

Reality begins to fall apart around you, but you are able to localize these areas of sundering to locations you choose. Upon casting the spell and as an action on subsequent turns, choose a point within range that you can see and roll a d6. Any creature within 10 feet of the chosen point must make a saving throw depending on the rolled effect.

d6 Effect
1 Blast. Creatures in the area must make a Strength saving throw. On failure, a creature takes 2d6 force damage, and is pushed 15 feet away from the chosen point if it is not gargantuan. On success, a creature takes half as much damage and is not pushed.
2 Stagger. Creatures in the area must make a Dexterity saving throw. On failure a creature is knocked prone and unable to get up until the end of its next turn. On success, the creature's speed is halved until the end of it's next turn.
3 Warp. Creatures in the area must make a Constitution saving throw. On failure, a creature becomes unable to use its action until the end of its next turn. On success, the creature has disadvantage on any attacks it makes until the end of it's next turn.
4 Feedback. Creatures in the area cannot take reactions until the end of their next turn and must make an Intelligence saving throw. On failure, a creature takes 2d6 psychic damage and looses concentration of any spell it was concentrating on. On success, the creature takes half as much damage.
5 Mirage. Creatures in the area must make a Wisdom saving throw. On failure, the creature cannot move and attacks made within 5 feet of it have advantage to hit it until the end of it's next turn as distracting images play at the corners of it's vision. On success, the creature only cannot move.
6 Blink. Creatures in the area take 2d6 psychic damage and must make a Charisma saving throw. On failure, it vanishes into the Ethereal Plane until the end of it's next turn, reappearing in the space it left. On success, it does not vanish.

Ruin

8th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Warlock, Wizard

Upon casting this spell and for as long as the spell lasts, you are unable to move and can take no actions. If you are teleported, your concentration is broken before you are teleported. If you are forcefully moved, you must make a Constitution saving throw to maintain concentration on this spell with a DC equal to 5 + the number of feet you were moved, ending the spell on failure.

A 10-foot radius sphere around you begins to shudder with incredible magical power. At the start of each of your turns while the spell lasts the radius increases by 10 feet. This sphere pierces objects and cover.

As reality begins to unravel around you, at the start of your turn a rift opens at a point of your choice within the radius of this spell. Creatures and objects that are not being worn or carried within 5 feet of that point take 4d10 force damage.

When the spell ends, all creatures within the area other than yourself must make a Constitution saving throw. If the spell ends because your concentration is broken, you must also make this saving throw. On failure, a creature takes 2d10 force damage plus 1d10 more force damage per 10 feet the spell has expanded to. On a success, a creature takes half as much damage. Structures and objects that are not being worn or carried instead take twice this amount of damage without a saving throw.

Additionally, the area affected by this spell becomes heavily damaged. All surfaces in the area become difficult terrain, the area cannot grow plants and anything living within the area wilts away. This effect lasts for 6 months, and each 5 foot space of difficult terrain requires 1 hour of labor to clear.

At Higher Levels: When you cast this spell using a spell slot of 9th level, the duration of the spell becomes Concentration, up to 2 minutes.

Initially intended to be a NPC spell, this spell is useful for nuking camps, towns, or even cities when upcast far enough. If you can protect your caster for a minute, they will bring ruin to whatever place you are in.

Spells that need help with balance

Future Visions

5th-level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Classes: Wizard

You gaze into the future, seeing countless possibilities condense into only a handful. Roll 4 d20 dice, recording each result as a possible future. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these possible future rolls. The chosen possible future is decided at random, and once a possible future is used it is removed from the available pool. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Captured Memory

1st-level shattering


  • Casting Time: 1 reaction, which you take when a creature you can see within range moves or teleports
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 round
  • Classes: Cleric, Paladin, Warlock, Wizard

You attempt to capture the instant of the target's position in your memory. The target must make a Charisma saving throw, ending the spell on success. On failure an echo appears that remains where the creature was when you cast this spell. The echo is visible and only able to be targeted by you. Until the end of your next turn, for the purpose of spells and attacks, the creature is affected as though it were also in the position of the echo, taking any damage and making any saves as appropriate.

At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, the duration of the spell increases for 1 additional round per spell level above 1st. The creature can repeat it's saving throw at the end of each of your turns, ending the spell on success. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Storm Spear

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a thin copper rod)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

You conjure a bolt of lightning from the sky to your hand, forming into a magical spear of electricity. You must be outdoors to cast this spell. This magical weapon lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 lightning damage on a hit and has the finesse, light, thrown (range 40/120), and reach properties. In addition, when you use the spear to attack a creature wearing metal armor or with a metal shield, you make the attack roll with advantage.

The electrified spear sheds dim light in a 10-foot radius.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the weapon to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Barricade of Stone

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Wizard

You manifest a non-magical fortification of stone that juts upwards enough to be defensible, appearing at a point on the ground within range. The barricade is 6 inches thick, 5 feet tall, and up to 20 feet long. If the barricade cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice).

The wall offers half-cover to creatures medium or smaller targets on one side of the barrier, as selected by you when you cast this spell causing one side to be sloped. Creatures moving from the side you chose and large or bigger creatures can move through the wall's area as though it were difficult terrain, but a medium or smaller creature must expend 15 feet of movement to get on top of the wall.

The wall is an object that can be broken, and each 5 foot long segment of the barricade has 17 AC and 20 hit points.

At Higher Levels: When you cast this spell with a spell slot of 5th level or higher, the cover grants three-quarters cover instead of half.

Rough wording spells

Summon Blood Ooze

4th-level conjuration


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Warlock, Wizard

You slice into your hand and drip the blood in an unoccupied space you can see within range, causing a coagulated ooze to appear in that space. You expend a hit dice upon casting this spell, and if you cannot expend a hit dice, you instead immediately loose a number of current and maximum hit points equal to 5 times the level of the spell.

Additionally, upon casting the spell you can grant the creature one or more of the following features, expending two additional hit dice per feature.

  • Improved Movement. The ooze's speeds increase by 10 feet. You can choose this option multiple times.
  • Septicemia. When A creature that touches the ooze or hits it with a melee attack while within 5 feet of it, the ooze can use it's reaction to deal 1d12 poison damage to the creature.
  • Magic Resistance. The ooze has advantage on saving throws against spells and other magical effects.
  • Enlarge. The ooze's size increases by one category. You can choose this option multiple times.
  • Flight. The ooze gains a magical flying speed of 30 feet.

You can give the coagulated ooze a command on your turn, and it takes it's turn immediately after yours. If you give it no command, it defends itself and nothing more.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block. When you cast this spell using a spell slot of 6th level or higher, you can choose one of the additional features to grant the summoned ooze without expending additional hit dice.

Note to DMs

This spell does a lot of new stuff. However, the main issue you may find with this one is rest pacing and how that affects this spell's power. If you have a long rest after every couple fights, players will have a lot more use out of this spell than if you have a long rest after a dozen fights. You have been warned!


Coagulated Ooze

medium ooze, chaotic neutral


  • Armor Class 10 + the level of the spell
  • Hit Points 10 + 5 times the level of the spell + 10 times the number of hit dice you sacrificed
  • Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 12 (+1)

  • Damage Resistances acid
  • Damage Immunities poison
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained
  • Senses blindsight 60 ft. (blind beyond this radius)
  • Languages understands the languages you speak but cannot speak

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Blood Frenzy. The ooze has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Bloody End. When the ooze drops to 0 hit points or the spell that summoned it ends, the ooze explodes. All creatures within 20 feet of the ooze must make a DC 15 Dexterity saving throw. A creature takes 3d6 poison damage on failure, or half as much on success.

Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The ooze makes a number of attacks equal to half this spell's level (rounded down). If the ooze hits two attacks on a target smaller than it on a turn, the target is grappled (escape DC 15), and the ooze uses its Engulf on it.

Engulf. The ooze engulfs a creature grappled by it that is smaller than itself. The engulfed target is in full cover from attacks outside of the ooze, restrained, unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the ooze's turns or take 2d6 poison damage. If the ooze moves, the engulfed target moves with it. The ooze can have only one creature engulfed at a time.

Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spell's level bludgeoning damage.

Spells with no review

Maybe they are a new spell, or maybe they are so weird/rough that I wanna give it more time before posting, who knows.

Numb

2nd-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (an ice cube, consumed upon casting the spell)
  • Duration: Concentration, up to 1 minute
  • Classes: ?

Target a creature that you can see within range, attempting to chill it to its core. The creature must succeed on a Constitution saving throw or its body begins to go numb. This spell has no effect on a creature that is resistant or immune to cold damage.

While affected by this spell, a creature is unable to move its limbs dexterously giving it a -2 penalty to dexterity checks and dexterity saving throws. Additionally, it must make a Dexterity check against your spell save DC if it attempts to cast spells or use features which involve a somatic component, failing to cast the spell or use the feature on failure. At the end of each of its turns, the target can make a Constitution saving throw. On success, the spell ends.

At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the range of the spell increases by 20 feet and you can target one additional creature per spell slot level above 2nd.

Similar to my drown spell, this one targets dexterity and somatic components. Not sure of balance or anything of that likes, as dex saves are pretty dang good to target, and somatic knocks out a ton of spells.

Magimagnet

4th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an adafold fragment worth at least 50 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard

You throw out the adafold fragment used in the casting of this spell to a point you choose within range. The fragment becomes fixed in that location as threads of purple energy begin to be siphoned towards it in a 20-foot radius sphere. This area is considered heavily obscured for the purpose of choosing a target for a spell, and the area of another spell or magical effect, such as fireball, can't extend into the sphere.

Additionally, creatures formed by magic, discrete spell effects (such as the weapon formed by spiritual weapon), creatures under the effects of a spell, magical objects, and creatures holding or wearing magical items are pulled towards the center of the spell. Objects that are not being worn or carried are pulled immediately upon entering the area. Such objects are pulled as close to the center of the radius as it can be. A creature that enters this area for the first time on it's turn or starts it's turn in the area must make a Strength saving throw to resist being pulled as close to the center as it can be.

Paradox

5th-level shattering


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (? worth at least 1,000 gp)
  • Duration: Instantaneous
  • Classes: Wizard

Target a creature within range that you can see, and choose an unoccupied space on the ground within range that the creature could safely occupy. Another instance of the target creature appears in the chosen space, a reality torn duplicate of the target that disappears at the end of your turn.

If either instance takes damage, both instances take damage as though it were one creature. Should both be subjected to the same effect, only the original creature is affected. Only the original target can use legendary actions and reactions.

At the start of the creature's turn, roll a d20. On a result of 10 or lower, the new instance of the creature ceases to exist, vanishing from its position. On a result of 11 or higher, the original instance ceases to exist. Either way, the remaining instance must make a Wisdom saving throw or take 8d8 psychic damage as it watches its other instance be violently torn apart by reality.

At first glance, this looks strange. Make a copy which has no benefit over the original which vanishes after less than a round then deal some psychic damage? But this spell also serves as an unwilling teleportation of the target to anywhere you like, albiet at a 50% chance.

Orchestration

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot-radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard

Music bursts forth from you, and you become surrounded by ghostly illusions of an orchestra playing and/or singing a song of your choice.

For the duration of the spell you can use your bonus action to choose an effect from the options below. You cannot choose the same effect that you chose on your previous turn. If you do not use your bonus action, the song continues without any special effects.

Adagio. The music grows slower to the point that it causes creatures to suddenly get tired. Creatures of your choice within range with a number of remaining hit points below 20 must make a Constitution Saving throw or fall unconscious. The creature stays unconscious until the spell ends, you preform an effect other than Adagio, the sleeper takes damage, or another creature within 5 feet of it uses an action to shake or slap it awake.

Cadenza. Creatures of your choice within range can immediately use a reaction to move up to half its movement speed. This movement does not provoke attacks of opportunity.

Diminuendo. The music becomes deafeningly quiet. Creatures of your choice within range have their speed halved, and must make a Wisdom saving throw. On failure, a creature cannot make more than one melee or ranged attack during its turn regardless of its abilities or magic items. An affected creature can repeat this saving throw at the end of each of it's turns, ending this effect on success and gaining advantage on future saves of Diminuendo for 24 hours.

Sforzando. Your music suddenly explodes with sound for just a moment. Creatures within range must make a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and becomes Deafened until the start of your next turn. On a successful save, a creature takes half as much damage and is not Deafened.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the spell increases by 15ft for each spell level above 4th.

Time to get the band back together. The idea is just to bump a bunch of buffing spells all in one, each with a slightly lesser effect than others. Not sure of level

Scorched Sky

2nd-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: ???

The air around you is filled with embers that dance like fireflies. The embers fill a 60-foot wide square that stretches 30 feet into the air, centered on a point within range. When a creature moves into or within the area using it's flying speed, it takes 1d6 fire damage for every 5 feet it travels through this minefield of sparks.

At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the width of the area increases by 10 feet, and the height increases by 5 feet per spell level above 2nd.

Gravitic Pull

2nd-level shattering


  • Casting Time: 1 bonus action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Wizard

You emit a surge of gravity warping energy, pulling in those around you. Choose any number of creatures within 30 feet of yourself, forcing each to make a Strength saving throw. A creature more than 20 feet away from you has disadvantage on this saving throw. On failure, the target is pulled up to 15 feet directly towards you.

Slashing Gale

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You raise your arms in front of you, forming two blades of wind as you swing your arms backwards behind you. All creatures within 30 feet must make a Dexterity saving throw, other than those in a cone behind you. On failure, a creature takes 4d8 slashing damage and is pushed 10 feet away from you. On success, a creature takes half as much damage and is not pushed.

Spellbinder

1st-level shattering


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a magnetic lodestone worth at least 1gp that shatters when the spell ends)
  • Duration: Concentration, up to 1 minute
  • Classes: ???

You throw out the lodestone used in the casting of this spell to a point you can see on the ground within range. Any creature within 15 feet of that point must make a Strength saving throw or be pulled as close to the point as it can. A creature that is huge or gargantuan automatically succeeds this saving throw. For the duration of the spell, any creature within that area that attempts to move away from it must spend 4 feet of movement for every 1 foot it moves.

Conjure Swamp

3rd-level transmutation


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

You transform the ground in a 30-foot radius around a point you choose within range that you can see into a murky poisonous swamp. The area is difficult terrain, and any creature that starts it's turn within the area must make a Constitution saving throw or take 5d6 poison damage, or half as much on success.

The ground returns to it's previous state when the spell ends.

Form of Fungi

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Warlock

Your body becomes host to various mushrooms that sprout from all over your body and you gain the following benefits;

  • You become immune to poison and resistant to necrotic damage.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 2d6 poison damage.
  • As an action you cause the mushrooms sprouting from you to emit poisonous spores, forcing creatures within 15 feet of you to make a Constitution saving throw or become poisoned. At the start of a creature's turn that is poisoned in this way it takes 1d6 poison damage and repeats the saving throw, ending the poisoned condition on success.

Form of Fulmination

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Sorcerer, Warlock, Wizard

Your body becomes engulfed in lightning as a violent cloud appears above you, providing you the following benefits;

  • You become immune to lightning and thunder damage.
  • Your speed doubles, and your movement doesn’t provoke attacks of opportunity.
  • As an action, you teleport up to 30 feet to an unoccupied space you can see with a sudden dash of lightning. Creatures in a 5-foot wide line between you and your original space must make a Dexterity saving throw, taking 3d10 lightning damage on failure or half as much on success.

Form of the Foul

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: ?

Your flesh appears to rot as your form becomes like that of an undead, granting you the following benefits;

  • You become immune to necrotic damage and resistant to radiant damage.
  • You cannot be targeted by spells that cannot affect an undead unless you choose to be.
  • As an action, target a medium corpse within reach. It raises as a Zombie with 1 maximum hit point that follows your orders. You can have up to 3 zombies animated in this way. The zombie becomes a corpse once more when this spell ends.

Form of the Forgotten

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: ?

Your body warps in indescribable ways that cause pain to those that look too closely at it, granting you the following benefits;

  • You become immune to psychic damage, and resistant to force damage.
  • Creatures that can see you within 5 feet of you take 1d8 psychic damage.
  • As an action, you let out a scream that targets all creatures in a 30 foot cone with thoughts alien to mortal minds. All affected creatures must make a Wisdom saving throw or take 2d6 psychic damage and become unable to move or take reactions until the end of it's next turn.

Form of Faith

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: ?

You are surrounded in radiant light that appear like ribbons that trail from your form, granting you the following benefits;

  • You become immune to radiant damage, and resistant to necrotic damage.
  • Creatures that end their turn within 5 feet of you must make a Constitution saving throw or be Blinded until the end of it's next turn.
  • As an action, you touch a willing creature within reach and cause it to gain 4d4+4 temporary hit points.

Form of Fluid

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: ?

Your form appears to slightly melt as your body transforms into a more ooze-like substance, granting you the following benefits;

  • You become immune to acid damage, and resistant to slashing damage from non-magical weapons.
  • something
  • As an action

Form of Force

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: ?

Your body has a magical shimmer cover it as you slightly transform into a being of raw magic, granting you the following benefits;

  • You become immune to force damage, and resistant to bludgeoning damage.
  • If you are not willing, you cannot be moved.
  • As a reaction to a magical attack missing you from a creature you can see, you can force the attacker to reroll the attack against itself as it reflects off of you.
  • As an action

Poison Bolt

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes:???

You conjure a bolt of powerful poison and launch it at a creature you can see within range, making a ranged spell attack against it. On hit, the target takes 4d12 poison damage and becomes stunned. The creature can make a Constitution saving throw at the end of each of it's turns for the duration of the spell, ending the spell on success.

Poison Weapon

?-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a poison vial worth at least 10 gp, consumed by the spell)
  • Duration: 1 hour
  • Classes: ???

You touch a melee weapon or piece of ammunition, imbuing poison within it. The next time the weapon or ammunition hits a target, the target takes an additional 2d6 poison damage and must make a Constitution saving throw or become poisoned until the end of the attacker's next turn.

Toxic Skin

?-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of a poisonous animal)
  • Duration: 1 minute
  • Classes: Druid

You transform your skin to secrete poisonous substances. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 2d6 poison damage and must make a Constitution saving throw or become poisoned until the end of it's next turn.

Venom Shock

?-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: ???

You touch a creature, imparting a powerful toxin onto them. The creature must make a Constitution saving throw or become overcome with a powerful pain, becoming incapacitated. A creature that is poisoned has disadvantage on this saving throw. A creature subjected to this pain can repeat the saving throw at the start of each of it's turns, ending the effect on success.

Madman's Cocktail

?-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a golden goblet worth at least 100 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: ???

You empower the golden goblet with an overflowing cocktail of various cursed poisons that seems to ominously cackle. One creature of your choice within 30 feet of you that you can see becomes poisoned and must succeed on a Wisdom saving throw or be affected by one of the following effects for the duration. Roll on the Cocktail table to determine the chosen effect. On each of your turns until the spell ends, you can use your action to target the same or another creature with this effect again.

If the result of your roll would stack identical effects, you can roll again until you get a new result.

An affected creature can repeat it's saving throw at the end of each of it's turns, ending the spell on success. If the creature is within 30 feet of you, it automatically fails this saving throw as the sickening laughter of the goblet digs the curses deeper.

Cocktail Table
d6 Effect
1 Deeper Poison. The creature takes ?d6 poison damage at the start of each of it's turns.
2 Hallucinating. The creature sees copies of it's foes and sometimes targets them instead of the real one. The creature must roll a d6 whenever it makes an attack, missing its target on a roll of 1-2.
3 Frenzying. The creature becomes unable to distinguish friend from foe, and attacks whatever creature is closest to it.
4 Burning Blood. The creature takes ?d8 acid damage at the start of each of it's turns.
5 Paralyzing. If the creature repeats the saving throw for this spell and fails, it becomes stunned. At the end of it's turn after that, it becomes paralyzed.
6 Idiopathic Blast. If the creature's hit points becomes 20 or lower it immediately falls to 0 hit points.

Reveal Form

3rd-level divination


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Watcher, Wizard

For the duration of the spell your eyes see past the ways creatures hide their forms. You can see the original form of a shapechanger or a creature that is transformed by magic within 15 feet.

As an action, you can focus your magic on a creature you can see within range. If it is not in it's original form, it must make a Charisma saving throw or be instantly reverted to it's true form. A creature can choose to fail this saving throw. Any spell that is causing the creature to have it's form changed ends, but if the form is changed due to a curse the creature revert back to it's previous form when the spell ends or you use this action on another creature.

Scopophobia

?-level illusion


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

Choose a creature you can see within range, forcing it to make a Charisma saving throw. On failure, the creature becomes frightened, and while frightened it cannot look at you. As an action on it's turn it can attempt to look at you, repeating the saving throw and ending the spell on success.

Night Terror

?-level evocation


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

You conjure a fear in the subconscious of the mind of a creature you can see within range. The creature must make a Wisdom saving throw, taking ?d6 psychic damage on failure or half as much on success. A target that is unconscious and able to dream has disadvantage on the saving throw and takes the maximum possible damage from this spell. This damage does not wake an unconscious creature that fails the saving throw.

Permafrost

?-level transmutation


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

A creature within range that you can see must make a Constitution saving throw or begin to turn to ice. The creature takes 2d6 cold damage, and takes another 2d6 cold damage at the end of each of it's turns for the duration of the spell. If the creature is reduced to 0 hit points while under the effects of this spell, it becomes stable and petrified, turning into a statue of ice and becoming immune to cold damage. It cannot regain hit points while petrified in this way.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to ice until dispelled or the creature is subjected to an effect that would remove the petrified condition.

At Higher Levels: When you cast this spell with a spell slot of ?+1 level or higher, you can target one additional creature per spell level above ?.

Acid Storm

?-level conjuration


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

Choose a point on the ground within range, forming green tinted raincloud above that point. Upon casting the spell and at the start of each of your turns for the duration, creatures within a 30-foot radius and 120-foot tall cylinder centered on the chosen point take 2d6 acid damage.

As a bonus action you can move the point the storm is focused over up to 30 feet to another point on the ground.

Sonic Blast

?-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: ???

You create intense and painful noise in a 30-foot cone, forcing creatures within the area to make a Constitution saving throw. A creature takes 4d8 thunder damage and becomes deafened on failure, or half as much thunder damage and is not deafened on success. The creature can repeat the saving throw at the end of each of it's turns, ending the deafened effect on success.

Stormchain

?-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Sorcerer, Wizard

You conjure a whirling cloud of wind above you with three smaller vortexes that reach from the cloud to the ground below. Choose three points within 60 feet of you, causing the vortexes to form there. Creatures that move into or end it's turn within 5 feet of those points must make a Strength saving throw or take 4d6 bludgeoning damage and be thrown 20 feet in a direction of your choice. A creature within the area of more than one vortex has disadvantage on the saving throw.

As an action on each of your turns, you can move one or more of the vortexes up to 30 feet in a straight line but no more than 60 feet away from you. A creature within 5 feet of the path of these vortexes must make a Strength saving throw or take 4d6 bludgeoning damage and be pulled with the vortex to it's destination.

At Higher Levels: When you cast this spell with a spell slot of ?+2 level or higher, you can create one additional vortex per spell level above ?.

Enhance Tool

?-level enchantment


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Artificer, Wizard

Upon casting the spell, you touch a tool. For the duration of the spell, any creature that uses that tool can add your spellcasting ability modifier to ability checks made with the tool.

Seed and Sprout

1st-level evocation


  • Casting Time: 1 action
  • Range: 30-foot radius
  • Components: V, S, M (a pouch of seeds, consumed upon casting the spell)
  • Duration: 1 minute
  • Classes: Druid

You cause seeds to be placed in the ground around you in a 30-foot radius, provided you are seated on natural soil. The seeds are the same as the material component used.

After the duration of the spell, the plants burst forth and grow to a juvenile age.

Augment Production

?-level enchantment


  • Casting Time: 1 hour or 8 hours
  • Range: 60 feet
  • Components: V, S, M (powered fluorite)
  • Duration: 1 week
  • Classes: Artificer, Wizard

Target a structure or area devoted to the fabrication of items within range, empowering it with arcane spells. Ability checks for the fabrication of items made within this area gain advantage.

Alternatively, you can cast this spell over the course of 8 hours, tracing runes into the structure or surrounding the area with runes filled with powdered flourite worth at least 1,000 gp, which the spell consumes. Once complete, the spell effect lasts for 1 year, and additionally the checks gain a bonus equal to your Intelligence modifier.

Raise Ooze

?-level necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S
  • Duration: 24 hours

Turn smoothie-d remains of creatures into a custom ooe stat block

Flashing Visions

?-level shattering


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: ???

Reality begins to reveal its secrets to you as you bend the threads of fate. Upon casting the spell and at the start of each of your turns for the duration of the spell, roll a d20 and record the result. Until the start of your next turn, when any creature within 30 feet of you would make an attack roll, saving throw, or ability check, you can use your reaction to replace the roll with your recorded one.

Lingering Moment

?-level shattering


  • Casting Time: 1 reaction, which you take when you see a spell be cast with a duration of instantaneous that damages an area
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You target the damaging area of the targeted spell, causing it to linger beyond the magic that created it. The spell completes as normal, but a somewhat faded image of the damaging area remains. Any creature that moves into or ends it's turn within that area is subjected to the spell as though it were cast again, forcing saving throws as normal. Damage caused by this lingering area is halved.

At Higher Levels: When you cast this spell at ?+2 level or higher, the area lasts for 1 additional round. When you cast this spell at 9th level, the area remains until dispelled.

Veil of the Void

7th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (vial of aboleth blood)
  • Duration: Concentration, up to 10 minutes
  • Classes: Wizard?

You trace your finger in the air, causing a tear in reality to form a wall. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 15 feet thick. Creatures and objects can pass through this wall.

The area the wall exists in is divorced from the magical energy that suffuses the multiverse. Within the area, spells can't be cast, summoned creatures disappear, and even magic items become mundane.

A creature that ends its turn in the wall's area takes 6d8 psychic damage.

Until the spell ends, you can use an action to cause a tendril of void-like anti-magic to reach towards a creature you can see within 30 feet of it. Make a ranged spell attack. On a hit, the target is subjected to the wall's magic divorcing effect until the end of it's next turn and takes 6d8 psychic damage.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.

Moment of Calm

?-level shattering


  • Casting Time: 1 reaction, which you take when you see a spell be cast by a creature within range
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

You delay the casting of the targeted spell until the start of the targeted creature's next turn. When it casts, it still affects any creature it would have upon casting the spell, even if the creatures have moved.

Bastion of Faith

?-level enchantment


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

You imbue the will and strength to become unmovable into a willing creature you touch. For the duration of the spell, the creature can choose to not be moved by any effect that would force it to move, be moved, or be teleported.

Imposing Gaze

?-level ?


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

Something where you choose a direction at the end of each of your turns, make a cone in that direction like a beholder, do something to creatures in that area.

Targeted Strike

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 round
  • Classes: Artificer

You target a point you can see within range, causing destructive magical runes to begin to form around the edges of a 20-foot sphere around it, causing any creature within it's area to be filled with dread. At the start of your next turn, a powerful explosion triggers at it's center, forcing any creature within to make a Dexterity saving throw. On failure, a creature takes 4d8 bludgeoning and 4d8 fire damage and it's speed is reduced to 0 until the end of it's next turn. On success a creature takes half as much damage and it's movement speed is halved until the end of it's next turn. An object that is not being worn or carried also takes this damage.

Grand Summon Demon

10th-level conjuration (grand ritual)


  • Casting Time: 30 days
  • Range: 30 feet
  • Components: V, S, M (a scale, finger, or similar part of a demon of CR 6 or higher)
  • Duration: Concentration, up to 1 hour
  • Classes: Warlock, Wizard

You begin a ritual to summon some of the most powerful demons to yourself. You must first draw a 30-foot radius ritual circle in the ground with fresh humanoid blood. The blood in the circle must never be more than 2 days old, or the spell fails. A virgin's blood is effective for 6 days.

Upon the completion of the spell, the demon who's part you used as the material for casting this spell emerges from the portal, and the demon disappears when it drops to 0 hit points or when the spell ends. Additionally, you can use your action to attempt to force your will upon it when you give it a command, forcing it to make a Charisma saving throw against your spell save DC. If you speak the true name of the demon when you do so, it has disadvantage on the saving throw. On failure, the demon must obey your command. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 2d4 rounds if it still has hit points.

If you maintain concentration on this spell for it's entire duration, the demon becomes bound to you and does not vanish. You learn it's true name if you haven't already, and can continue to take the action to attempt to bend it's will to yours.

Grand Liberation

?-level abjuration (grand ritual)


  • Casting Time: 20 days
  • Range: Unlimited
  • Components: V, S
  • Duration: 1 hour or Concentration, up to 1 hour
  • Classes: ?

Choose a creature you are aware of that is imprisoned by some means, magical or otherwise. Upon casting the spell the creature breaks free from any immediate imprisonment is is subjected to. Additionally for the duration of the spell it can use an action to immediately break free if it is restrained or grappled by any means.

If you choose to hold concentration on this spell and maintain this concentration for it's entire duration, a portal opens connecting the target's location with yours that lasts for 2d4 rounds.

Grand Gate

10th-level conjuration (grand ritual)


  • Casting Time: 15 days
  • Range: 60 feet
  • Components: V, S, M (a diamond worth at least 50,000 gp, consumed upon casting the spell)
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Wizard

Target a structure that has a circular opening at least 20 feet in diameter. Upon casting the spell, a magical gate forms in the opening as though you had cast the gate spell.

Gasp of Life

2nd-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a non-diamond gemstone worth at least 25 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour
  • Classes: Cleric, Paladin

Target the corpse of a creature within range. Provided the soul is free and willing, the body is partially reanimated with life. The target's maximum hit points are reduced to 1, which cannot be altered by any means while reanimated by this spell. Upon casting the spell and at the start of each of the target's turns it gains 10 temporary hit points.

Any time the target falls to 0 hit points it immediately regains 1 hit point and must make a Constitution saving throw with a DC equal to the damage taken. On failure, the target suffers one failed death saving throw, or two if the damage was from a critical hit or radiant damage. Once the creature reaches three failed death saving throws, the spell ends.

A creature that is partially revived in this way is not considered alive or dead for the purposes of spells that would revive it fully, such as revivify.

At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the initial temporary hit points and those granted at the start of the target's turns increases by 5 per spell level above 2nd.

Conjure Vacuum

?-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: ?

Choose a point you can see within range, drawing out all the air in a 20-foot radius around it. Nonmagical fires in the area are extinguished, vapors and gases immediately are hedged out from the sphere, any spell of ?-level or lower that is altering the wind within this area ceases to have an effect, any exposed water that is no more than a gallon of volume immediately evaporate, (more?). Creatures within the area lose some of their air in their body, only able to hold their breath for up to 1 minute. Additionally, the following effects apply to the area for the duration;

  • Sound cannot pass through the area. Spells and abilities with a Verbal component fail to cast or be used.
  • Creatures within the area become deafened, and become immune to thunder damage and resistant to fire damage.
  • Each time a creature in this area takes damage, it must make a Constitution saving throw or lose one round of air.

Armor of Bone

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Warlock, Wizard

You pull ancient bones from the ground below you to envelop you in a protective shell. You gain 10 temporary hit points, and until the spell ends your AC can't be less than 16, regardless of what kind of armor you are wearing. You do not make concentration checks if you have temporary hit points remaining after taking damage.

Whenever a small or larger creature dies within range, you can use your reaction to steal a part of their dying energy, gaining 10 temporary hit points. You can combine these additional temporary hit points with existing temporary hit points provided they are from this spell, though you cannot have more than 30 temporary hit points from this.

At Higher Levels: When you cast this spell with a spell slot of 5th level or higher, you gain 10 additional temporary hit points when you cast the spell, your minimum AC increases by 1, and the maximum temporary hit points you can have increases by 20 for every two spell levels above 3rd.

Ready to go

Lingering Flames

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a ball of tar)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer

You evoke flames in your hand and make a melee spell attack against a creature within reach. On hit, the creature becomes engulfed in flames. At the start of each of an engulfed creature's turns for the duration of the spell it takes 1d4 fire damage. Each time the creature suffers this damage, the damage is increased by 1d4 fire damage.

The target or a creature within 5 feet of the target can use its action to smother the flames. Upon doing so, the spell's damage is reduced by 2d4 damage. If the damage this spell would deal is reduced to 0, the spell ends.

At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, the initial damage taken increases by 1d4 per spell level above 1st.

Poison Drink

transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S, M (a vial of poison worth at least 1 gp)
  • Duration: 1 minute
  • Classes: Druid, Wizard

You pass your hand over a small or smaller open container of liquid, instilling a slight poison in it. Any creature that ingests the liquid for the duration of the spell must succeed on a Constitution saving throw or take 1d6 poison damage and become poisoned. A creature can repeat it's saving throw at the end of each of it's turns, ending the spell on success. If you choose, the spell deals no damage, instead causing the liquid to become slightly alcoholic.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Frostflash

7th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

You cause a wave of intense icy chill to wash over creatures within 30 feet of you. Each creature other than yourself must make a Dexterity saving throw. On failure, a creature becomes encased in ice.

A creature encased in this way has half-cover from attacks and is paralyzed. The entombing ice has an AC of 13 and 30 hit points, with vulnerability to fire damage and immunity to cold and psychic damage. The encased creature can make a Athletics check at the end of each of it's turns with a DC equal to the remaining HP of the ice, breaking free on success.

At Higher Levels: When you cast this spell with a spell slot of 8th level or higher, the entombing ice gains 10 additional hit points per spell slot above 7th.

Wildfire

6th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a leaf of poison ivy)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer

You engulf a creature within range in flames that stick to it's clothes and armor, causing the creature to take 4d10 fire damage at the start of each of it's turns for the duration. As an action the creature can attempt to douse the flames, falling prone and making a Dexterity saving throw. On success, the flames are extinguished. On failure, it continues to burn.

On a failure, the creature instead spreads the fire to those around them as they attempt to douse themselves. Choose any number of creatures within 30 feet of the target. All chosen creatures must make a Dexterity saving throw or take 2d10 fire damage at the start of each of it's turns until it or a creature within 5 feet of it uses an action to douse it.

At Higher Levels: When you cast this spell with a spell slot of 7th level or higher, you can target one additional creature per spell level above 6th.

Ball Lightning

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Sorcerer, Wizard

A 5-foot-diameter orb of lightning manifests from your hands, aimed at a target you can see within range. At the end of each of your turns, the ball moves 15 feet directly towards the target, moving through non-metal solid objects to take the most direct path possible. Any creature other than yourself that starts its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.

If the ball reaches it's target or impacts a Medium or larger object made of metal it explodes, forcing all creatures within 10 feet of it to make a Dexterity saving throw or take 4d6 lightning damage, or half as much on success.

At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the ball travels 5 additional feet at the end of your turn and deals 1d6 additional lightning damage when it explodes per spell level above 2nd.

Fragments, Partial Spells

These spells are very WIP, not enough to be reviewed yet. Just concepts I'm throwing around in my brain.

Trickster's Kaleidoscope

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of ectoplasm)
  • Duration: Concentration, up to 1 minute
  • Classes: ???

Target a creature within range that you can see. It begins to see copies of yourself in various places for the duration of the spell, unable to discern which version is you. Each copy mimics the movements and sounds you make, or can be made to just mimic the sounds you make (your choice when casting the spell). At the start of its turn, it must roll a d6. On a 6, the creature knows which version of you is the real one. On any other result, the creature falsely believes that one of your false copies is the real you. It maintains this belief until something would cause it to believe otherwise, such as if an attack phases through the false copy, at which point it rolls the d6 again.

At Higher Levels: When you cast this spell with a spell slot of 4th level, the dice the creature must roll becomes a d8. At 5th level, it becomes a d10. At 6th level or higher, it becomes a d12.

Bestow Curse

  • While cursed, the target is unable to communicate in any way, and is unable to use a feature or cast a spell that requires a verbal component.

Enlarge/Reduce

At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, you can cause the spell's effects to repeat itself once for every two spell levels above 2nd. For example, at 4th level a medium creature could become tiny or huge from this spell. A creature that would be forced to become two sizes smaller than tiny becomes unable to be seen by any creature that isn't tiny or has truesight, and the target also becomes effectively blinded due to the infinitesimal scale.

Soul of Ember (feat)

Your soul has been set ablaze with magic from the elemental plane of fire, or some spirit of flames has embued it's power within you.

  • Increase your Constitution by 1, to a maximum of 20.
  • You learn the consuming flames spell and one 1st-level spell of your choice. The 1st-level spell must deal fire damage. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Water Breathing (updated)

3rd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a short reed or piece of straw)
  • Duration: 24 hours

This spell grants up to ten willing creatures you can see within range the ability to breathe in airless environments until the spell ends. Affected creatures also retain their normal mode of respiration.

Modified so you can do space stuff with it

Dim/Light

?-level enchantment


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: ???

Choose one of the following effects, which affects the area within 30 feet of you that isn't behind total cover from you. You can see clearly in the affected area, regardless of its light level.

Dim. The area becomes darker, turning darkness into magical darkness, dim light into darkness, bright light into dim light, and sunlight into bright light.

Light. The area becomes lighter, turning bright light into sunlight, dim light into bright light, darkness into dim light, and magical darkness into darkness.

Consuming Flames

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Sorcerer

You set yourself ablaze with raw power, enhancing your physical and magical capabilities. When you deal damage with an attack or spell you gain a +3 bonus to the damage.

The magical blaze eats away at your body as the spell persists, dealing 2 fire damage to yourself at the start of each of your turns for the duration of the spell. This damage cannot be reduced or avoided in any way, and cannot reduce you to 0 hit points (leaving you at 1).

At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the bonus to damage increases by 2 for each spell level above 2nd. Additionally, the maximum and current hit point reduction you suffer each turn is increased by 1.

 

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