MM's November Compendium

by Rashizar

Search GM Binder Visit User Profile

Mythmaker's Grimoire Vol. 2

An in-progress collection of original spells for D&D 5e

Introduction

Hi friends! I hope you've been enjoying the steady stream of content over the last month or two. Your support is massively appreciated. Here's a PDF compendium for convenience of all the free brews from November, and as a bonus, all Mythmaker's Grimoire Vol. 2 spells released through the end of November.

Below are some helpful things to remember as you read.

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

Exposed

A creature which becomes exposed always becomes exposed to a particular damage type, specified by the effect which imposed the condition. While exposed, the following effects apply to the specified damage type:

  • Any immunity the target has to the damage type is reduced to resistance
  • Any other resistance they would have to the damage type is nullified

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.

Thank You <3

To you patrons for supporting me, not just financially but by interacting with the content, encouraging me, and inspiring me. You guys are awesome. A special shoutout to Sap, But Also Stars (aka Candles), Soshiro, and Luna Bell.

Mythmaker's brews adheres to the Open Game License (OGL).

Cantrips (0 Level)
  • Arctic Arrow
  • Butterfly Blade
  • Conjure Caltrops
  • Minor Divination
  • Parasite
  • Spellfire Strike
1st Level
  • Appetizing Aura
  • Disrupt
  • Fleshrend
  • Living Cauldron
  • Prowling Spirit
  • Trickster's Tracks
2nd Level
  • Ancestral Allies
  • Celestial Claw
  • Conjure Craft
  • Diminish
  • Helpful Hound
  • Prismatic Plumage
3rd Level
  • Bestow Boon
  • Circle of Decay
  • Glimmerglobe
  • Inkwell Imps
  • Spellbind
4th Level
  • Bloodbind
  • Snap Freeze
5th Level
  • Cries of the Dead
  • Mass Sending
  • Moontide
  • Planar Pathway
  • Unleash
6th Level
7th Level
  • Create Guardian
  • Power Word: Blood
8th Level
  • Devil's Whip
9th Level
  • Replication Rift

Arctic Arrow

Evocation cantrip
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 pure frost energy forms along your weapon as you motion to attack. On a hit, the attack deals cold damage instead of its normal damage type. Additionally, a thin sheathe of frost surrounds the target until the end of your next turn.

If the creature takes damage of any type except psychic before the spell ends, the frost shatters, dealing 1d4 cold damage to the target and any creature within 5 feet of it. The spell then ends.

This spell's damage increases when you reach certain levels. At 5th level, the initial attack deals an extra 1d8 cold damage to the target on a hit, and the damage dealt if the sheath of frost shatters increases to 2d4. Both damage rolls increase by one die at 11th level (2d8 and 3d4) and again at 17th level (3d8 and 4d4).

Butterfly Blade

Illusion cantrip
Bard, Druid, Sorcerer, Warlock, Wizard


  • Casting Time: 1 action
  • Range: Self
  • Components: V, 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 weapon 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 vein of magical energy bursts out from the point of the strike, creating an illusory swarm of spectral butterflies, birds, or similar creatures that surround you until the end of your next turn. The first attack that targets you before then subtracts 1d4 from its attack roll. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

This spell adds damage to the initial attack when you reach certain levels. At 5th level, the attack deals an extra 1d8 psychic damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8). Additionally, the die rolled for the disruption caused by the illusion increases by one step at 5th level (d6), 11th level (d8), and 17th level (d10).

Conjure Caltrops

Conjuration cantrip
Bard, Wizard


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a single caltrop)
  • Duration: 1 hour

You create a set of caltrops (as described in the PHB, pg. 151) in a free hand of yours. You can deploy the caltrops as part of the action used to cast this spell.

The caltrops disappear when the spell ends. Creating a new set of caltrops with this spell causes any old sets to disappear early.

Damage dealt by caltrops created this way is considered magical.

The damage of the caltrops created increases by 1d4 when you reach 5th level (1d4 + 1), 11th level (2d4 + 1), and 17th level (3d4 + 1). Further, you can have one additional set of caltrops created at a time when you reach 5th level (2 sets), 11th level (3 sets), and 17th level (4 sets).

Minor Divination

Divination cantrip
Bard, Cleric, Sorcerer, Warlock, Wizard


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous or Concentration, up to 1 minute (see below)

Through a meditative ritual, you attune yourself to the threads of the present reality around you, sharpening your ability to see and know things as they really are. Choose one of the following effects when the casting completes:

• You determine which way is North

• You discern which plane of existence you are on

• The next Wisdom (Perception), Wisdom (Insight), or Intelligence (Investigation) ability check you make within 1 minute, provided you maintain Concentration, has advantage.

• You touch an object or part of a structure (such as a door or wall) as you cast the spell, discerning whether something is out of place. If the target is under the effect of magic, or if it hides a secret of any kind, you sense that something is strange about it, although the spell grants no special ability to discern the exact nature of the peculiarity.

Parasite

Conjuration cantrip
Sorcerer, Warlock, Wizard


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

You touch a creature within range and gather raw weave energy to form a magical parasite that attempts to latch onto the target. Make a melee spell attack. On a hit, the target suffers 1d6 piercing damage as the parasite latches onto it until the end of its next turn.

At the end of the target's next turn, or if the target casts a spell before then, the target suffers 1d6 necrotic damage, and this spell ends.

This spell ends early if the parasite is removed or destroyed. The target or a creature within 5 feet can use an action to remove the parasite harmlessly. The parasite is also destroyed if it comes into contact with fire, or if the target takes lightning damage.

This spell's piercing damage and necrotic damage each increase by one die when you reach 5th level (2d6 / 2d6), 11th level (3d6 / 3d6), and 17th level (4d6 / 4d6).

Spellfire Strike

Evocation cantrip
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 weapon 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 assailed by a sheath of flame. At the end of the target's next turn, it suffers fire damage equal to your spellcasting ability modifier.

If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. The target can also douse the flames by dropping prone and expending 5 feet of movement, rolling on the ground.

This spell adds damage to the initial attack when you reach certain levels. At 5th level, the attack deals an extra 1d8 fire damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).

Appetizing Aura

1st-level enchantment
Bard, Sorcerer, Warlock


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a pinch of herbs and spices)
  • Duration: 1 round

You touch a creature and cover them with an aura that tempts the appetite of others within range. An unwilling creature can attempt a Dexterity saving throw to avoid the spell. A strong scent of cooked meat and herbs emanates from an affected target in a 30-foot radius. The target gains 2d4 + 2 temporary hit points which last until the start of your next turn, at which point the spell ends.

Any creature with the appropriate diet (carnivorous for a meaty creature, herbivorous for a plant type creature, omnivorous for either, etc), other than the target and you, that starts its turn within the spell's area must make a Wisdom saving throw, with advantage if the target no longer has the temporary hit points granted by this spell.

On a failed save, a creature is compelled to use all its movement to approach the target by the most direct means available. A creature will avoid obvious dangers such as a pit of lava, but it may trigger opportunity attacks if necessary.

If an affected creature starts it turn within 5 feet of the target or moves within 5 feet of the target, it uses its action (if possible) to make an unarmed strike (bite) attack against the target, and then ends its turn.

Disrupt

1st-level abjuration
Bard, Sorcerer, Warlock, Wizard


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to disrupt a creature in the process of casting a spell. The target must make a saving throw with their spellcasting attribute, or Constitution if the spell is not tied to a spellcasting attribute. On a failure, the spell they're casting is weakened in all of the following ways that apply at any point during the spell's duration:

‣ the caster has disadvantage on attack rolls made for the spell

‣ all creatures affected by the spell have advantage on saving throws made against the spell

‣ saving throws made to maintain concentration on the spell have disadvantage

If the triggering spell was cast using a spell slot of a higher level than the slot you used to cast this spell, the caster adds a bonus to their saving throw equal to the number of slot levels by which their spell exceeds yours.

Fleshrend

1st-level transmutation
Druid, Warlock


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S
  • Duration: 1 round

In a brief moment of feral ferocity, you transform one of your body parts into an oversized bestial perversion -- a hand into a huge claw, or your mouth into a toothy maw -- and strike with it.

Alternatively, if you already have a natural weapon that deals slashing or piercing damage, this spell can cause the feature to become oversized and increasingly deadly.

Make a melee spell attack against a creature you can see within range. On a hit, the target suffers slashing damage equal to 3d6 + your spellcasting ability modifier. Roll an additional d6 if you already had a natural weapon as described above. If this damage leaves the target at or below 50% of its maximum hit points, the target is also Hobbled until the end of your next turn.

Hobbled is a condition under which every 1 foot of movement costs 2 feet, and saving throws against being restrained are made with disadvantage.

At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Living Cauldron

1st-level necromancy (ritual)
Druid, Warlock, Wizard


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a goat's heart and 5 gp of gem dust, which the spell consumes, a pair of bird's feet, and a small iron cauldron worth at least 1 sp)
  • Duration: 8 hours

You perform a ritual over the iron cauldron used in the spell's casting, imbuing it with a twisted semblence of life.

Alternatively, you reinvigorate the life force of a cauldron you touch which has already been targeted by this spell before. This use of the spell requires no material components.

For the duration, the cauldron becomes a creature, using the statistics for a small construct as described by the Animate Objects spell, except it can't attack. The bird's feet attached to the cauldron grant it a walking speed of 30 feet.

While animated, the cauldron can function as a set of magical Alchemy Supplies, providing a bonus to ability checks made to use it equal to the spell slot level used. The cauldron can also produce an endless supply of water, which it can instantly boil or return to a normal temperature, and which it can stir or mix at will. Any water created by the couldron which is poured from the cauldron or removed by any means instantly evaporates.

Prowling Spirit

1st-level conjuration
Ranger


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 10 minutes

You conjure the spirit of a predatorial beast in an unoccupied space within range. The spirit is incorporeal. It does not count as a creature or take turns in combat. It does, however, threaten any hostile creature adjacent to it, such as for the purposes of sneak attack or flanking.

Additionally, when you force a creature within 5 feet of the spirit to make a saving throw, the creature subtracts 1d4 from its saving throw.

Lastly, once per turn, when you make an attack against a target within 5 feet of the spirit, you can add 1d4 to the attack roll (before you roll, no action required).

You can move the spirit up to 30 feet in any direction on your turn (no action required).

Ancestral Allies

2nd-level necromancy
Bard, Cleric, Paladin


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a symbol of your heritage)
  • Duration: Concentration, up to 1 minute

Calling on the spirits of warriors past, you summon three spectral figures, wearing armor and wielding weapons appropriate to your ancestry. The figures hover close around you, sharing your space.

For the duration, once per turn, you can invoke one of the spirits to carry out one of the effects below. Each time you do, one of the spirits disappears. The spell ends when all the spirits have disappeared.

Flank. When you make a melee weapon attack, you can use your reaction to send one of the spirits to flank the target, granting you advantage on melee weapon attacks against that target until the current turn ends.

Opportunity Attack. When an enemy would trigger an opportunity attack from you, you can expend one of the spirits to make a melee spell attack against the target, instead of a weapon attack. On a hit, the attack deals 3d8 thunder damage and knocks the target prone.

Sacrifice. When you would take damage from an attack, you can use your reaction to send one of the spirits to intercept the attack, granting you resistance to all damage from the attack.

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

Celestial Claw

2nd-level conjuration
Sorcerer, Warlock, Wizard


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure claws around your hand made of pure starlight and motion a strike against a creature you can see within range. A giant celestial claw simultaneously appears above the target and mimics your strike, swiping at the creature.

The target must make a Dexterity saving throw. On a failed save, the target suffers 3d12 radiant damage and is teleported to a random* space within 30 feet. On a successful save, the target suffers half as much damage and is not teleported.

Unless another is preferred, a GM can use this method to determine a random space: Roll 1d8 to determine the direction of the teleportation (with 1 being due North, 2 Northeast, 3 East, etc.). To determine the distance (in feet), roll 1d6 and multiply the result by 5. If the destination is occupied, the GM chooses the nearest point to the destination that is both safe and unoccupied.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Conjure Craft

2nd-level conjuration
Bard, Sorcerer, Warlock, Wizard


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (wood shavings; 10 gp worth of gold dust, which the spell consumes)
  • Duration: 24 hours

You conjure a vehicle in an occupied space within 60 feet of you. The vehicle can be a wooden, sail-less fishing boat or a wooden cart with 4 wheels.

A conjured craft can hold up to 8 creatures and has a weight limit of 5000 pounds. If either limit is exceeded, the spell ends early. The crafts can magically, independently move based on your instruction (such as travel north along this road), or be controlled actively with mental commands (moving forward or turning) you make as an action. If an ability check is needed to drive the craft, use your spellcasting ability (no matter the nature of the check). The statistics for each craft are below.

Fishing Boat. AC 12, HP 60, speed 1 mph (increased by current if travelling with current, or reduced to half if against current)

Cart. AC 12, HP 40, speed 3 mph (can be increased up to 6 mph as action, requiring concentration, for a maximum number of hours equal to your Constitution modifier, or to 12 mph for half as long)

A craft can not be repaired, though it otherwise looks and feels real, and reacts to its environment in the same way a natural craft of its kind would. If a craft is reduced to 0 hit points, or when the spell ends, all carried creatures and objects drop as the craft disappears in a puff of dust. A suspicious creature can discern the magical nature of the craft with a successful Intelligence (Investigation) check against your spell save DC. If you cast this spell again, any previously conjured crafts disappear.

Diminish

2nd-level abjuration
Bard, Sorcerer, Warlock, Wizard


  • Casting Time: 1 reaction, which you take when you see a creature within 120 feet of you casting a spell
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You attempt to reign in the effect of the target spell. The caster of the spell makes a saving throw with their spellcasting attribute, or Constitution if the spell is not tied to a spellcasting attribute. On a failure, the spell's area of effect decreases in size as below, depending on the spell's shape:

• Line. The line shrinks to half its normal length (round up to the nearest multiple of 5)

• Cone. The cone shrinks to half its normal size (round up to the nearest multiple of 5)

• Square/Cube. Each side of the square shrinks by half its size (round up to the nearest multiple of 5)

• Circle/Sphere. The diameter shrinks to half its normal length (round up to the nearest multiple of 5)

• Ranged Spell Attack. Any ranged spell attack made for the spell has its range reduced to half as much. If no valid targets remain for the attack within the new range, the attack is wasted.

Spells with complex shapes, such as wall spells, are not valid targets for this spell.

If the triggering spell was cast using a spell slot of a higher level than the slot you used to cast this spell, the caster adds a bonus to their saving throw equal to the number of slot levels by which their spell exceeds yours.

Helpful Hound

2nd-level conjuration
Bard, Druid, Ranger


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a silver dog-whistle)
  • Duration: 1 hour

You conjure a spectral hound that appears in an unoccupied space you can see within range. The hound lasts for the duration or until you dismiss it as an action. The hound vanishes if you cast this spell again.

You can use your bonus action to control the hound. Each time you do, you can move the hound up to 30 feet, in addition to issuing one of the following commands:

Basic Command. Choose one: sit, stay, fetch, bark, howl, play dead

Help. The hound uses the Help action to aid a friendly creature in attacking a creature within 5 ft of it. You can't use this command and move the hound in the same turn.

Run. The hound's movement is doubled this turn.

Watch. The hound takes up a set position or patrols a set area as instructed, watching for obvious dangers. You can also describe up to three specific triggers of any kind, such as 'if it starts to rain' or 'if you see an elf'. The hound barks loudly when alerted.

If the hound receives no command, it follows you closely, taking no actions. If the hound moves more than 120 feet away from you, it disappears from its space and reappears next to you.

Non-creature Summons

While spells like Ghost Claw and Helpful hound create a spirit with an appearance described like a creature, the summons do not count as creatures. A summon does not occupy its space nor have statistics. Treat such a spirit like other spell effects such as spiritual weapon and mage hand.

Prismatic Plumage

2nd-level evocation
Bard, Sorcerer, Wizard


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

You cause a pair of radiant, rainbow wings to sprout from your back, shedding bright light in a 20-foot radius, and dim light for an additional 20 feet. These wings grant you a flying speed of 30 feet for the duration. Starting on your next turn and on each subsequent turn for the duration, you must use an action to maintain this spell, otherwise the spell ends at the end of your turn. When the spell ends, you fall if you are still aloft, unless you can stop the fall.

Additionally, when you cast the spell, and at the start of each of your turns for the duration, roll 1d8 to determine the dominant color and corresponding additional effect of your wings. An effect lasts until the next time you roll the d8.

1 - Red. Your flying speed increases by 10 feet, as harmless licks of fire trail behind you

2 - Orange. A caustic cloud eminates from the wings. At the end of your turn, any other creature within 5 feet of you takes acid damage equal to 3 times the spell slot level used

3 - Yellow. You can double your flying speed for the rest of your turn as a bonus action, dashing along a bolt of harmless lightning

4 - Green. Bursts of gaseous green gas obscure your movements and confuse attackers as you pass. Your flying movement does not trigger opportunity attacks

5 - Blue. A spectral frost protects you. You have +2 AC, but your flying speed is reduced by 10 feet

6 - Indigo. An aura of earthen endurance fortifies you. You gain temporary hit points equal to twice the spell slot level used, which last until this effect ends

7 - Violet. You can harness an aura of illusion to throw off an attacker. You can use your reaction to impose disadvantage on an attack against you that relies on sight, provided you can see the attacker

8 - Harmony. The colors swirl and blend in a beautiful harmony. You do not need to use your action maintain this spell this turn

Bestow Boon

3rd-level abjuration
Bard, Cleric, Paladin


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an olive branch and 30 gp of primordial dust, which the spell consumes)
  • Duration: 1 hour

You peform a rite bestowing one boon from the list below onto a willing creature, other than yourself, that you touch. The boon lasts for the spell's duration, or until the target drops to 0 hit points. If the target is already under the effects of this spell, any previous boons on them end early.

• Boon of Protection. The target gains a +1 bonus to its AC and all saving throws.

• Boon of Grace. The target adds 1d4 to Dexterity and Charisma ability checks, unless they already add a bonus die from another spell or similar effect. Additionally, the target rerolls natural 1's on all ability checks and saving throws

• Boon of Wrath. The target rerolls natural 1's on weapon attacks, and their weapon attacks deal an extra 1d4 radiant damage on a hit.

• Boon of Purity. The target is immune to poison and disease, and can not become cursed. The effects of any curse on the target are suspended for the duration.

Circle of Decay

3rd-level necromancy
Druid, Sorcerer, Warlock, Wizard


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: 1 round or Concentration, up to 1 minute (see below)

All creatures within 30 feet of you who have 30 or fewer hit points remaining become poisoned until the end of your next turn. A creature poisoned by this spell also has disadvantage on Constitution saving throws.

If you choose to concentrate on this spell, you can repeat the effect as an action on each of your turns for the duration. When you do, any creature already poisoned by this spell which would be affected again also takes 2d6 poison damage.

The effect ends for a poisoned creature if their current hit points become higher than 30.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the hit point threshold increases by 15 for each slot level above 3rd, and the poison damage increases by 1d6 for each slot level above 3rd.

Glimmerglobe

3rd-level illusion
Bard, Sorcerer, Warlock, Wizard


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You surround yourself with an illusory dome of swirling magical light and color, encompassing a 10-foot radius that moves with you for the duration. You can temporarily suspend the effects of this spell on your turn (no action required), although it takes an action to activate the effects again.

Certain objects are temporarily made illusory while inside the dome. This spell affects any non-magical object that is not being worn or carried. An object secured to a structure, such as a door or structural collumn, is unaffected. An object larger than 10-feet in at least two dimensions is also unaffected.

An object made illusory by this spell is incorporeal, so that any physical interaction with it is impossible. Non-magical ranged weapon attacks that target a creature wholly inside the dome have no effect on that creature. An affected object regains its normal form once it is outside the dome's space, or once the spell ends.

Inkwell Imps

3rd-level conjuration
Bard, Sorcerer, Warlock, Wizard


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a few ounces of ink worth at least 5 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You swell and split an inky mass into 6 parts, each shaped like an imp and occupied by a shadowy spirit you summon. These imps float in your space for the duration, or until expended. Once all the imps are expended, the spell ends.

When you cast the spell, and as an action thereafter, you can expend a number of imps up to your spellcasting ability modifier. For each expended imp, choose a creature you can see within range. Each creature must make a Constitution saving throw. On a failed save, a creature is blinded until your next turn ends. On a success, a creature suffers no effect. If you send two or more imps to the same creature, the DC for the saving throw increases by 2 for each imp beyond the first.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates two more imps for each slot level above 3rd.

Spellbind

3rd-level evocation
Sorcerer


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

Choose a creature you can see within range. You attempt to bind their vitality to the same weave energy you draw on when you cast your spells. The target must make a Constitution saving throw. On a failure, the target suffers 20 damage (see below for the damage type) and becomes bound to your magic for the duration. On a successful save, the target takes half as much damage and is not bound.

You choose the damage type for the bond: radiant (good aligned only), necrotic (evil aligned only), fire (chaotic aligned only), psychic (lawful aligned only), or lightning (neutral only).

Whenever you cast a spell while the target is within 60 feet of you, the target must make a Constitution saving throw. On a failed save, the target suffers damage of the bond's type equal to 5 + 5 times the level of the spell slot expended. If the spell you cast was a cantrip or otherwise did not expend a spell slot, the damage is 5. The damage also increases by 5 for each sorcery point you expend as part of casting the spell, if any. On a successful save, the creature takes half as much damage. On a successful save that exceeds the DC by 5 or more, the creature takes no damage and the spell ends.

An affected creature can use an action to repeat the saving throw, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 5 for each slot level above 3rd.

Bloodbind

4th-level necromancy
Cleric, Warlock


  • Casting Time: 1 reaction, which you take when a creature you can see within range deals damage to you
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous or Concentration, up to 1 minute (see below)

You bind an attacker to the same pain they cause you. The target suffers necrotic damage equal to half the total damage of the triggering effect. The spell then ends, unless you choose to concentrate on it. If you do, the target becomes bound to you by an incorporeal tether of necromantic magic.

For the duration, anytime the target deals damage to you, they must make a Constitution saving throw. On a successful save, this spell ends. On a failed save, the target suffers necrotic damage equal to half the total damage of the triggering effect.

The spell ends if you or the target regain hit points.

Snap Freeze

4th-level transmutation
Druid, Sorcerer, Wizard


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous

You transmute the very air around a creature to a frigid cold. Choose a Large or smaller creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target suffers 4d8 cold damage and becomes frozen. While frozen by this spell, the target is restrained. If the target fails the saving throw by 5 or more, they are instead paralyzed while frozen. On a successful save, the target suffers half as much damage and is not frozen.

A frozen target can repeat the saving throw at the end of each of their turns, ending the effect on a success, or becoming paralyzed if they fail the repeated save by 5 or more.

The spell ends early for a frozen creature if they take at least 15 points of fire, bludgeoning, piercing, or slashing damage at one time.

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

Cries of the Dead

5th-level necromancy
Cleric, Warlock, Wizard


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M (a humanoid skull with two gems in its eyes worth at least 100 gp each)
  • Duration: Instantaneous

You briefly draw suffering spirits out from the realm of the dead and invoke them to produce a cacophony of terrible screams, afflicting any creature, except you, who can hear within range. Affected creatures must make a Wisdom saving throw. On a failure, a creature takes 3d8 psychic damage and is frightened and deafened until its next turn ends. On a failure by 5 or more, a creature frightened by this spell is also stunned until its next turn ends. On a failure by 10 or more, a creature frightened by this spell also falls unconscious until its next turn ends. Undead are immune to this spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Mass Sending

5th-level evocation
Bard, Cleric, Wizard


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (a spool of fine copper wire)
  • Duration: Instantaneous

You send a short message of twenty-five words or less to any number of creatures with which you are familiar. The creatures hear the message in their mind and recognize you as the sender if they know you. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if a target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive to them.

Instead of choosing select targets, you can choose to send the message to all living creatures within 1 mile of you.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can send the message to all living creatures within 5 miles of you. This increases to 15 miles at 7th level, 30 miles at 8th level, and at 9th level, you can send the message to all living creatures on the same plane of existence as you.

Moontide

5th-level conjuration
Druid, Sorcerer


  • Casting Time: 1 action
  • Range: Self (40-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Waves of moonlight pulse from your hands in a 40-foot radius sphere around you for the duration, shedding bright light in the same area, and dim light for an additional 40 feet. Any light, whether magical or mundane, that enters the spells area counts as moonlight. You can choose any number of creatures to be unaffected by this spell.

Otherwise, a creature inside the spell's area is Exposed to radiant damage. Additionally, attack rolls against a creature inside the spell's area have advantage if the attack would deal radiant damage, and any saving throw a creature inside the spell's area makes to avoid radiant damage has disadvantage.

A shapechanger which takes radiant damage inside the area instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

Lastly, a creature in the spell's area can't benefit from being invisible.

Exposed: A creature which becomes exposed always becomes exposed to a particular damage type, specified by the effect which imposed the condition. While exposed, the following effects apply to the specified damage type: Any immunity the target has to the damage type is reduced to resistance, and any other resistance they would have to the damage type is nullified.

Planar Pathway

5th-level conjuration
Sorcerer, Warlock, Wizard


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a doorknob gilded with platinum, worth at least 300 gp)
  • Duration: 12 hours

You touch a closed door no larger than 20 feet by 20 feet while mentally focusing on another closed door you are familiar with, which must also be no larger than 20 feet by 20 feet.

The door you touch temporarily becomes a portal to a transitive realm that connects the two doors. The realm springs into existence as part of casting the spell, and ceases to exist after the duration (anything inside it that did not originate from it is shunted back out of the starting door).

Any creature you designate can choose to access the transitive plane when they open either the destination door or the origin door from any side. Otherwise, a creature opening an affected door finds only the normal space on the other side.

The transitive plane is a dreamy, otherworldly place that is peaceful and safe to traverse. The terrain is typically flat and simple, such as a stone pathway, sandy shoreline, or grassy field. The plane itself has no bound size, adjusting reactively to the creatures within it. Because of this mysterious property, reaching the destination door takes at least 4 hours, regardless of how fast you travel, or twice as long if the destination door is not on the same plane of existence as the origin door. You know the exact path between the doors and can not get lost inside, although any other creature must succeed a Wisdom (Survival) check to find their way if traveling without your guidance, using your spellcasting save DC.

When you reach the destination door, you can enter only from the side that is considered the 'outer' side. This spell grants no special ability to unlock or force open a locked or sealed door.

Unleash

5th-level conjuration
Druid, Ranger


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a silver whistle)
  • Duration: Instantaneous

You call forth a pack of spectral beasts and sic them on targets within range. The spell creates 8 beasts which appear only briefly to attack and then return to the fey, celestial, infernal, or primordial realm of their origin. The spell's damage type depends on the origin you choose: psychic for fey, radiant for celestial, fire for infernal, and thunder for primordial.

For each beast, choose a target within range. Make a melee spell attack against each target, with advantage if you send more than one beast against the same target. On a hit, a target suffers 2d6 + 2 damage for each beast you sent to attack it. If you attack a target with 3 or more beasts and the attack misses, the target suffers half as much damage as it would have on a hit. You can not attack any one target with more than 5 beasts.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates one more beast for each slot level above 5th.

Create Guardian

7th-level transmutation
Bard, Sorcerer, Warlock, Wizard


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a cubic foot block of stone worth at least 250 gp, and an emerald worth at least 1000 gp, both of which the spell consumes)
  • Duration: Instantaneous

You transmute the block of stone used in the spell's casting into a large, vaguely humanoid figure and power it with an emerald which this spell enchants, resulting in an animated, magical guardian.

The guardian is a creature which uses the Stone Golem statistics (MM p170). It remains in place where it was summoned, unless you command it to move. The guardian can not move or be moved more than 120 feet from the place it was created, even by magical means. The guardian lasts for 100 days, or until it is destroyed. If you cast this spell again, any previously created guardians turn to dust.

As part of casting the spell, describe up to 5 rules or conditions to the guardian. The guardian will become aggressive towards any creature within 120 feet of it that violates one or more of the rules or conditions you set. You might set a rule that no creature except yourself and your allies may enter the area, or a condition that if a creature attacks the guardian, the guardian should attack back. The GM has discretion as to what rules are valid and how they are interpreted. You can change one or more of the conditions by spending 10 minutes in concentration, touching the golem and uttering magical commands.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the material component becomes a ruby worth 2500 gp, and guardian remains for up to 1 year. Using a 9th level slot, the material component becomes a diamond worth at least 5000 gp, and the guardian lasts until it is destroyed.

Power Word: Blood

7th-level necromancy
Cleric, Warlock, Wizard


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power to deteriorate the life force of a creature you can see within range. If the target has 100 hit points or fewer, it loses half its remaining hit points (round up). Otherwise, the spell has no affect on it.

An affected creature is also subject to a dark affliction. While under this affliction, the target can not regain hit points. A Greater Restoration spell or similar magic can be used to end this affliction.

This spell has no effect on undead or constructs.

Devil's Whip

8th-level conjuration
Warlock, Wizard


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

You conjure a spectral, fiendish whip in a free hand, which lasts for the duration. It counts as a simple melee weapon with which you are proficient. It deals 2d10 slashing damage on a hit and has the finesse, light, and reach (20 feet) properties.

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 whip to reappear in your hand.

Each time a creature is damaged by the whip it must make a Wisdom saving throw. On a failure, the creature is charmed by you until your next turn ends.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. If the creature takes a turn while charmed, you can issue a telepathic command to the creature (no action required), provided you are conscious, dictating what movement, action, and bonus action the creature takes, if any. You can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

If the target takes damage from any source other than the Whip while charmed in this way, it may repeat the Wisdom saving throw, ending the effect on a success.

Replication Rift

9th-level conjuration


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (2000 gp of diamond dust, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You store an exact copy of yourself in a volatile reality-rift which lasts for the duration. This copy stores every aspect of your current state when you cast the spell, including your statistics, along with your spell slots and similar resources. Any ongoing effect applied to you is also stored, although its duration is temporarily suspended while within the rift.

When this spell ends, you revert to the exact state of yourself which you stored in the rift. Your statistics revert to those of the stored copy, and your spell slots and other resources are returned to the exact count of your stored counterpart. Any ongoing effects applied to the copy immediately reactivate on you, using the duration that remained when stored.

When you revert, you retain any new knowledge or memories you gained in your real form during the spell's duration. In the event that knowledge or memories were taken from your real form, you recover them if they were stored in your copy.

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.

  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, Symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of Characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, Symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

  1. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

  1. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

  2. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

  3. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

  4. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

  5. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

  6. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

  1. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

  2. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

  3. 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.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.