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## 20 Eclectic New Spells The following is a set of spells collected with no real rhyme or reason that I've made over the past few months. Enjoy. They will wbe added to the Casting Compendium after a round of playtesting and feedback. There is some gish spells, divine spells, revised spells, and just generally a chaotic cluster of stuff. #### Blade Mirage *1st-level illusion (arcane)* ___ - **Classes:** Bard, Occultist, Ranger, Spellblade, Sorcerer, Wizard - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a melee weapon worth at least 1 sp) - **Duration:** Concentration, up to 1 minute. ___ You twist illusions around a melee weapon you are holding. When you cast the spell, and on each subsequent turn for the duration as a bonus action, you can create feinting blows with the illusory copies of your blade, distracting your target and giving you advantage on the next weapon attack against that target before the end of your turn. The spell ends early if let go of the weapon you cast it on. As an action, a creature that can see you can make an Intelligence (Investigation) check against your spell save DC. On success, you no longer gain advantage from using the illusionary blades when making a feint against that creature, rendering the spell impotent against that creature. #### Crescent Wind Slash *2nd-level evocation (arcane, primal)* ___ - **Classes:** Bard, Ranger, Spellblade, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M (a melee weapon worth at least 1 sp) - **Duration:** Instantaneous ___ You make a series of three slashes, each one magically releasing a razor sharp blast of wind at a target within range. You can launch them at one target or several. Make a weapon attack with the weapon used in the casting of this spell for each slash. On hit, the target takes 1d8 + your weapon attack modifier. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can create one additional slash for each slot level above 2nd. #### Clay Touch *2nd level transmutation (arcane, primal)* ___ - **Classes:** Druid, Inventor, Occultist, Ranger, Sorcerer, Spellblade, Wizard - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a small clump of clay) - **Duration:** Concentration, up to 1 minute. ___ You reach out to attempt to touch a creature within range. It must make a Dexterity saving throw. On failure, the target's armor (including natural or magical defenses) becomes soft and malleable, though retaining its form, and provides no protection against attacks reducing the target's AC to 10 + their dexterity for the duration of the spell. Alternatively, you can touch a nonmagical object that isn't being warn or carried and is no larger than 2 feet in any dimension, reducing its AC and any Strength check required to break it to 5 for the duration of the spell. > ##### Part of a larger object? > A GM has great leeway on determining what constitutes an object, such as if the bars of a prison would count as their own object or as part of the door. Generally I would rule generously on this. There are lower level spells that can get you out of barred cell. #### Crimson Poison *1st-level transmutation (arcane, blood magic)* ___ - **Classes:** Bard, Occultist, Sorcerer, Spellblade, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (a melee weapon worth at least 1 sp) - **Duration:** 10 minutes ___ You drain your own life essence to coat the weapon used in the spell's casting in magical crimson blood. You sacrifice up to 5 hit points, reducing your current hit points by the amount invested, and maximum hit points by half the amount invested (rounding up). The next three times you deal damage with that weapon, it deals acid damage equal to the hit points invested. After dealing damage with the weapon three times, the spell ends. If the spell ends before dealing damage for a 3rd time, the blood dries, becoming non magical and harmless. The reduction in maximum hit points lasts until you complete a short or long rest. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can invest up to 3 additional hit points in the casting for each slot level above 1st, up to a maximum of 20 hit points at 6th level. If you cast the spell with a 3rd level slot or higher, it lasts up to 8 hours before drying. If you cast it with a 5th level or higher slot, it lasts for 24 hours before drying. > ##### Blood Magic > Disclaimer, this spells will probably be folded into the greater blood magic system, and may or may not appear as they do here. \pagebreakNum #### Devour Shadow *4th-level necromancy (arcane)* ___ - **Classes:** Occultist, Spellblade, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to a minute. ___ Your shadow suddenly elongates into that of a horrifying devouring abomination and attempts to eat the shadow of a target creature in range. The target must make a Charisma saving throw. On failure, the target creature's shadow is devoured and they take 6d6 necrotic damage, and are magically weakened, subtracting 1d4 from the attack rolls, saving throws, and ability checks for the duration of the spell, while you can add 1d4 to your attack rolls, saving throws, and ability checks for the duration of the spell. On success, a large bite is taken from the shadow, and they take half as much damage and are not weakened. If either you or the target has no shadow, the spell fails. If their shadow is consumed, they have no shadow until the spell ends. ***At Higher Levels.*** When you cast this spell with a 5th level spell slot or higher, you can target an additional creature for each spell slot level above 4th. The bonus you gain consuming shadows does not increase beyond 1d4, even if you consume multiple shadows. #### Divine Judgement *2nd-level evocation (divine)* ___ - **Classes:** Cleric, Paladin - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ A brilliant brilliant sword of radiant energy forms above the target point before slamming down in a explosion of divine power. Creatures in a 10-foot-radius, 30-foot-high cylinder centered on the target point must make a Dexterity saving throw. On failure, a creature takes 2d8 radiant damage, and 2d8 damage additional radiant damage if it is an undead or fiend. On a succesful save, the target takes half as much damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the base damage increases by 1d8 for each slot level above 2nd. > ##### Alignment Powers > If your DM uses alignment for creatures, they can optionally rule that the bonus damage applies all creature types as long as the creature is of the opposite moral alignment of the caster (evil to good or good to evil). as not all settings use strict alignment, this is a variant rule at the GM's discretion. \columnbreak #### Volcanic Burst *6th-level transmutation (primal)* ___ - **Classes:** Druid, Warlock, Spellblade Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a piece of obsidian) - **Duration:** Instantaneous ___ You call fiery forces from below the earth to erupt upwards violently, causing the rocks beneath a point to melt and erupt into magma. The ground in a 10 foot radius explodes in a shower of fire and magma, raining down in a 20 foot radius. Creatures within the area must make a Dexterity saving throw. On failure, they take 4d10 bludgeoning damage and 4d6 fire damage. If a creature is within the 10-foot inner radius, then they are additionally flung 10 feet into the air, taking 1d6 bludgeoning damage and falling prone when they land. On a successful save, a creature takes half damage, and suffers no additional effects. The center 10 foot radius becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. #### Hungering Void *3rd-level conjuration (arcane)* ___ - **Classes:** Occultist, Warlock, Spellblade Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute. ___ You create a point pure void which swallows a 20-foot radius sphere of space, plunging it into magical darkness and forming a life devouring freezing void. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it unless it comes from a spell of higher level than this one. A creature that starts their turn within the void must make a Constitution saving throw. On failure, they take 2d6 cold damage and 2d6 necrotic damage, and their speed is reduced by 5 feet. The reduction to their speed lasts until they start not inside the area of the void, and can stack with itself, up to a maximum effect of reducing a creature's speed to 5 feet. On a success, they take half as much damage and their speed is not reduced. ***At Higher Levels.*** When you cast this spell using a 5th level spell slot or higher, the necrotic and cold damage both increase be 1d6, and the speed reduction increases to 10 feet on a failed save (with the same minimum speed limitation). > ##### A Note > If this seems somewhat familiar to other spells that create a void of hungry darkness, I will note that other spells of that nature are not in the SRD and not available to OGL products and VTTs. > > Spells created to stand in the roles of others will no longer mirror alternative spells as closely, as it causes more confusion than it resolves, and there is an opportunity to improve and streamline available. \pagebreakNum #### Hellfire Pit *7th-level transmutation (arcane)* ___ - **Classes:** Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You open a pit to hell beneath the feet of your foes. A supernatural void opens in a 10-foot radius, 10-foot deep pit opens around a point you can see within range. Creatures in the area must make a Dexterity saving throw. On success, they can move 5 feet outside the radius of the spell. If they cannot move 5 feet out of the radius of the spell (such as having no path or insufficient movement speed), they automatically fail the saving throw. Creatures that fall their saving throw fall to the bottom of the bit (taking 1d6 bludgeoning damage and falling prone). The floor of the pit is a blazing inferno of hell. Creatures that start their turn in the pit take 4d6 fire damage and 4d6 necrotic damage. The pit is difficult to escape, voraciously drawing creatures caught in to the depths of hell with strong winds, roaring fires, and infernal chains. A creature can 20 feet of movement (or 10 if they a flying or climbing speed) to attempt to escape the pit, making a Strength saving throw against your spell save DC. On success, they escape. On failure, fall back to the floor of the pit and their movement speed becomes zero until the start of their next turn. When the spell ends, the supernatural void to hell closes, and all creatures in the pit are deposited on the ground where the pit opened prone. #### Infernal Shackles *2nd-level conjuration (arcane)* ___ - **Classes:** Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a link from a chain burned in a fire that killed at least one creature) - **Duration:** Concentration, up to 1 minute ___ Chains of burning black iron spring from the ground and attempt bind a creature you can see within range. The target creature must make a Strength saving throw. On failure, it takes 3d6 fire damage and its movement speed is reduced to zero for the duration of the spell. On success, they take half as much damage and are not bound. At the end of each of their turns, the target repeats its saving throw. On a success, the chains broken and the spell ends for that target. On a failure, it remains bound and takes an additional 2d6 fire damage as it is seared by the chains. ***At Higher Levels.*** When you cast this spell with a 3rd level spell slot or higher, you can target an additional creature for each spell slot level above 2nd. > ##### Variant: Spells of Damnnation > At your GM's discretion, creatures reduced to zero hit points by Hellfire Pit or Infernal Shackles die and have their soul trapped in the planes of hell. Consult with your GM about the potential cosmological and moral side effects of using spells fueled by infernal energy of damnation. #### Instant Counter *2nd-level conjuration (arcane)* ___ - **Classes:** Bard, Ranger, Sorcerer, Spellblade, Warlock, Wizard - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 30 feet of you that you can see - **Range:** 30 feet - **Components:** V, S, M (a melee weapon worth at least 1 sp) - **Duration:** Instantaneous ___ You vanish, teleporting to an empty space within 5 feet of the creature that damaged you, and immediately make a weapon attack against them with the weapon used in the spell's casting. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you deal 1d8 bonus force damage on the hit for each slot level above 2nd. > ##### Damage Order > This does not prevent damage from the triggering attack, as the trigger is taking the damage and it does not change the outcome of the trigger. #### Iron Garden *4nd-level transmutation (arcane)* ___ - **Classes:** Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self (20-ft. radius) - **Components:** V, S - **Duration:** Instantaneous ___ Iron spikes lance upwards from the ground in all directions around you, impaling creatures within 20 feet of you. Creatures in the target area must succeed a Dexterity saving throw, or take 6d8 piercing damage, and their movement speed drops to zero until the end of their next turn. On a success, they take half as much damage, and their movement speed is not reduced to zero. Until the start of your next turn, when a creature moves into or within the area, it takes 1d8 piercing damage for every 5 feet it travels. At the start of your next turn, the spikes rust away to dust. ***At Higher Levels.*** When cast with a 5th level or higher spell slot, the damage increases by 1d10 for each level spell slot level above 4th. \pagebreakNum #### Melting Glob *1st-level conjuration (arcane)* ___ - **Classes:** Sorcerer, Spellblade, Warlock, Wizard - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 minute ___ You hurl a glob of acid at a creature within range, making a ranged spell attack. On hit, the creature takes 4d4 acid damage, and starts to be melted by acid. For 1 minute, at the end of each of its turns, it takes 1d4 acid damage. A creature can end the effect early by using its action to clear off the acid. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d4 for each slot level above 1st. #### Platinum Lances *6th-level evocation (divine)* ___ - **Classes:** Cleric - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous ___ You conjure four giant lances of radiant energy that plummet down at four different points you can see. Each creature in a 10-foot-radius, 100-foot-high cylinder centered on each point must make a Dexterity saving throw. On a failed save, a creature takes 8d8 radiant damage and is knocked prone. On a successful save, they take half as much damage and are not knocked prone. A creature in the area of more than one lance is affected only once. ***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. #### Prismatic Flash *1st-level illusion (arcane)* ___ - **Classes:** Occulist, Sorcerer, Spellblade, Wizard - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Components:** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) - **Duration:** 1 round ___ A vivid rainbow of prismatic lights springs shoots from your hand. Each creature in a 15-foot cone must make a Constitution saving throw. On a failure, creatures are blinded and dazed until the end of your next turn. While they are dazed in this way they are unable to take reactions and their movement speed is halved. If a creature fails by 10 or more, it is additionally stunned for the duration. On a successful save, a creature is not blinded but is momentarily disoriented by the brilliant flash and has disadvantage on attack rolls until the end of your turn. Creatures that are already blinded or cannot see you aren't effected as they do not see the burst. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the size of the cone expands by 5 additional feet. #### Quicksilver Steps *4th-level transmutation (arcane)* ___ - **Classes:** Bard, Ranger, Sorcerer, Spellblade, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute. ___ For the duration of the spell your movement does not provoke attacks of opportunity, and you can move up to 10 feet each time another creature you can see or hear ends their turn (no action required), up to 4 times, regaining all uses at the start of your turn. The first attack against you after each time you move have disadvantage. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the number of times you can move at the end of another creature's turn increases by 1, equaling the level of the spell slot used. #### Rock Slam *transmutation cantrip (primal)* ___ - **Classes** Druid, Occultist, Sorcerer, Spellblade, Wizard - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You fling a rock a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d10 bludgeoning damage. On a critical hit, the target is knocked prone or 10 feet backwards (your choice). The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Seismic Wave *3rd-level transmutation* ___ - **Classes:** Druid, Sorcerer, Spellblade, Wizard - **Casting Time:** 1 action - **Range:** Self (30 foot cone) - **Components:** V, S - **Duration:** Instantaneous ___ You release a seismic wave, slamming the ground in front of you causing the earth to explode violently in a 30 foot cone in front of you. Creatures touching the ground in the area must make a Strength saving throw. On failure, they take 4d10 bludgeoning damage and fall prone. On success, they take half as much damage and do not fall prone. Large or larger objects and structures in the area of effect automatically fail the save and take double damage. The ground becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. \pagebreakNum #### Unholy Wave *2nd-level necromancy (divine)* ___ - **Classes:** Cleric, Paladin - **Casting Time:** 1 action - **Range:** Self (30 foot cone) - **Components:** V, S - **Duration:** Concentration, up to 1 minute. ___ A wave of necrotic energy crashes out from your outstretch hand in a 30-foot-cone. Creatures in the area must make a Constitution saving throw, or be burned by unholy fire. On a failed saving throw, they take 4d6 necrotic damage, and wreathed in consuming unholy fire for the duration of the spell. Once per turn, if they are hit by an attack while wreathed the unholy fire their wounds are consumed by the flames, and they take an additional 1d6 necrotic damage. On a successful save, they take half as much damage and are not wreathed in radiant fire. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Vampiric Blade *2nd-level necromancy (blood magic)* ___ - **Classes:** Bard, Occultist, Sorcerer, Spellblade, Warlock, Wizard - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (a melee weapon worth at least 1 sp) - **Duration:** 1 hour ___ You drain your own life essence to empower the weapon used in the casing of the spell with life drinking power. You sacrifice up to 10 hit points, reducing your current hit points by the amount invested, and maximum hit points by half the amount invested (rounding up). You cannot sacrifice a number of hit points below 1 hit point. When you do so, your weapon attacks deal an additional 1d8 necrotic damage, and you regain hit points equal to the necrotic damage dealt, until you have dealt necrotic damage equal to twice the hit points invested. The reduction in maximum hit points lasts until you complete a short or long rest. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can invest up to 10 additional hit points in the casting, it deals an additional 1d8 necrotic damage on hit for each additional 10 hit point invested (minimum 20 to deal 2d8) > ##### Blood Magic > Disclaimer, this spells will probably be folded into the greater blood magic system, and may or may not appear as they do here.