Planeswalker Spells

by AtticusVonShwoll

Search GM Binder Visit User Profile
Planeswalker's Spells

Atraxix's Blight Orb

2nd-level necromancy


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

You can hurl an Orb of life draining energy at a point within range. Each creature within 5 feet of that point makes a Constitution saving throw. A creature takes 4d6 Necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


  • Classes: Cleric, Warlock, Wizard
  • Planeswalker: Black

Blaze's Smoking Cloud

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A glass object filled with smoke)
  • Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of hot smoke centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.


A creature that ends its turn in the smoke makes a Constitution saving throw. A creature takes 2d6 fire damage on a failed save. Creatures that don't need to breathe automatically succeed on this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the smoked increases by 20 feet for each slot level above 2nd.


  • Classes: Druid, Sorcerer, Wizard
  • Planeswalker Color(s): Red

Debt of Loyalty

5th-level necromancy


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (a sapphire worth at least 300 gp, which this spell consumes)
  • Duration: Concentration, up to 1 minute

You can save an enemy from death to change their ways. Choose an enemy humanoid within range. If the target dies before this spell ends, the creature returns to life with 1 hit point and this spell ends. That creature then makes a Wisdom saving throw. On a failed save, the creature is no longer hostile to you or your companions and is charmed. The charmed creature regards you as a friendly acquaintance. The creature is no longer charmed if you or your companions do anything harmful to it, if it dies or if a remove curse spell is cast on it.


  • Classes: Cleric, Paladin
  • Planeswalker Color(s): White, Black

Duress

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a sewing needle)
  • Duration: 1 round

You cause a creature to envision their worst nightmare. Choose a creature within range to make a Wisdom saving throw. On a failed save, roll a d6 and cause the following effect:

  • 1-2 That creature loses its reaction and must use its movement to move as far away from you as possible on its next turn.
  • 3-4 That creature becomes frightened of you until the end of your next turn. If that creature failed the Wisdom saving throw by 5 or more, they become paralyzed until the end of your next turn or until they take damage, whichever comes first.
  • 5-6 That creature takes 2d6 psychic damage.

  • Classes: Warlock
  • Planeswalker Color(s): Black

Evacuation

5th-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (an amethyst worth at least 100 gp, which this spell consumes)
  • Duration: Instantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range to the last place you rested. You and your group appear where you last took a long rest.


  • Classes: Bard, Cleric, Wizard
  • Planeswalker Color(s): Blue

Explosive Strike

5th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You strike down a person and everyone around them. A target creature within range makes a Dexterity saving throw as a bolt of lightning strikes them. On a failed save, that creature takes 8d6 lightning damage and half as much damage on a successful one. Then each creature within 20 feet of the target makes a Constitution saving throw, the target makes this save with disadvantage. A creature takes 6d6 thunder damage on a failed save and half as much damage on a success.
At Higher Levels: When you cast this spell using a spell slot of 6th or higher level, the damage for both lightning and thunder increases by 1d6 for each slot level above 5th.


  • Classes: Artificer, Druid, Paladin, Sorcerer, Wizard
  • Planeswalker Color(s): Red

Frost Smite

2nd-level evocation


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

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon causes a freezing chill. The attack deals an extra 2d8 cold damage to the target. Additionally, the target must succeed on a Constitution saving throw or be hindered by freezing ice. On a successful save, the spell ends. The creature has its speed reduced to 0 and has disadvantage on attack rolls while hindered by ice. If the target or a creature within 5 feet of it uses an action to break away the ice, the spell ends.


  • Classes: Paladin
  • Planeswalker Color(s): Blue

Frost Smite(2024)

2nd-level evocation


  • Casting Time: 1 bonus action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Components: V
  • Duration: 1 minute

The target hit by the strike takes an extra 2d8 cold damage from the attack and the target is hindered by freezing ice. The creature has its speed reduced to 0 and has disadvantage on attack rolls while hindered. If the target or a creature within 5 feet of it uses an action to break the ice away, the spell ends.


  • Classes: Paladin
  • Planeswalker Color(s): Blue

Honor of the Ultra

4th-level evocation


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

Two blades made of the same material as the sun appear in your hands. Choose fire or radiant for each blade. The magic swords do the chosen types and lasts until the spell ends. They count as martial melee weapons with which you are proficient. They deals 2d8 damage of the chosen type on a hit and has the finesse and light properties. When you engage in two-weapon fighting with these blades, you can add your ability modifier to the damage of the second attack. If you let go of a blade, it disappears, but you can evoke one or both blades again as a bonus action. The blades shed bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for every two slot levels above 4th.
Classes: Cleric, Paladin
Planeswalker Color(s): White(radiant), Red(fire)

Lichenlight's Insurgent Growth

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (A clump of blades of grass or a tree branch)
  • Duration: Concentration, up to 1 minute

Choose a point within range. A large grouping of plants and small trees grow from the ground in a 40-foot square around that point. For the duration, these plants turn the ground in the area into difficult terrain. You can select any number of creatures to ignore the difficult terrain when you cast this spell.


On each of your turns until the spell ends, you can cause the plants to attack the people inside. As an action, you can target up to two creatures in the area and make a melee spell attack against each one. On a hit, you choose bludgeoning, piercing, poison or slashing for each hit target and that target takes 3d6 damage of the type you chose.


Once the spell ends, your control over the plants ends but the plants you summoned remain.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can attack as your action increases by one for every two slot levels above 4th.


  • Classes: Druid, Ranger
  • Planeswalker Color(s): Green

Lightning Strike

2nd-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous

Choose a point within range. A bolt of lightning flashes down from the sky to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one.


If you are outdoors in stormy conditions when you cast this spell, the spell's damage increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher level, the damage increases by 1d10 for each slot level above 2nd.


  • Classes: Druid, Sorcerer, Wizard
  • Planeswalker Color(s): Red

Mana Recovery

1st-level Abjuration


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (10gp, which the spell consumes)
  • Duration: Instantaneous

You use a bit of mana to replenish mana to yourself or others. The touched creature regains mana equal to twice the level this spell is cast at.


  • Planeswalker Color(s): Green

Poisonous Breath

1st-level necromancy


  • Casting Time: 1 action
  • Range: Self (20-foot cone)
  • Components: V, M (Garlic or an onion)
  • Duration: Instantaneous

You breathe awful smelling air in front of you. Each creature in a 20-foot cone must succeed on a Constitution saving throw or take 3d6 poison damage.
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.


  • Classes: Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard
  • Planeswalker Color(s): Black, Green

Prism Beam

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: 20 feet
  • Components: V, S, M (a quartz worth at least 100 gp)
  • Duration: Concentration, up to 1 minute

You create floating spectral gemstones that create lingering beams of magic. When you cast the spell and as a bonus action on your following turns, choose a point within range and a Medium sized crystal appears at that point. Choose cold, lightning or radiant. A 1 foot wide beam appears between the crystal and a point within 30 feet of it that stays for the spell's duration. Whenever you create a new crystal you can change the point a different crystal within range is firing at.


When a creature enters within 5 feet of one or more beams for the first time on a turn or starts its turn there, they make a Dexterity saving throw. On a failed save, a creature takes 2d8 damage for each beam it is near, half as much on a successful one. The damage type is the chosen type when you made the crystal.


  • Classes: Druid, Sorcerer, Wizard
  • Planeswalker: White(radiant), Blue(cold), Red(lightning)

Pyrohelix

1st-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You fire off two beams of flame from your hands. You can fire them at one or two targets. Make a ranged spell attack for each beam. On a hit, the target takes 1d8 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for each beam increases by 1d8 for each slot level above 1st.


  • Classes: Artificer, Sorcerer, Wizard
  • Planeswalker Color(s): Red

Spectral Weapon

Evocation cantrip


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

You create a spectral weapon in your hands that you can attack with. Make a melee spell attack against a creature you can reach. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.


This spell can make additional attacks when you reach higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. You can direct the attacks at the same target or at different ones.


  • Classes: Cleric, Sorcerer, Warlock, Wizard
  • Planeswalker Color(s): White, Red

Spreading Sickness

4th-level necromancy


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

One creature within range makes a Constitution saving throw or is poisoned for the duration. A creature poisoned in this manner must make a Constitution saving throw at the end of each of its turns, ending the effect on a success, or taking 2d8 poison damage on a failure.
While a creature is poisoned by this spell, you can use an action to choose another creature you can see within 30 feet of a poisoned creature and cause the sickness to spread to that creature. That creature must make Constituition saving throw or suffer the spells effects. A creature that succeeds the saving throw becomes immune to this spell's effects for 24 hours.


  • Classes: Druid, Warlock, Wizard
  • Planeswalker Color(s): Black, Green

Victimize

5th-level necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (A dagger and diamond worth at least 500 gp, which this spell consumes)
  • Duration: Instantaneous

You or another willing sentient creature within range can sacrifice themselves to bring the dead back to life. This creature is instantly killed and can be restored to life only by means of a true resurrection or a wish spell.


Afterwards, two dead creatures of your choice within range return to life, provided that they have been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.


This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.


This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.


Coming back from the dead is an ordeal. Each creature takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time a creature finishes a long rest, the penalty is reduced by 1 until it disappears.


  • Classes: Bard, Cleric, Paladin, Wizard
  • Planeswalker Color(s): Black

Volcanic Geyser

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (An igneous rock)
  • Duration: Instantaneous

You cause magma to erupt from the ground within range. Choose a point within range. Each creature within 10 feet of that point makes a Dexterity saving throw. A creature takes 2d6 bludgeoning damage and 2d6 fire damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage or fire damage (your choice) increases by 1d6 for each slot level above 2nd.


  • Classes: Sorcerer, Wizard
  • Planeswalker Color(s): Red

Whispers of the Muse

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A piece of parchment with a lament for the dead written on it)
  • Duration: Instantaneous

A creature within range begins to hear a song of the dead whisper into its ears. The target must make a Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage and 1d6 necrotic damage. If that creature is within 10 feet of a corpse of one of their allied creatures, it believes the song is coming from the corpse and is overcome with sorrow. It is stunned until the end of its next turn. On a successful save, they only take half as much damage and is not stunned. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage or psychic damage (your choice) increases by 1d6 for each slot level above 1st.


  • Classes: Cleric, Warlock, Wizard
  • Planeswalker Color(s): Blue, Black

Zekel's Starlit Sanctuary

6th-level abjuration


  • Casting Time: 1 minute
  • Range: Self (10-foot-radius hemisphere)
  • Components: V, S
  • Duration: 8 hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.


Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures that you designate when you cast this spell can move inside it freely. All other creatures phase through the dome as if it and everything inside it weren't there. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.


Any creature that leaves the inside the dome cannot reenter the dome for the duration of the spell.


Until the spell ends, you can command the interior to become dimly lit or dark. The dome is invisible from the outside, but it is transparent from the inside.


The dome and the creatures inside are hidden from divination magic. They can't be targeted by such magic or perceived through magical scrying sensors.


Whenever a creature finishes a short rest inside the dome, a creature regains twice as many hit points from using hit dice and if they have any levels of exhaustion, reduce their exhaustion level by one.


Whenever a creature finishes a long rest inside the dome, they regain all expended hit dice and if they have any levels of exhaustion, remove all of their exhaustion levels. If a creature removes two or more levels of exhaustion this way, they can't be affected by this ability from this spell again until a number of days equal to the exhaustion levels removed has passed.


  • Classes: Bard, Druid, Wizard
  • Planeswalker Color(s): White, Blue, Green
 

This document was lovingly created using GM Binder.


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