Ode to the Unreal

by Lucifer1389

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Ode to the Unreal

Spells by Lucifer | Art by Ashpwright

Source Injection

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (a ruby worth 10gp, consumed)
  • Duration: Concentration, up to 1 hour

You target a creature you can see within range and tweak the laws of reality, forcing it to make a charisma saving throw. On a failed save, you can increase or decrease one of its ability scores by an amount upto your spellcasting modifier, to a minimum of 1 and maximum of 30. When the spell ends, the creature takes 3d6 force damage as its reality resets.

At Higher Levels: The damage increases by 1d6 for each spell level above the 3rd. If you use a 9th level spell slot, the spell does not require concentration and lasts until it is dispelled.


Spell Lists. Artificer, Wizard, Warlock

Mold metal

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: S, M
  • Duration: Concentration, up to 1 hour

You target a metal object within range and make it malleable and soft. If the object is held, the creature holding it can make a dexterity saving throw, dodging the effect on a success. An affected object gains a -2 penalty on attack rolls made using it or AC granted by it. The object returns to its original shape when the spell ends, unless it has insufficient space to do so.

In addition, any creature restrained or held by the object has advantage on ability checks or saving throws to escape.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the penalty increases by 1 for each level above the 2nd.


Spell Lists. Artificer, Wizard, Warlock

Fold reality

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: Instantaneous

You fold reality on a creature within range, forcing it to make a charisma saving throw. On a failed save, the creature takes 6d8 force damage. If the creature dies, its body and nonmagical equipment are squished to be 1 inch wide in a direction of your choice, such as flat on the ground or in a vertical plane. Any magic items it was carrying are shunted to the nearest unoccupied space.

Alternatively, you can fold reality around a willing creature and teleport it to an unoccupied space within 30ft of it.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every level above the 3rd.


Spell Lists. Sorcerer, Warlock, Wizard

Mythic fist

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (an object marked with a name)
  • Duration: 1 hour

You morph your spirit to mimic that of a fictional warrior, one from a story, myth, or dream. You gain a fighting style of your choice, from any class's list.

For the duration, your gait and mannerisms are distinctly different from your usual self, giving you advantage on deception checks to pass yourself off as a different person.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases to 8 hours.


Spell Lists. Bard, Ranger, Paladin

Words of creation

3rd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a runestone worth 500gp, consumed)
  • Duration: Until dispelled

You touch a creature within range and mark it with an elemental rune. Choose a spell you know or have prepared that deals acid, cold, fire, lightning, thunder or poison damage, and is of a level equal to or lower than the spell slot expended to cast this spell.

The creature can cast the spell without expending a spell slot, using your spellcasting modifier. Once the spell is successfully cast, the rune fades and this spell ends. Until this spell ends, you cannot regain the spell slot expended to cast this spell.

At Higher Levels: When you cast this spell using a spell slot of 9th level, you can inscribe the rune with pure arcane energy, eschewing the need for material components.


Spell Lists. Artificer, Wizard, Warlock

Runic font

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

You touch a creature within range and mark it with a raw elemental rune. The rune carries the essence of acid, cold, fire, lightning, thunder or poison damage (your choice).

For the duration, the creature can use its bonus action to make a melee spell attack against a creature within 5ft of it. On a hit, the target takes 3d6 damage of the chosen type.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each level of the spell slot expended above the 3rd.


Spell Lists. Artificer, Wizard, Warlock

Partial simulacra

4th-level illusion


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V, S, M (water or ice)
  • Duration: 24 hours

You target a creature you can see within range and fill its wounds with hardened snow. The creature gains 4d8 + your spellcasting modifier as temporary hit points, upto a maximum amount equal to the number of hit points it is missing.

In addition, the snow reforms any missing limbs or organs, granting normal functionality. These limbs and organs melt away when the spell ends.

At Higher Levels: The temporary hit points increase by 1d8 for each spell level above the 4th. When you cast the spell using a spell slot of 8th level or higher, the spell lasts until dispelled.


Spell Lists. Artificer, Wizard, Warlock

Curse of Paranoia

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V
  • Duration: 8 hours

You target a creature within range, inflicting it with maddening paranoia. An unwilling creature can make a Wisdom saving throw to resist the effect. On a failed save, the creature is riddled with distrust. Magical healing it receives for the duration is halved, and it cannot count as a willing creature for spells cast by others.

However, the creature gains darkvision out to 120ft, and gains proficiency in perception checks.


Spell Lists. Sorcerer, Warlock, Wizard

Inquisitorial judgement

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V, S, M (the blood of a dead humanoid)
  • Duration: Concentration, up to 1 minute

You target a creature you can see within range and claw out its guilt and regrets. The creature must make a Wisdom saving throw, or tell you its most recent action that it regrets, or a regret that's primarily on its mind.

In addition, the affected creature counts as a fiend for the duration, in addition to its original creature type.


Spell Lists. Bard, Paladin, Warlock

Aspect of Atium

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: M (an atium bead worth 100gp, consumed)
  • Duration: 1 round

You infuse the bead of atium with your spirit and ingest it, gaining insight into the immediate future. Until the beginning of your next turn, you gain a +5 bonus to AC, attack rolls, and dexterity saving throws.

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


Spell Lists. Artificer, Bard, Ranger

Causality anchor

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (a piece of quartz)
  • Duration: Concentration, up to 1 minute

You launch a shard of temporal magic at a creature within range, forcing it to make a dexterity saving throw. On a failed save, the creature takes 3d8 force damage and is temporally anchored for the duration.

When the anchored creature takes an action, you can end your concentration on this spell (no action required), activating the anchor and negating the action. When the spell ends, the anchored creature can't take an action until the beginning of its next turn.

At Higher Levels: The damage increases by 1d8 for each spell level above the 3rd.


Spell Lists. Druid, Ranger, Sorcerer, Wizard

Talisman of the beast

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 ft
  • Components: V, S, M (a talisman worth 400gp)
  • Duration: Concentration, up to 1 hour

You summon a beast of challenge rating 1 or lower, which appears in an unoccupied space that you can see within range. The beast disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

The beast gains a bonus to its AC, attack rolls and saving throws equal to the spell level. In addition, the first time it hits a creature on its turn, it deals an additional 1d8 radiant damage per spell level.

At Higher Levels: When you expend a spell slot of 5th level or higher, the creature's size increases by one category and you gain the ability to telepathically communicate with it.


Spell Lists. Druid, Ranger

Chimera host

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (blood of a beast)
  • Duration: Concentration, up to 1 hour

Through perverse primal magic, you graft onto yourself parts of another creature. Choose a beast of CR 1 or below. For the duration, you gain the movement speeds of the creature. In addition, you can use your bonus action to take any action from the beast's statblock.

Your size increases to be equal to the beast's, unless already greater. When the spell ends, the bestial limbs fall off.

At Higher Levels: When cast this spell with a spell slot of 5th level or higher, you can choose a beast with a CR of 1 higher than 1 for every two slot levels above 3rd.


Spell Lists. Druid, Sorcerer, Wizard

Astral smite

5th-level evocation


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

You channel your consciousness through the astral plane, targeting a creature you are familiar with. If you cannot see the creature, it can make a charisma saving throw, ending the spell early on a success.

The next attack you make for the duration ignores the material world, passing instead through the plane of thoughts. The creature is automatically considered within reach of your weapon, and the attack deals an additional 8d8 psychic damage on a hit.


Spell Lists. Paladin

Familicide

2nd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a piece of bone, from a creature killed within the past 24 hours)
  • Duration: Concentration, up to 1 minute

You weave together spine and sinew to create a bow of bone in your hands. This magic bow lasts until the spell ends. It counts as a magical longbow with which you are proficient.

When you use this bow to attack a creature that is of the same type as that of the material component used for the spell, the attack deals an additional 3d8 necrotic damage and the creature can't regain hit points until the beginning of your next turn. You can deal this additional damage only once per turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d8 for each level above the 2nd.


Spell Lists. Ranger, Sorcerer, Wizard, Warlock

Carcass carapace

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a corpse or a bunch of bones)
  • Duration: 1 hour

You unravel the corpse and form an exoskeleton from the bones. For the duration, your AC cannot be lower than 17. As a bonus action for the duration, you can feed the ravenous bones with your blood and flesh. You lose 1d6 hit points, and gain twice as much temporary hit points.

The bones crumble away, and the temporary hit point vanish, when the spell ends. If you die while under the effects of this spell, your corpse turns into a ghoul.

At Higher Levels: The AC increases by 1 for each two levels of the spell slot expended above the 2nd.


Spell Lists. Wizard, Warlock

Gate of Envy

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a stolen object)
  • Duration: Concentration, up to 1 hour

Manifesting the vice of envy, you conjure a gibbering mouther that wraps around you and acts as a conduit of the envy in your subconscious. It disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your telepathic commands (no action required by you). It cannot move, but moves with you and shares your space.

You are immune to the mouther's abilities, such as the difficult terrain created by it and its spittle.


Spell Lists. Sorcerer, Wizard, Warlock

Gate of Sloth

4th-level conjuration


  • Casting Time: 1 action
  • Range: Cone (30ft)
  • Components: S, M
  • Duration: Instantaneous

You open a sixfold tear in reality, leading to the absolute stillness of the void inbetween worlds. All creature within a 30ft cone originating from you must make a constitution saving throw, or take a level of exhaustion.

Any creature failing its saving throw must make another saving throw, gaining another level of exhaustion on a failure, and so on.

Once a creature succeeds on its save, it is immune to this spell for 24 hours


Spell Lists. Sorcerer, Wizard, Warlock

Crimson forge

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of blood)
  • Duration: 8 hour

Choose a corpse of a Medium or larger creature containing blood within range. The corpse must be one which has been dead for 1 hour or less. You touch the corpse and create a medium sized or smaller object from the blood and viscera. The object can be one simple enough to be made in a metal forge, such as a weapon, armor, or barding.

If the object is a weapon, it gains a +1 bonus to its attack and damage rolls. If the object is an armor or shield, it gains a +1 bonus to AC. The object dissolves to stale blood when the spell ends.

At Higher Levels: When you expend a spell slot of 5th level or higher, the duration of the spell increases to 24 hours. When you expend a spell slot of 9th level, the spell lasts until dispelled.

In additional, the bonus granted by the weapon or armor increase by 1 with a 6th level spell slot (+2) and a 9th level spell slot (+3).


Spell Lists. Artificer, Cleric, Wizard, Warlock

Gravekeeper

2nd-level necromancy (ritual)


  • Casting Time: 1 minute
  • Range: Self (100ft radius)
  • Components: V, S, M (a lantern; and 10gp worth of incense, consumed)
  • Duration: 1 minute

You light the gravekeeper's lantern, and summon the spirit of a long dead creature from the earth. The spirit can tell you about the primary inhabitants of the area, and its prominent seasons and weather.

In addition, it can tell you about any necromancy spells cast in the area, as well as the name of any sentient creature killed in range within the past 24 hours. You might get additional information at the DM's discretion.


Spell Lists. Cleric, Paladin, Warlock

Memories of the world

8th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 hour

Until the spell ends, when you make a Intelligence check, you can replace the number you roll with a 15. Additionally, you can understand all languages and you know the direction and distance to all creatures you are familiar with.


Spell Lists. Bard, Wizard

Spiritual prism

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you take radiant, necrotic, force or psychic damage
  • Range: Self (10ft)
  • Components: S
  • Duration: 1 round

You absorb the incoming esoteric magic, and deflect it outwards. You gain resistance to the triggering damage type until the start of your next turn. In addition, up to two creatures of your choice within 10ft of you must make a dexterity saving throw, or take 2d6 damage of the triggering type.

At Higher Levels: The damage increases by 1d6 for each spell level above the 2nd.


Spell Lists. Druid, Sorcerer

Starwhip

3rd-level conjuration


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

You weave together starlight to form a glistening starwhip in your hand, containing three starmotes. The weapon counts as a magical whip with which you are proficient. It has a reach of 5ft per starmote, and deals 1d4 radiant damage per starmote on a hit.

The weapon dissipates when you are no longer holding it, but you can reform it as a bonus action (doing so does not restore any expended starmotes).

As a bonus action on your turn, you can expend a starmote from the whip and hurl it towards a creature within 60ft of you. The creature takes 3d4+3 radiant damage.

At Higher Levels: The whip gains an additional starmote for each level of the spellslot expended above the 3rd.


Spell Lists. Artificer, Druid, Wizard

Constellate strings

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: S, M (a starmap)
  • Duration: Concentration, up to 1 minute

You conjure motes of starlight around a creature within range, forcing it to make a Wisdom saving throw. On a failed save, starlight ties to the creature akin to the strings on a puppet. A creature can willingly fail this save.

At the beginning of its turns, the creature uses all its movement to move in a random direction, as it traces incomprehensible constellations. To determine the direction, roll a d8 and assign a direction to each die face. This movement provokes attacks of opportunity.

As an action, the creature can repeat the saving throw, ending the spell on a success. If the spell lasts for its full duration, as the creature completes the constellation, it is granted a boon by the stars. Once before the next long rest, it can reroll any intelligence, Wisdom, or charisma check it makes.


Spell Lists. Bard, Druid

Summon blood angel

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 ft
  • Components: V, S, M (a bloodstone, worth 500gp)
  • Duration: Concentration, up to 1 minute

You call forth an Ichorous construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Blood Angel stat block. When you cast the spell, choose spilled, coagulated, or vowed. Your choice determines the creature's abilities in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.


Spell Lists. Druid, Warlock


Blood angel

medium monstrosity


  • Armor Class 11 + the level of the spell + 2 (vowed only)
  • Hit Points 50 + 10 for each spell level above 5th + 10 (vowed only)
  • Speed 30ft, Fly 30 ft. (spilled and vowed only)

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 3 (-4) 12 (+1) 5 (-3)

  • Senses blindsight 30ft, passive Perception 11
  • Condition Immunities charmed, exhaustion, frightened
  • Languages understands the languages you speak.
  • Proficiency Bonus equals your bonus

  • Regeneration. The blood angel regains 10 hit points at the start of its turn if it has at least 1 hit point.
  • Agile (spilled only). The blood angel can dash as a bonus action.

Actions

Multiattack. The blood angel makes a number of attacks equal to half this spell's level (rounded down).

Frenzied slash (spilled only). Melee Weapon Attack: your spell attack modifier to hit, Range 5ft., one target.
Hit: 3d4 + 3 + the spell's level slashing damage.

Blood rain (coagulated only). Range Weapon Attack: your spell attack modifier to hit, Range 150 ft., one target.
Hit: 2d4 + 3 + the spell's level slashing damage, and the target is pushed 10ft away from the blood angel.

Berserker axe (vowed only). Melee Weapon Attack: your spell attack modifier to hit, Range 5ft., one target.
Hit: 1d8 + 3 + the spell's level slashing damage.

Forged Revival

5th-level transmutation


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (precious metals worth 1000 gp, which the spell consumes)
  • Duration: Instantaneous

You touch the corpse of a creature, and forge for it a body of steel and metal. You return it to life, provided that it has been dead no longer than 1 day. If the creature's soul is both willing and at liberty to rejoin the newly forged body, the creature returns to life with 1 hit point. The creature's race changes to warforged.

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, and replaces missing limbs with arcane prosthetics. If the creature is lacking organs integral for its survival—its head, for instance—the spell automatically fails.


Spell Lists. Artificer

Leshen accordance

7th-level necromancy


  • Casting Time: 1 hour
  • Range: 60 ft
  • Components: V, S, M (an animal skull, and incense worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous

You touch a dead creature that has been dead for no more than 10 years, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points as a leshy. The animal skull used as the material component is permanently fused to the creature's face, as a symbol of its tie to the primal world.

The creature can no longer eat, drink or breathe, and it doesn't need to. It can innately talk to animals and magical plants, and they don't attack the creature unless provoked. However, the creature doesn't regain any hit die when taking a long rest in an urban environment, such as a city or a metropolis.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts with grafts made from moss and vines.

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


Spell Lists. Druid

Aspect of angels

5th-level transmutation


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

You conjure on your back the visage of angelic wings. For the duration, you gain a flying speed equal to your movement speed. In addition, you shed bright light out to 30ft and dim light out to 60ft. The bright light counts as sunlight.

Creatures in this bright light cannot be poisoned or diseased. If a creature is poisoned or suffering from a disease when they enter the light, the poison or disease is suppressed while they remain in the light.


Spell Lists. Cleric, Paladin

Heavenly spear

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (60ft cone)
  • Components: V, S
  • Duration: Instantaneous

You form a spear out of radiance and starlight, and release it in a 60ft cone. The spear turns and pivots to hit each creature of your choice in the area. A targeted creature must make a Dexterity saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. In addition, a creature failing its save is blinded until the end of your next turn.

The damage increases to d12s when you are under a night sky.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th, or by 1d12 if you are under a night sky.


Spell Lists. Cleric, Druid

Ascended undead

9th-level necromancy


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S, M (a black onyx worth 1000gp, and corpses, all consumed)
  • Duration: Concentration, up to 1 hour

With the black onyx as core, you target one or more medium or larger corpses within range. The corpses weave together and combine into one form around the onyx.

The Ascended Undead uses the statistics of a CR 9 or lower Undead of your choice. It's Intelligence, Wisdom, and Charisma scores are increased by amount equal to the number of corpses consumed in its creation, to a maximum score of 20. The Undead disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.

If the spell lasts for the full duration, the creature no longer disappears and you no longer control the creature. It might remain friendly to you, depending on how you have treated it.


Spell Lists. Sorcerer, Warlock, Wizard

Chromatic chaos

6th-level evocation


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V, S, M (a multicolored thread)
  • Duration: Instantaneous

You weave together a torrent of elemental energy and launch it at a creature within range. The creature must succeed on a dexterity saving throw or take 10 damage each of acid, cold, fire, lightning, poison, and thunder, or half as much on a successful save.

In addition, each creature of your choice within 30ft of the target must make a dexterity saving throw or take 10 damage from acid, cold, fire, lightning, poison, or thunder (your choice for each creature), or half as much on a successful save.

At Higher Levels: When you cast this spell using a spell slot of 9th level, the damage increases by 10.


Spell Lists. Sorcerer, Wizard

Aspect of the Moon

7th-level transmutation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (a piece of silver)
  • Duration: Concentration, up to 10 minutes

Uttering an ancient promise, you draw on the magic of Moon to transform a willing creature within range. The creature gains the following benefits until the spell ends:

  • Its AC becomes 20 if it isn't already higher.
  • It is immune to cold and radiant damage.
  • It has advantage on Dexterity and Intelligence saving throws.
  • The first time it hits a hostile creature on a turn, it deals an additional 7d6 cold damage on a hit.
  • As a bonus action, the creature can turn invisible until the end of its next turn, or until it makes an attack or casts a spell.

At Higher Levels: The cold damage increases by 1d6 for each spell level above the 7th.


Spell Lists. Druid, Cleric, Sorcerer

Aspect of the Sun

7th-level evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (a piece of ember)
  • Duration: Concentration, up to 10 minutes

Uttering an ancient promise, you draw on the magic of Sun to transform a willing creature within range. The creature gains the following benefits until the spell ends:

  • Its AC becomes 20 if it isn't already higher.
  • It is immune to fire and radiant damage.
  • It has advantage on Strength and Constitution saving throws.
  • The first time it hits a hostile creature on a turn, it deals an additional 7d6 fire damage on a hit.
  • As a reaction to being hit, the creature can intercept the attack with a flaming shield. The attacker takes 3d6 fire damage, and must reroll the attack and use the new roll, potentially turning it into a failure.

At Higher Levels: The fire damage increases by 1d6 for each spell level above the 7th.


Spell Lists. Druid, Cleric, Sorcerer

Summon Myrmidon Spirit

5th-level conjuration


  • Casting Time: 1 action
  • Range: 5 ft
  • Components: V, S, M (a steel helm, worth 1000gp)
  • Duration: Concentration, up to 1 hour

Holding out the steel helm, you call forth a Myrmidon Spirit. It manifests in an unoccupied space within 5ft of you, forming around the helm.

It uses the Myrmidon Spirit stat block. When you cast the spell, choose air, earth, fire or water. Your choice determines the creature's abilities in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends, leaving the helm behind.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.


Spell Lists. Artificer, Druid, Sorcerer


Myrmidon Spirit

medium elemental and construct


  • Armor Class 18
  • Hit Points 50 + 10 for each spell level above 5th
  • Speed 30ft, Fly 30 ft. (air only)

STR DEX CON INT WIS CHA
18 (+0) 10 (+0) 18 (+4) 4 (-3) 10 (+0) 16 (+3)

  • Damage Resistances nonmagical BPS,
    acid (water), fire (fire), lightning (air), poison (earth)
  • Senses blindsight 30ft, passive Perception 10
  • Condition Immunities exhaustion, paralyzed, poisoned
  • Languages understands the languages you speak.

Actions

Multiattack. The Myrmidon makes a number of attacks equal to half this spell's level (rounded down).

Slam. Melee Weapon Attack: your spell attack modifier to hit, Range 5ft., one target.
Hit: 1d6 + 5 + the spell's level bludgeoning damage.

Fiery strikes.(recharge 6, fire only) The myrmidon uses Multiattack. On a hit, each attack deals an extra 2d6 fire damage.

Freezing strike.(recharge 6, water only) The myrmidon uses Multiattack. On a hit, each attack deals an extra 1d6 cold damage, and the target's speed is halved until the end of the myrmidon's next turn.

Thunderous strike.(recharge 6, earth only) The myrmidon uses Multiattack. On a hit, each attack deals an extra 1d6 thunder damage, and the target must make a Strength save against your spell save DC or be knocked prone.

Lightning Strike.(recharge 6, air only) The myrmidon uses Multiattack. On a hit, each attack deals an extra 1d6 lightning damage, and the target is unable to take reactions until the end of the myrmidon's next turn.

Heartbreak

7th-level evocation


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S, M (a drop of fresh blood)
  • Duration: Instantaneous

You utter foul magic to stop the heart of a creature you can see within range. The spell has no effect on constructs, plants, oozes and undead.

The target creature must make a Constitution saving throw or be Stunned. It can repeat the saving throw at the end of its turns, ending the spell on a success.

If the creature fails its saves three times, it dies.


Spell Lists. Bard, Sorcerer, Warlock

Apotheosis

7th-level transmutation


  • Casting Time: 1 action
  • Range: Self (60ft radius)
  • Components: V, S, M (a holy relic worth 1000gp)
  • Duration: Concentration, up to 10 minutes

You exude divine presence and awe in a 60ft radius. For the duration, any creature that enters the area for the first time on a turn or starts its turn there has to make a Wisdom saving throw. On a failed save, the creature is charmed or frightened for the duration (your choice for each creature).

In addition, you gain a flying speed equal to your movement speed.


Spell Lists. Bard, Cleric

Sanguine flow

3rd-level evocation


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

You imbue your blood with magic, granting you incredible grace and potency in battle. For the duration, you can use an action on your turn to make two spell attacks against a creature within 5ft of you. On a hit, each attack deals 2d10 necrotic damage and the creature is grappled (escape DC equal to your spell save DC), knocked prone, or knocked back 5ft (your choice).

In addition, you can't be poisoned or paralyzed for the duration.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the creature can make an additional attack as part of its actions for every two spell levels above the 3rd.


Spell Lists. Druid, Sorcerer, Warlock

Cannibalize

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (a drop of blood)
  • Duration: 1 minute

You target a creature you can see within range and cause its body to cannibalize itself. The creature must make a Wisdom saving throw or take 4d12 necrotic damage. In addition, a creature failing its save must roll a d4 and suffer one of the following conditions for the duration.

d4 Condition
1 Deafened
2 Blinded
3 Poisoned
4 Restrained

The creature can repeat the saving throw at the end of its turns, ending the spell on a success, or rolling another d4 on a failure, suffering the associated condition for the duration. If the spell lasts for its full duration, the conditions become permanent and can only be removed by greater restoration, regenerate, or wish.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each level above the 3rd.


Spell Lists. Druid, Sorcerer, Warlock, Wizard

Splinter reality

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (shard of a mirror)
  • Duration: Instantaneous

You splinter reality around an object or creature you can see within range. A creature can make a Charisma save to resist the effect. An affected target takes 3d10 force damage. In addition, all creatures within 30ft of the target must make a Wisdom saving throw or take 3d10 psychic damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d10 for each slot level above 3rd.


Spell Lists. Sorcerer, Warlock, Wizard

Blood of hadar

4th-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V, M (a ceremonial dagger)
  • Duration: Instantaneous

You punch a hole to the outer realms, at an unoccupied point within range. The hole bleeds black inky liquids, staining the world underneath. The hole lasts until dispelled.

The ground in a 10ft radius below the hole counts as difficult terrain. The area expands by 10ft at the end of each of your turns, to a maximum of 100ft.

Any creature ending its turn in the area must make a Constitution saving throw or be Poisoned while it stays in the area. Nonmagical plants in the area wither and die.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the maximum area increases by 100ft for each level above the 4th.


Spell Lists. Warlock

Ode to the Unreal

 

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