Geomancer, a Strength based spellcasting class (Now with a completed spell list and subclasses!)

by Heavensdoorlmao

Search GM Binder Visit User Profile

Geomancer

Level Proficiency Bonus Features Shards Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Stone Shards 1 3 3
2nd +2 1 3 4
3rd +2 Stoneshaping Style 1 3 5 2
4th +2 Rupturous Spellcasting,
Ability Score Improvement
1 4 5 4
5th +3 1 4 5 4 2
6th +3 True Stone,
Stoneshaping Style Feature
1 4 5 4 4
7th +3 1 4 5 4 4 1
8th +3 Improved Stone Shards,
Rocky Hideaway,
Ability Score Improvement
2 4 5 4 4 2
9th +4 2 4 5 4 4 3 1
10th +4 Stoneshaping Style Feature 2 5 4 3 3 3 2
11th +4 2 5 5 4 4 3 2 1
12th +4 Ability Score Improvement 2 6 5 4 4 3 2 1
13th +5 2 5 5 4 4 3 2 1 1
14th +5 Improved Stone Shards,
Shattered Stones
3 5 5 4 4 3 2 1 1
15th +5 3 5 5 4 4 3 2 1 1 1
16th +5 Ability Score Improvement 3 5 5 4 4 3 2 1 1 1
17th +6 3 5 5 4 4 3 2 1 1 1 1
18th +6 Stoneshaping Style Feature 3 5 5 4 4 3 3 1 1 1 1
19th +6 Ability Score Improvement 3 5 5 4 4 3 3 2 1 1 1
20th +6 Improved Stone Shards,
One With Rock
4 5 6 4 4 3 3 2 2 1 1

Class Features

As a Geomancer, you gain the following class features:

Hit Points

Hit Dice: 1d10 per Geomancer level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per Geomancer level after 1st

Proficiencies

Armor: Medium Armor, Heavy Armor, Shields
Weapons: Clubs, Great-clubs, Light Hammers, Maces, Quarterstaffs, Flails, Mauls, War-hammers
Tools: Mason's Tools, Smith's Tools


Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, History, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any weapon that deals bludgeoning damage.
  • an Explorer's pack, or a Dungeoneer's pack.
  • a component pouch, or an arcane focus.
  • A Chain Shirt, or Chain Mail
  • Mason's Tools, 20 small stones, and a Club .

Spellcasting

Geomancers channel incredibly destructive magic through their connection with the stone and minerals in the world around them.

Cantrips

You know four cantrips of your choice from the Geomancer spell list. You learn additional Geomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Geomancer table.

Spell Slots

The Geomancer table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest.

Preparing and Casting Spells

The Geomancer table shows how many spell slots you have to cast your spells. To cast one of your Geomancer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Geomancer spells that are available for you to cast, choosing from the Geomancer spell list. When you do so, choose a number of Geomancer spells equal to half of your Strength modifier + your proficiency bonus (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Geomancer, you have four 1st-level and two 2nd-level spell slots. With a Strength of 14, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare a 1st-level spell, and you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Geomancer spells requires time spent performing a channeling Kata: at least 1 minute per spell level for each spell on your list. This can be performed during the long rest, and you still gain the full benefits of a long rest.

Spellcasting Ability

Strength is your spellcasting ability for your Geomancer spells. Your magic comes from your control over rocks and minerals. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a Geomancer spell you cast and when making an attack roll with one. Additionally, when you are attacked while under the effects of Armor of Agathys, it deals piercing damage instead of cold damage, the creature summoned by the Find Greater Steed spell must be a rhinoceros, and is an elemental instead of any other creature type, and when you cast the Temple of the Gods spell, it does not require a holy symbol component and is permanent, as you use the earth around it to create it, but it's casting time is increased to 1 day.

Spell save DC = 8 + your proficiency bonus + your Strength modifier

Spell attack modifier = your proficiency bonus + your Strength modifier

Ritual Casting

You can cast a Geomancer spell as a ritual if that spell has a ritual tag.

Spellcasting Focus

You can use an arcane focus, or any weapon that deals Bludgeoning damage as a spellcasting focus for your Geomancer spells.

Stone Shards

Starting from 1st level, as an action you may spend any amount of spell slots (minimum of one) to throw a shard of rock, making a ranged spell attack roll with a range of 60 feet, on a hit, it deals 1d10 piercing damage, no matter if it is a hit or a miss, it then shatters, causing the target and every creature within 10 feet to make a Dexterity saving throw, taking 1d6 Slashing damage and 1d6 Piercing damage on a failure, and half as much damage on a success, if the target was hit by the main projectile, they have disadvantage on this saving throw, this Slashing and Piercing damage is increased by 1d6 for each level of spell slot spent to use this feature. The amount of shards you can throw when you use this feature is increased at certain levels, as shown on the Geomancer table. This damage is not counted as magical until 6th level when you gain the True Stone feature.

Stoneshaping Style

Starting at 3rd level, you choose a style to base your geomancy around, you may choose from among: Refraction, Domination, and Stonesurfing

Rupturous Spellcasting

Beginning at 4th level, when you cast a spell or cantrip that deals damage, you may replace all instances of one damage type with either Bludgeoning, Piercing, or Slashing damage. You may change as many different damage types as you would like, but you may not change two different damage types into the same damage type, or one damage type into different damage types.

True Stone

Starting from 6th level, Bludgeoning, Piercing, and Slashing damage you deal counts as magical for the purpose of overcoming resistances and immunities, and you can move through non-magical difficult terrain made of rock, stone, dirt, or mud without expending extra movement.

Rocky Hideaway

Starting from 8th level, as an action, you may burrow up to your speed into a surface, you may not end this action outside of terrain, and no tunnel is left behind as you burrow. When you finish burrowing, you become untargetable by spells and features unless the caster knows your exact location and has a spell or ability that bypasses terrain, benefit from full cover, and regain 1d4 hit points on each of your turns. The only action you may use is an action to emerge from any surface connected by terrain to the place you currently are and within your walking speed, and you may not move, use items, or use bonus actions while you are in terrain due to this feature. You may use this feature a number of times equal to half of your proficiency bonus, rounded up, and regain all expended uses after a long rest.

Shattered Stones

Starting from 14th level, once on each of your turns, when you deal bludgeoning damage, or make a weapon attack, you may coat the weapon, spell, or ability in small shards of rock, which burst off of the weapon or spell if it hits, causing all creatures within a 15 foot cone originating on the originally targeted creature to make a dexterity saving throw, on a success they take 2d6 Piercing and 2d6 Slashing damage, you may spend a spell slot as this activates, and the damage increases by 1d6 Piercing and 1d6 Slashing for each level of spell slot you spent. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

One with Rock

Starting from 20th level, you gain a +4 bonus to AC, resistance to bludgeoning, piercing, slashing, acid, and poison damage, and advantage on Constitution Saving Throws and Ability Checks as the stone you control becomes part of your body.

Refraction

Geomancers that take up the Refraction style are generally more reserved than the rest of their Geomancer brethren, but are adept at using gems to fire beams of radiance and create areas of burning light and power

Refraction Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Refraction Spells table. These spells count as Geomancer spells for you, but they don't count against the number of Geomancer spells you prepare. Any of these spells that would not deal Bludgeoning, Piercing, or Slashing damage deal Radiant damage in place of any other damage types than the aforementioned three damage types.

Refraction

Level Spells
3rd Eldritch Blast, Chaos Bolt,
Magic Missile
6th Moonbeam, Scorching Ray
10th Lightning Arrow, Call Lightning
14th Gravity Sinkhole, Ice Storm
18th Destructive Wave, Immolation

Refracted Radiance

Starting from 3rd level, when you use any features of this class, it deals Radiant damage, instead of any other damage types.

Refracted Resonance

Starting from 3rd level, as a bonus action you may send a gem into a space you can see within 60 feet, you may use this gem as a spellcasting focus, and you may cast spells and cantrips you gained from the Refraction Spell List as if they were cast from the space of this gem, and spells cast from the space of this gem do not require verbal or somatic components. The gem has an AC of 18 and 10 hit points, and you may use a bonus action to move the gem to a space you can see within 60 feet of it or a space you can see within 60 feet of your current position. Spells cast through the gem that have a spherical area of effect must be centered on the gem, and do not affect the gem.

Blinding Light

Starting from 6th level, as a bonus action you can cause your gem to emit blinding light in a 15 foot radius around itself. Any creature you choose within that radius must make a Constitution saving throw, or be blinded and have disadvantage on all saving throws until that creature's next turn, on a success, they do not suffer any of these effects.

Crystalline Cleansing

Starting from 10th level, when a creature within 10 feet of your gem takes damage from a spell, feature, or attack you make, that spell, feature, or attack deals an additional 1d4 Radiant damage, this damage increases to 2d4 at 14th level, 3d4 at 18th level, and 4d4 at 20th level.

Crystal Burst

Starting at 14th level, whenever you use an action or bonus action to cast a spell or move your gem, each creature of your choice within a sphere centered on your crystal with a radius of 10 feet that you can see, and all creatures you can't see within that sphere, must make a Constitution saving throw or take 3d6 Radiant damage, on a success they take half damage. This damage is increased by 1d6 for each 15 feet the gem moved, or 1d6 for half of the level of the spell slot spent on the spell cast from the gem, rounded up. You can only deal this damage once per turn. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest.

Mastery of Gems

Starting at 18th level, when you cast a spell of 5th level or lower that is viable for the Refracted Resonance feature, you may also cast it from the space of your gem and that spell does not have to target the same creature or point. If a creature would be affected by both iterations of the spell, it has disadvantage on the saving throw of one iteration of the spell. You may use this feature a number of times equal to half your proficiency bonus, and regain all expended uses at the end of a short or long rest.

Domination

Geomancers that take up the Domination style are generally very loud, confident, and powerfully built people, the living embodiment of the power in the earth they shape.

Domination Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Domination Spells table. These spells count as Geomancer spells for you, but they don't count against the number of Geomancer spells you prepare. When you cast the Summon Elemental Spell, you can only choose the Earth Elemental.

Domination

Level Spells
3rd Blade Ward, Entangle,
Catapult
6th Maximillian's Earthen Grasp, Spike Growth
10th Erupting Earth, Galder's Tower
14th Evard's Black Tentacles, Summon Elemental
18th Wrath of Nature, Wall of Stone

Ruptured Earth

Starting at 3rd level, this feature can be used the same as your Stone Shards feature. As an action you may spend a spell slot and then choose a point within 30 feet that you can see. The earth between you and that point erupts in a line 5 feet wide and as long as the distance between you and that point. All creatures within that line must make a Dexterity saving throw or take 2d10 Bludgeoning damage, and on a success they take half damage. The stones at the end of the line then erupt even further, all creatures within a 15 feet cone originating from that point and aiming directly away from you must make a Dexterity saving throw, if they failed the previous saving throw, they automatically fail, and if they succeeded they automatically succeed, taking 2d10 Bludgeoning damage on a failure and half as much damage on a success. The areas this feature effected are difficult terrain until your next turn. This feature's damage is increased by 1d10 for each level of spell slot spent to use it, you may forgo any number of damage increases to increase this feature's range by 5 feet, and increase the radius of the cone by 5 feet. This feature benefits from the Improved Stone Shards feature. You may also use this feature purely as a 15 foot cone. if you do, it deals damage equal to the total damage shared between the impacts, and if they fail the dexterity saving throw then they are knocked prone. This secondary form also benefits from any damage increases that would apply to the original form.

Eruption

Starting at 6th level, when you deal Bludgeoning damage with a spell or feature, you may choose to move that creature to any point within 10 feet of it's original position. This does not apply if the creature is Restrained by a spell or feature. You may use this feature a number of times equal to twice your proficiency bonus and regain all expended uses at the end of a long rest.

Solid Rock

Starting from 10th level, Once on each of your turns when you restrain or force a creature to move or fall prone, you may cause it to take an additional 1d10 Bludgeoning damage and it's speed is reduced by 5 until the end of it's next turn. this damage is increased to 2d10 at 16th level and 3d10 at 20th level. You can use this feature a number of times equal to twice your proficiency bonus and regain all expended uses at the end of a long rest.

Grasping Stone

Starting from 14th level, if a creature fails either saving throw for your Ruptured Earth feature, that creature must make a Strength saving throw or become grappled for 1 minute. Any creature that succeeds this saving throw is immune to this feature for 10 minutes. You may only cause two creatures to make this saving throw each turn.

Mastery of Earth

Starting from 18th level, as an action you may choose a flat surface with a diameter of 60 feet you can see within 60 feet of you that does not contain any structures, and cause it to rise into the air. It has a diameter of 60 feet, and is 10 feet tall. You may change it's shape however you wish, as long as it's volume does not change, creating stairs, walls, or any other object or structure you would like. If it moves into the space of a creature, that creature must make a Strength saving throw or take 10d10 Bludgeoning damage on a failure and half damage on a success. No matter what, they fall prone. This feature's damage cannot be increased by your Solid Rock feature. You can use this feature 1 time, and regain all expended uses at the end of every long rest. You can spend a spell slot to increase this feature's diameter by 10 feet for every level of the spell slot spent.

Stonesurfing

Geomancers that take up the Stonesurfing style are generally boisterous, hot-headed individuals, that can glide upon the ground as if they were flying through liquefying the ground underneath and riding it as if it were a tide Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Stonesurfing Spells table. These spells count as Geomancer spells for you, but they don't count against the number of Geomancer spells you prepare.

Stonesurfing

Level Spells
3rd Green-Flame Blade, Zephyr Strike, Searing Smite
6th Earth Tremor, Misty Step
10th Haste, Ashardalon's Stride
14th Freedom of Movement, Stone Shape
18th Transmute Rock, Steel Wind Strike

Molten Movement

Starting from 3rd level, you gain resistance to Fire damage, and your walking speed increases by an amount based on your level: 10 feet at 3rd level, 15 feet at 6th level, 20 feet, at 14th level, and 30 feet at 18th level. Additionally, as part of the action or bonus action used to cast a spell, make an attack, or use your stone shards feature, you may force an amount of creatures up to your proficiency bonus that are within 15 feet of you to make a Dexterity saving throw (DC is equal to spell save DC), on a failure they cannot make opportunity attacks until the end of their next turn, on a success they have disadvantage on opportunity attacks until the end of this turn. You may use the active effect of this feature a number of times equal to double your proficiency bonus, and regain all expended uses at the end of a short rest

Ignition Stone

Also at 3rd Level, you may deal fire damage with your Stone Shards feature, instead of any other damage type(s), and any creature hit gains one stack of burn.

Magma Drift

Starting at 6th level, when you stop after moving at least 10 feet, a tide of lava bursts from beneath your feet in the direction you were moving. It is a flat cone with a radius equal to 5 feet, increasing by 5 feet for every 10 feet you traveled, up to a maximum of 15 feet. All creatures within the cone must make a Dexterity saving throw, taking 2d6 Fire damage and becoming burnt for 1 minute, taking 1d4 Fire damage at the start of each of their turns, on a success taking half damage and not becoming burnt. The initial damage from the lava tide is increased by 1d6 for every 10 feet you have moved this turn without stopping. You may use this feature only once on each of your turns. \columnbreak

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 18th level in this class.

Immolating Contact

Starting at 14th level, when you cast a spell that would deal damage, or you make an attack roll, you may spend you reaction to cause that spell or attack to apply a stack of burn. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a short rest.

Igneous Reflexes

Also at 14th level, when you use your action to cast a spell or cantrip, you can make a weapon attack as a bonus action. This feature benefits from the Extra Attack Feature.

Fiery Impact

Starting at 18th level, as an action once per combat, you may cause the ground to surge up underneath you and leap to any point within a distance equal to half of your walking speed that you can see (This includes platforms that are at a different elevation). When you land, all creatures other than you within a 20 foot sphere centered around you must make a Dexterity Saving throw, on a failure taking 3d10 Fire damage and gaining 3 stacks of burn, or taking half damage and only gaining 1 stack of burn on a success. This initial damage is increased by 1d6 for every 10 feet you traveled during the leap. You may use this feature a number of times equal to half of your proficiency bonus, and regain all expended uses at the end of a long rest.

Burn Rulings

A burnt creature may make a Constitution saving throw for each stack of burn at the start of each of their turns, before the damage from the burn is calculated, ending the effect on a success, and not taking damage from that iteration of being burnt that turn. The DC for this Constitution saving throw increases by 1 for each Constitution saving throw the creature has made already this turn. Burn can stack, but if two creatures apply burn to one target, the burn from the first creature is removed, and then the burn from the second creature is applied. A creature can only gain 2 stacks of burn each turn, unless it is specified that more than 2 stacks of burn would be applied from one feature, and the duration for each stack of burn is kept separately. The order of saving throws is determined by the order in which the creature received the burn stacks. If multiple burn stacks were applied simultaneously, they use the same saving throw, and both are removed if the saving throw succeeds, though the saving throw DC is increased by 1 for each stack of burn that was applied within that group. Burns last for 3 rounds.

Cantrips

Cantrip School Casting Time Range Duration Components
Blade Ward Abjuration 1 action Self 1 round V, S
Booming Blade Evocation 1 action Self(5-foot radius) 1 round S, M
Druidcraft Transmutation 1 action 30 feet Instantaneous V, S
Guidance Divination 1 action Touch Concentration, up to 1 minute V, S
Gust Transmutation 1 action 30 feet Instantaneous V, S
Infestation Conjuration 1 action 30 feet Instantaneous V, S, M
Mage Hand Conjuration 1 action 30 feet 1 minute V, S
Magic Stone Transmutation 1 bonus action Touch 1 minute V, S
Mending Transmutation 1 minute Touch Instantaneous V, S, M
Mold Earth Transmutation 1 action 30 feet Instantaneous or 1 hour S
Primal Savagery Transmutation 1 action Self Instantaneous S
Resistance Abjuration 1 action Touch Concentration up to 1 minute V, S, M
Shillelagh Transmutation 1 bonus action Touch 1 minute V, S, M
Sword Burst Conjuration 1 action Self(5-foot radius) Instantaneous V
Thorn Whip Transmutation 1 action 30 feet Instantaneous V, S, M

1st Level Spells

1st Level School Casting Time Range Duration Components
Absorb Elements Abjuration 1 reaction Self 1 round S
Alarm Abjuration 1 action 30 feet 8 hours V, S, M
Armor of Agathys Abjuration 1 action Self 1 hour V, S, M
Catapult Transmutation 1 action 60 feet Instantaneous S
Compelled Duel Enchantment 1 bonus action 30 feet Concentration, up to 1 minute V
Detect Magic Divination 1 action Self Concentration, up to 10 minutes V, S
Detect Poison and Disease Divination 1 action Self Concentration, up to 10 minutes V, S, M
Distort Value Illusion 1 minute Touch 8 hours V
Earth Tremor Evocation 1 action Self (10-foot radius) Instantaneous V, S
Ensnaring Strike Conjuration 1 bonus action Self Concentration, up to 1 minute V
Entangle Conjuration 1 action 90 feet Concentration, up to 1 minute V, S
Mage Armor Abjuration 1 action Touch 8 hours V, S, M
Shield Abjuration 1 reaction Self 1 round V, S
Snare Abjuration 1 minute Touch Until dispelled or triggered V, S, M
Tenser's Floating Disk Conjuration 1 action 30 feet 1 hour V, S, M
Thunderous Smite Evocation 1 bonus action Self Concentration, up to 1 minute V

2nd Level Spells

2nd Level School Casting Time Range Duration Components
Arcane Lock Abjuration 1 action Touch Until Dispelled V, S, M
Barkskin Transmutation 1 action Touch Concentration, up to 1 hour V, S, M
Cloud of Daggers Conjuration 1 action 60 feet Concentration, up to 1 minute V, S, M
Cordon of Arrows Transmutation 1 action 5 feet 8 hours V, S, M
Dust Devil Conjuration 1 action 60 feet Concentration, up to 1 minute V, S, M
Earthbind Transmutation 1 action 300 feet Concentration, up to 1 minute V
Find Traps Divination 1 action 120 feet Instantaneous V, S
Heat Metal Transmutation 1 action 60 feet Concentration, up to 1 minute V, S, M
Immovable Object Transmutation 1 action Touch 1 hour V, S, M
Knock Transmutation 1 action 60 feet Instantaneous V
Maximillian's Earthen Grasp Transmutation 1 action 30 feet Concentration, up to 1 minute V, S, M
Shatter Evocation 1 action 60 feet Instantaneous V, S, M

3rd Level Spells

3rd Level School Casting Time Range Duration Components
Conjure Barrage Conjuration 1 action Self (60-foot Cone) Instantaneous V, S, M
Counterspell Abjuration 1 reaction 60 feet Instantaneous S
Dispel Magic Abjuration 1 action 120 feet Instantaneous V, S
Erupting Earth Transmutation 1 action 120 feet Instantaneous V, S, M
Leomund's Tiny Hut Evocation 1 minute Self(10-foot radius hemisphere) 8 hours V, S, M
Meld Into Stone Transmutation 1 action Touch 8 hours V, S
Melf's Minute Meteors Evocation 1 action Self Concentration, up to 10 minutes V, S, M
Wall of Sand Evocation 1 action 90 feet Concentration, up to 10 minutes V, S, M
Water Walk Transmutation 1 action 30 feet 1 hour V, S, M
Plant Growth 1 action or 8 hours 150 feet Instantaneous V, S
Glyph of Warding Abjuration 1 hour Touch Until dispelled or triggered V, S, M
Galder's Tower Conjuration 10 minutes 30 feet 24 hours V, S, M

4th Level Spells

4th Level School Casting Time Range Duration Components
Conjure Minor Elementals Conjuration 1 minute 90 feet Concentration, up to 1 hour V, S
Conjure Woodland Beings Conjuration 1 action 60 feet Concentration, up to 1 hour V, S, M
Fabricate Transmutation 10 minutes 120 feet Instantaneous V, S
Find Greater Steed Conjuration 10 minutes 30 feet Instantaneous V, S
Galder's Speedy Courier Conjuration 1 action 10 feet 10 minutes V, S, M
Grasping Vine Conjuration 1 bonus action 30 feet Concentration, up to 1 minute V, S
Hallucinatory Terrain Illusion 10 minutes 300 feet 24 hours V, S, M
Mordenkainen's Private Sanctum Abjuration 1 action 120 feet 24 hours V, S, M
Stone Shape Transmutation 1 action Touch Instantaneous V, S, M
Stoneskin Abjuration 1 action Touch Concentration, up to 1 hour V, S, M
Summon Construct Conjuration 1 action 90 feet Conjuration, up to 1 hour V, S, M

5th Level Spells

5th Level School Casting Time Range Duration Components
Animate Objects Transmutation 1 action 120 feet Concentration, up to 1 minute V, S
Bigby's Hand Evocation 1 action 120 feet Concentration, up to 1 minute V, S, M
Cloudkill Conjuration 1 action 120 feet Concentration, up to 10 minutes V, S
Conjure Volley Conjuration 1 action 150 feet Instantaneous V, S, M
Creation Illusion 1 minute 30 feet Special V, S, M
Insect Plague 1 action 300 feet Concentration, up to 10 minutes V, S, M
Telekinesis Transmutation 1 action 60 feet Concentration, up to 10 minutes V, S
Transmute Rock Transmutation 1 action 120 feet Instantaneous V, S, M
Wall of Stone Evocation 1 action 120 feet Concentration, up to 10 minutes V, S, M

6th Level Spells

6th Level School Casting Time Range Duration Components
Blade Barrier Evocation 1 action 90 feet Concentration, up to 10 minutes V, S
Bones of the Earth Transmutation 1 action 120 feet Instantaneous V, S
Druid Grove Abjuration 10 minutes Touch 24 hours V, S, M
Find the Path Divination 1 minute Self Concentration, up to 1 day V, S, M
Flesh to Stone Transmutation 1 action 60 feet Concentration, up to 1 minute V, S, M
Globe of Invulnerability Abjuration 1 action Self(10-foot radius) Concentration, up to 1 minute V, S, M
Investiture of Stone Transmutation 1 action Self Concentration, up to 10 minutes V, S
Move Earth Transmutation 1 action 120 feet Concentration, up to 2 hours V, S, M

7th Level Spells

7th Level School Casting Time Range Duration Components
Forcecage Evocation 1 action 100 feet 1 hour V, S, M
Mordenkainen's Sword Evocation 1 action 60 feet Concentration, up to 1 minute V, S, M
Project Image Illusion 1 action 500 miles Concentration, up to 1 day V, S, M
Temple of the Gods Conjuration 1 hour 120 feet 24 hours V, S, M
Whirlwind Evocation 1 action 300 feet Concentration, up to 1 minute V, M

8th Level Spells

8th Level School Casting Time Range Duration Components
Earthquake Evocation 1 action 500 feet Concentration, up to 1 minute V, S, M
Maze Conjuration 1 action 60 feet Concentration, up to 10 minutes V, S
Mighty Fortress Conjuration 1 minute 1 mile Instantaneous V, S, M
Power Word: Stun Enchantment 1 action 60 feet Instantaneous V, S

9th Level Spells

9th Level School Casting Time Range Duration Components
Blade of Disaster Conjuration 1 bonus action 60 feet Concentration, up to 1 minute V, S
Imprisonment Abjuration 1 minute 30 feet Until dispelled V, S, M
Invulnerability Abjuration 1 action Self Concentration, up to 10 minutes V, S, M
Meteor Swarm Evocation 1 action 1 mile Instantaneous V, S
Prismatic Wall Abjuration 1 action 60 feet 10 minutes V, S

Distort Value

Illusion


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V
  • Duration: 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

At Higher Levels, When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

Immovable Object

Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A gold dust worth at least 25 gp, which the spell consumes )
  • Duration: 1 hour

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

Galder's Tower

Conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (A fragment of stone, wood, or other building material)
  • Duration: 24

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

A bedroom with a bed, chairs, chest, and magical fireplace A study with desks, books, bookshelves, parchments, ink, and ink pens A dining space with a table, chairs, magical fireplace, containers, and cooking utensils A lounge with couches, armchairs, side tables and footstools A washroom with toilets, washtubs, a magical brazier, and sauna benches An observatory with a telescope and maps of the night sky An unfurnished, empty room The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

Galder's Speedy Courier

Conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)
  • Duration: 10 minutes

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.

Summon Construct

Conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (An ornate stone and metal lockbox worth at least 400 gp)
  • Duration: Concentration, up to 1 hour

Spell details

Blade of Disaster

Conjuration


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

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a Wall of Force.

 

This document was lovingly created using GM Binder.


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