Lynxes Spell Compendium

by Data_Reaper

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Lynx's Spells Compendium

Chaos Caltrops

Conjuration cantrip


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a bismuth crystal)
  • Duration: Concentration, up to 1 minute

You conjure four 5-foot squared groups of caltrops that shift and change in color within 30 feet of you that you can see, each group must be contiguous with at least one other group. Any creature that moves within one of the groups must make a Dexterity saving throw or stop moving and take damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

On a failure roll a 1d4 + 1d6 choose one of those die to determine the type of damage as shown on the table below and the other deals its result in damage to the creature.

the number rolled on that die determines the attack's damage type, as shown below. On a success, the creature takes no damage.

d6 Damage Type d6 Damage Type
1 Poison 4 Lightning
2 Fire 5 Acid
3 Cold 6 Thunder

This spell deals an additional die of damage based on the die you picked when you reach 5th level (1d4/1d6), 11th level (2d4/2d6), and 17th level (3d4/3d6).

Additionally, when you cast this spell you can chose to reduce the damage it deals by die (to a minimum of one damage die) and create an additional 4 groups for each die of damage less it would deal.

  • Made in collaboration with Lupine Horror and u/Rashizar

Tumultuous Turnip

Conjuration cantrip


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Self (60 feet)
  • Components: V, S, M (Standing on a cube of least a 5ft of dirt)
  • Duration: Instantaneous

You speak a word and pull a magical turnip out of the ground below you to injure your opponents or to bolster your health.

You reach your hand into the ground below you and magically summon a turnip from out of the dirt you may do one of the following things as part of casting this spell:

  • You can feed the turnip to an willing creature within 5 feet of you, they gain temporary hit points equal to your proficiency bonus that lasts until the start of your next turn
  • You throw the turnip at a creature or object within range. Make a ranged spell attack against the target. On a hit, if the target is a hostile creature the target takes 2d4 force damage. If the target is a willing non-hostile creature this attack is made with advantage, on hit the turnip does not do damage it instead lands in the targets mouth and they can eat it immediately.

If you attack a creature with the turnip and do not hit on their turn they may use their bonus action to pickup and eat the turnip.


The spell's damage and temporary hit point increases by 2d4 and and 1x prof bonus when you reach 5th level (4d4 and 2x your proficiency bonus), 11th level (6d4 and 3x your proficiency bonus), and 17th level (7d4 and 4x your proficiency bonus).

Lingering Wound

1st level Necromancy


  • Classes: Atavist, Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a nightshade)
  • Duration: Instantaneous

A tendril of necrotic energy lashes from your hand towards a creature you can see within range. Make a ranged spell attack. On hit, the creature suffers 1d12 necrotic damage and becomes wounded by this spell. While wounded, the creature can't regain hit points. At the end of each of its turns while wounded, the creature must make a Constitution saving throw. On a failed save it suffers 1d10 necrotic damage from the wound, then 1d8 on a subsequent failure, followed by 1d6, 1d4 and 1 damage, after which the effect ends for it. On a successful save, it takes no damage and the effect ends early for it.

If the initial spell attack is a critical hit, roll twice as many damage dice for subsequent damage rolls for the spell.

At higher Levels. When you cast this spell using a spell slot of 2nd or higher, the number of damage dice rolled for each instance of damage is increased by 1 for every two levels above 1st.

  • Made in collaboration with u/Rashizar

Solasta Spells

Annoying Bee

Illusion cantrip


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: 1 round

The target of the spell sees an illusory bee harassing them and has disadvantage on concentration checks until the start of their next turn.

Dazzle

Illusion cantrip


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You release a momentary burst of light and dazzle a creature of your choice within range, it takes a -2 penalty to AC and it can't take reactions until the start of your next turn.

Shadow Armor

Abjuration cantrip


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

Shadow Armor can only be cast on the caster himself. It grants the target 1+prof bonus temporary hit points.

This amount of temporary hit points granted by this spell increases by 1 when you reach 5th level (2+prof bonus), 11th level (3+prof bonus), and 17th level (4+prof bonus).

Shadow Dagger

Illusion cantrip


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You throw an illusory dagger at a creature you can see within range. The creature must succeed on a Wisdom saving throw or take 1d10 psychic damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Shine

Conjuration cantrip


  • Classes: Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S
  • Duration: 1 minute

Ball of light streaks towards a creature that you can see within range. The target must succeed on a Wisdom saving throw or become illuminated and sheds bright light in a 10-foot radius and dim light for an additional 10 feet

Sparkle

Conjuration cantrip


  • Classes: Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Sparkle can only be cast on up to 3 light sources within range (e.g. torches, candles). It ignites those light sources immediately.

The number of light sources increases by 1 when you reach 5th level (4), 11th level (5), and 17th level (6).

Venomous Spike

Transmutation cantrip


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

You hurl a deadly spike at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing and 1d4 poison damage.

This spell's damage increases by 1d6 and 1d4 when you reach 5th level (2d6 and 2d4), 11th level (3d6 and 3d4), and 17th level (4d6 and 4d4).

Dreadful Omen

4th-Level Enchantment


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

You summon an omen and cover a 30—foot square with unbearable dread causing mental anguish to your enemies. Each creature in the area of effect must make a Wisdom saving throw or take 4d8 psychic damage and become frightened until the end of their next turn. On a successful save, they take half damage and negate the fear.

Mind Twist

5th-Level Enchantment


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 20 foot radius
  • Components: V, S
  • Duration: 1 round

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. Each creature you didn't designate must make an Intelligence saving throw. On a failed save, a target takes 10d4 psychic damage and is incapacitated. On a successful save, a target takes half as much damage and isn't incapacitated.

Community Found Spells

Crown of Crystal

Evocation cantrip


  • Classes: Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a shard of crystal)
  • Duration: Concentration, up to 1 minute

You create 3 shards of transparent crystals that orbit your head. You may use a bonus action to launch one of these crystals towards a creature within 60 feet of you. On a hit, the creature takes 1d6 piercing damage. Whether you hit or miss, that crystal is expended. The spell ends early when all crystals have been expended.

The number of crystals created by this spell increases at 5th level (4 total), 11th level (5 total), and 17th level (6 total).

  • Made by Unknown

Elemental Burst

Evoction cantrip


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

You hurl a burst of elemental energy at a creature or object within range. Make a ranged spell attack against the target. On a it, the target takes 2d4 damage. Choose one of the d4s. The number rolled on that die determines the attack's damage type, as shown below.

d4 Damage Type d4 Damage Type
1 Fire 3 Lightning
2 Cold 4 Acid

The spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

  • Made by u/Sensitive_Coyote_865







Helix Bolt

Evocation cantrip


  • Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You shoot twinned bolts of opposing magical energies at a creature you can see. When you learn this spell, choose one of the variants below which determines its damage types.

  • Arcane Helix. Acid and Force.
  • Divine Helix. Necrotic and Radiant.
  • Primal Helix. Cold and Fire.
  • Psionic Helix. Psychic and Thunder.

Make two ranged spell attacks against the target, one for each type. On a hit, you deal 1d6 damage of that type, but if both attacks hit, the energies partially cancel out and each atack deals 1d4 damage instead. This spell’s damage increases by one die when you reach 5th level (2d6/2d4), 11th level (3d6/3d4), and 17th level (4d6/4d4).

  • Made by u/vonBoomslang

Touch of Hadar

Transmutation cantrip


  • Classes: Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 round

Your hands or fingers become twisting, purple tentacles. When you cast this spell, you make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 necrotic damage, and until the start of your next turn you can repeat the attack against the target as a reaction instead of making a weapon attack if it provokes an opportunity attack from you. Your limbs or digits return to normal at the start of you next turn.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

  • Made by u/Sensitive_Coyote_865

Macabrecadabra

Evocation cantrip


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 10 minute

This is a minor death magic spell used by novice necromancers for practice. Whispering to the spirits of the dead, you create one of the following effects within range:

  • You create an instantaneous, harmless sensory effect, such as the flickering of lit candles, a puff of cold wind, a cacophany of unintelligible disembodied whispers, or a faint odor of decay.
  • Choose a pile of bones or a corpse of a Tiny beast within range. Your spell imbues the target with foul mimicry of life, raising it as an undead creature (CR 0). The target becomes a beast skeleton if you choose bones or a beast zombie if you choose corpse (the GM has the creature's game statistics). You do not maintin control of the creature and it cannot become a familiar.
  • You instantly make a lower wither, meat spoil, or milk curdle.
  • Communicate with spirits using a Talking Board. The spirit can communicate in yes or no answers, one word replies (maximum 10 letters), or in numbers from 0-9. the spirit will truthfully answer DC 15 Intelligence (History) checks that are local to the area where communication takes place. If you cast the spell two or more times before completing your next long rest, there is a cumilative 50 percent chance for each casting after the answer to any additional questions will be "goodbye". The GM makes this roll in secret.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

  • Made by u/ticklecorn

Expanded Blade-Trips

Freezing Blade

Evocation cantrip


  • Casting time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes covered in a layer of frost until the start of your next turn. While frozen this way it's movement speed is reduced by 10ft.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target on a hit, this damage roll increases by 1d8 at 11th level (2d8) and 17th level (3d8).

Withering Blade

Evocation cantrip


  • Casting time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and becomes surrounded by a shroud of dark energy, The next time the creature is hit with a melee attack before the start of your next turn, you can use your reaction, causing this attack to deal extra necrotic damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target on a hit, and the necrotic damage when it's hit again increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Polluting Blade

Evocation cantrip


  • Casting time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and its blood becomes tarnished, making it weaker. The creature has disadvantage on the next weapon attack it makes before the start of your next turn

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 poison damage to the target on a hit, this damage roll increases by 1d8 at 11th level (2d8) and 17th level (3d8).

Taunting Blade

Enchantment cantrip


  • Casting time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and its attention becomes focused on you, if it makes an attack roll against a creature other than you before the start of your next turn, you can use your reaction to deal psychic damage to it, equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target on a hit, and the psychic damage when it attacks another creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Revealing Blade

Evocation cantrip


  • Casting time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, if this creature is invisible, isn't in it's true form, or is a shapeshanger, it takes extra radiant damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target on a hit, and the extra radiant damage to certain creatures increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).