So Many Spells

by somanyrobots

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So Many Spells

So Many Spells!

This is a collection of every standalone additional spell I've created for 5th edition. Most of these I've done incidentally - plugging holes in spell lists while working on classes or subclasses. Others I just felt like making. This doesn't include spells specifically made for the Spells That Don't Suck project. All of these strive to be balanced and fully usable - they should fit in at any table. They're also free to use - everything in this document except the cover art is licensed CC-BY. The license is linked at the bottom, but broadly that means you can incorporate it into your own work (even commercial work) and share it freely, as long as you credit the author. Happy casting!

A Note on Classes

Spells in this collection are marked for classes I *personally* allow at my table. As of this update, those are the base 12 classes in the SRD, my own Troubadour, Swashbuckler, and Bloodrager, and KibblesTasty's Inventor, Occultist, Psion, Spellblade, Warden, and Warlord.

Spells By Level

Cantrips
  • Scintillating Spray
  • Shape Metal
  • Sonic Blast
1st Level
  • Devil's Dagger
  • Flashdaggers
  • Infectious Jig
  • Keen Weapon
  • Quicksand
2nd Level
  • Conjure Weapon
  • Glacial Axe
  • Liquid Armor
  • Oakenhide
  • Shifting Blade
  • Touch of Filth
3rd Level
  • Lead to Gold
  • Quicksilver Lash
  • Sonorous Toll
  • Summon Fell Machine
4th Level
  • Irresistible Melody
  • Melt Flesh
  • Prismatic Shield
  • Reanimating Smite
  • Silver Wind
  • Wall of Snow
5th Level
  • Acid Jet
  • Alter Metal
  • Auric Lance
  • Mass Freeze
  • Phantom Web
  • Stormwall
  • Summon Spider
  • Thunderous Chords
  • Venomous Maw
6th Level
  • Steelskin
7th Level
  • Incandescent Blade
  • Shard Rain
8th Level
9th Level

Spells

Acid Jet

5th-level transmutation


  • Classes: Druid, Sorcerer
  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: 1 round

You blast a stream of acid outward, enveloping all creatures in a line 60 feet long and 5 feet wide. Creatures in the area must make a Dexterity saving throw, suffering 12d4 acid damage on a failure or half as much on a success. A target that fails its saving throw takes an additional 6d4 acid damage at the end of its next turn, unless it or another creature within 5 feet spends an action to clear the acid off.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

Alter Metal

5th-level transmutation (ferromancy)


  • Classes: Inventor, Wizard
  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You point at a nonmagical metal object within range and dramatically change its properties. The object must be Huge or smaller, and can't be worn or carried. You can manipulate it in any number of the following ways:

  • You can stretch or compact it. You can halve its size, double its size, or anything in between. Its weight does not change, nor does the actual quantity of metal.
  • You turn it into another metal of similar value.
  • You can reshape it into another object of similar size.
  • You can alter its strength, reducing its hit points to one-quarter or increasing them to four times the original.

Auric Lance

5th-level transmutation (ferromancy)


  • Classes: Cleric, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a golden needle)
  • Duration: Instantaneous

You fling a golden needle at a target within range, which expands into a deadly spear. Make a ranged spell attack. On a hit, the target suffers 10d8 piercing damage and gleams with a golden aura, granting advantage on all attacks against them until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 per slot level above 5th.

Chaotic Vortex

4th-level evocation


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a multicolored bead of glass)
  • Duration: Concentration, up to 1 minute

You hurl an orb of pure magic at a point you can see within range, where it explodes outward into a 20-foot radius swirl of kaleidoscopic power. When a creature starts its turn within the area or enters it for the first time on its turn, they must make a Dexterity saving throw or be struck by a bolt of chaotic energy. On a failure, they roll 1d8 on the table below and suffer the resulting effects.

  1. Acid. The target takes 6d4 acid damage, and 2d4 acid damage at the end of their next turn.
  2. Cold. The target takes 4d8 cold damage and is restrained until the end of their next turn.
  3. Fire. The target takes 5d6 fire damage.
  4. Lightning. The target takes 3d12 lightning damage, and cannot take reactions until the end of their next turn.
  5. Poison. The target takes 3d12 poison damage and is poisoned until the end of their next turn.
  6. Psychic. The target takes 3d8 psychic damage and is stunned until the end of their next turn.
  7. Thunder. The target takes 4d8 thunder damage and falls prone.
  8. Multiple. The target is struck by multiple bolts. Roll twice more, rerolling any 8's.

At the start of each of your turns, the vortex moves 10 feet in a random horizontal direction. Large or smaller creatures within the vortex which failed their saving throw the prior turn are carried with it.

Conjure Weapon

2nd-level conjuration (ferromancy, ritual)


  • Classes: Inventor, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an empty scabbard)
  • Duration: 1 hour

You conjure worked steel in the shape of a weapon. The conjured weapon has all the properties of any weapon you choose. It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you select a weapon with the ammunition property, you can produce up to 5 pieces of ammunition for it.

Devil's Dagger

1st-level conjuration (ferromancy)


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a cursed dagger of smoldering iron and hurl it at a creature within range. Make a ranged spell attack roll. On a hit, the target takes 2d4 fire and 1d4 piercing damage, and the dagger embeds itself in their flesh. While the dagger is embedded, the first time on each of its turns the target makes an attack roll, they must roll 1d4. They subtract the result from the attack roll and suffer that much fire damage. A creature within 5 feet of the target can remove the dagger as an action.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial fire damage dealt increases by 2d4 for each slot level above 1st.

Flashdaggers

1st-level conjuration (ferromancy)


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

You summon a spray of knives, hurling them at a creature you can see within range. The target must make a Dexterity saving throw, taking 5d4 piercing damage on a failure or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 per slot level above 1st.

Glacial Axe

2nd-level conjuration


  • Classes: Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, 1 minute

You conjure slivers of ice which form into a fearsome battle axe. It counts as a martial melee weapon with which only you are proficient, and lasts until the spell ends. It deals 1d8 slashing and 2d4 cold damage on a hit, and has the thrown property (range 20/60). Once per turn when you damage a creature with the axe, its movement speed is reduced by 10 feet until the end of its next turn.

When you hit with a thrown attack with the axe, you can choose for the axe to explode. All creatures within 10 feet of the target suffer the attack's cold damage and movement speed reduction. If they succeed on a Dexterity saving throw, they take half as much damage and their speed is not reduced. After the axe explodes, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 1d4 for each slot level above 2nd.

Incandescent Blade

7th-level evocation (ferromancy)


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a nonmagical dagger or sword, which is consumed)
  • Duration: Concentration, up to 1 minute

You take hold of a small sword, and turn it into an enormous white-hot blade of glowing metal. The sword gives off dim light in a 20-foot radius, and an overwhelming heat that deals 2d6 fire damage to all other creatures starting their turns within 5 feet of you.

While wielding the sword, you can use your action to make a melee spell attack against one or two adjacent creatures within 10 feet, dealing 3d8 fire and 3d8 slashing damage on a hit. Alternately, you can use your action to attempt to impale one creature within 15 feet. The target must make a Dexterity saving throw. On a failure, they take 6d8 fire and 6d8 piercing damage. If this reduces them below 30 hit points and they are not immune to fire damage, they are incinerated, dying instantly and turning to ash. After attempting to impale a creature in this way, the spell ends.

Infectious Jig

1st-level enchantment


  • Classes: Bard, Troubadour
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

A creature of your choice that you can see within range is struck by an impossible, irresistible need to dance. The target must succeed on a Wisdom saving throw or find its feet moving of their own accord. At the start of each of their turns, the target moves up to 20 feet in a direction of your choice. A target is immune to this spell if it can't be charmed, and won't move into obviously dangerous ground, such as a fire or a pit.

At the end of each of its turns, the target can make another Wisdom saving throw. If it is within 5 feet of another creature, as a reaction, you can force that creature to make a Wisdom saving throw. On a failure, it is also affected by the spell.

Irresistible Melody

4th-level enchantment


  • Classes: Bard, Troubadour
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You create an irresistible melody emanating from a point you can see within range. All creatures within a 30-foot-radius who can hear the melody must make a Wisdom saving throw, or become charmed for the duration. An affected creature is incapacitated and must spend its movement on its turn moving towards the point if possible. A target is immune to this spell if it can't be charmed, and won't move into obviously dangerous ground, such as a fire or a pit.

At the end of each of its turns, the target can make another Wisdom saving throw, ending the effect on a success. Anytime the target takes damage, it can reattempt the saving throw.

As a bonus action, you can move the source of the melody to another point within 30 feet of its current location.

Keen Weapon

1st-level transmutation (ferromancy)


  • Classes: Inventor, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You point at a metal weapon and magically enhance its sharpness or hardness. Until the spell ends, the target weapon deals an extra 1d6 damage of its damage type on a hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell can target an additional weapon for each two slot levels above 1st.

Lead to Gold

3rd-level transmutation (ferromancy)


  • Classes: Inventor, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a quantity of base metal worth up to 10gp)
  • Duration: 1 hour

You reshape a quantity of base metal, transforming it into valuable gold. You can transform up to 10 gp worth of base metal into a quantity of gold worth ten times as much. The metal's general form does not change. After the spell ends, the metal returns to its original material.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell's duration increases by 1 hour per level above 3rd. If cast with a 9th-level spell slot, the duration is permanent.

Liquid Armor

2nd-level conjuration (ferromancy)


  • Classes: Inventor, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a small steel plate)
  • Duration: Concentration, up to 10 minutes

You touch a willing creature, and immediately create a flowing layer of steel over its skin. The target's AC can't be lower than 16, and they have resistance to the next 2 instances of bludgeoning, piercing, or slashing damage they suffer. Once all these instances are spent, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target is resistant to 1 more instance of damage for each slot level above 2nd.

Mass Freeze

5th-level transmutation


  • Classes: Druid, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You choose a point within range and cause all the warmth to vanish from its vicinity. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 4d8 cold damage on a failed save, or half as much damage on a successful one.

If a creature fails the saving throw, they are frozen in place, locked down by sheets of ice. They take 1d8 cold damage at the start of each of their turns, and are restrained. They may reattempt the saving throw at the end of each of their turns, ending the effect on a success.

Melt Flesh

4th-level transmutation


  • Classes: Occultist, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You point at a creature you can see within range and curse it, placing a fearsome dissolving hex. The target must make a Constitution saving throw. On a failure, its skin becomes translucent and begins to slough off, as its body starts to melt from the outside. The target takes 8d4 acid damage at the start of each of its turns, its speed is halved, and all attacks against it are made at advantage.

The target repeats the saving throw at the end of each of its turns, ending the spell on a success. On a failure, the spell's damage increases by 2d4, as more of their body turns to acid and begins dissolving itself. As an action, a creature within 5 feet of the target can clear the acid away. If they do so, the next instance of the spell's damage is prevented, the spell's damage resets to 8d4, and the target has advantage on its next saving throw.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d4 for each slot level above 4th.

Molten Shard

3rd-level conjuration (ferromancy)


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

You summon a white-hot piece of metal and hurl it towards a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d8 piercing and 2d8 fire damage, and the shard embeds itself in the target's flesh. While the shard is embedded, the target makes all its attacks at disadvantage, and takes an additional 1d8 fire damage at the end of each of its turns. Any creature within 5 feet can remove the shard by succeeding on a DC 10 Wisdom (Medicine) check.

Oakenhide

2nd-level transmutation


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Replaces: Barkskin

You touch a willing creature, magically encasing its body in a hard shell of bark. The target gains 6 temporary hit points at the start each of their turns, and while they have these temporary hit points, they can calculate their armor class as 15 + their Dexterity modifier (maximum 2).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target's AC increases by 1 for each two slot levels above 2nd. The temporary hit points increase by 3 for each slot level above 2nd.

Phantom Web

5th-level illusion


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You create a mass of illusory spiderwebs, crawling with illusory spiders, centered on a point of your choice within range. When you cast the spell, you can designate any number of creatures to be immune to the spell. The webs fill a 20-foot cube, and are difficult terrain for all affected creatures.

When a creature starts its turn in the webs or enter them during its turn, they must make an Intelligence saving throw. On a failed save, the creature is restrained. They can spend their action to attempt to break free, attempting another saving throw.

As a bonus action, you can command one of the illusory spiders to attack any creature in the web or within 10 feet of its edge. Make a melee spell attack against the target. On a hit, the target suffers 4d6 psychic damage, and if they are outside the web, a Large or smaller target is dragged up to 10 feet toward the web.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.

Prismatic Shield

5th-level evocation


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You cloak yourself in swirling, chaotic energies. At the start of each of your turns, roll 1d6 to determine the shield's dominant energy.

d6 Energy
1 Acid
2 Cold
3 Fire
4 Lightning
5 Poison
6 Choose one of 1-5

You gain resistance to all five damage tpes, and immunity to damage of the shield's dominant energy type, and gain one of the following retaliation effects based on that type, which trigger when a creature damages you with a melee attack.

  • Acid: Attackers take 2d4 acid damage, and the next attack against them is made at advantage.
  • Cold: Attackers must make a Constitution saving throw or become restrained until the start of their next turn.
  • Fire: Attackers take 1d6 fire damage.
  • Lightning: Attackers take 1d12 lightning damage and become shocked until the end of their next turn, losing their reaction and having their speed reduced by half.
  • Poison: Attackers must make a Constitution saving throw or become poisoned until the end of their next turn.

Quicksand

1st-level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You point at a 15-foot square patch of ground and cause it to liquefy. The area is difficult terrain for the duration. When a creature enters the spell's area or starts its turn there, it must make a Strength saving throw. On a failure, the creature's speed is reduced to 0 until the start of its next turn. If a creature fails a saving throw for this spell three times in a row, it becomes restrained until it succeeds.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the square's dimensions increase by 5 feet for each 2 slot levels above 1st.

Quicksilver Lash

3rd-level conjuration (ferromancy)


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (several droplets of quicksilver)
  • Duration: Instantaneous

You transform a few drops of quicksilver into a massive whip, striking out at your enemies. Make a melee spell attack against a creature within range. If the attack hits, the target takes 6d8 slashing damage, and a Large or smaller target must make a Strength saving throw. If they fail the saving throw, you can pull them toward you up to 30 feet and knock them prone.

Reanimating Smite

4th-level necromancy


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

You summon black flames, wreathing your weapon. The next time you hit a creature with a melee weapon attack during this spell’s duration, The attack deals an extra 4d8 necrotic damage, and the target must make a Charisma saving throw. On a failed save, its soul begins to rot. If the target dies during this spell's duration, it immediately reanimates as a zombie under your control, taking its turns immediately after yours. After 1 hour, it becomes a lifeless corpse again.

Shape Metal

Transmutation cantrip (ferromancy)


  • Classes: Inventor, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You rest your hand on a Tiny or Small metal object and alter its properties. You can manipulate it in one of the following ways:

  • You alter its weight, reducing or increasing it by up to half.
  • You alter its appearance. You can make it look like any other metal, adjust how reflective it is, and make minor changes to its texture.
  • You alter its form, bending or stretching it up to half its length.
  • You enhance its malleability, granting advantage to attempts to craft or sculpt it while you maintain this effect.
  • If it is a blade, you sharpen or dull its edge, increasing or reducing its next damage roll by 1 point.
  • You can harden an object, increasing its hit points by your level.

After 1 minute, or as soon as you cast the spell again, the object returns to normal.

Shard Rain

7th-level conjuration (ferromancy)


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a handful of gold slivers)
  • Duration: Concentration, up to 1 minute

You create a terrible storm of jagged metal, raining down in a 100-foot-high column with a 30-foot radius. Every creature within the area of effect must make a Dexterity saving throw, taking 9d8 piercing damage on a failure or half as much on a success. If a Large or smaller creature fails by 5 or more, they are pinned to the ground, becoming restrained. Any creature within 5 feet can use their action to pull the shard free, attempting a Strength (Athletics) check against your spell save DC and freeing the target on a success.

Scintillating Spray

Evocation cantrip


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You send a blast of wild, random magic outward, affecting one or two adjacent creatures within 5 feet of you. Each target must make a Dexterity saving throw, or suffer 1d6 damage and an additional effect. Roll 1d6 for each target to determine the spell's damage type and added effects.

  • 1, Acid: The target takes 2d4 acid damage at the end of their next turn.
  • 2, Cold: The target takes 1d4 cold damage and has their movement speed reduced by 10 feet until the end of their next turn.
  • 3, Fire: The target takes 2d4 fire damage.
  • 4, Lightning: The target takes 1d4 lightning damage and can't take reactions until the start of their next turn.
  • 5, Poison: The target is poisoned until the end of their next turn.
  • 6, Wild: Roll again twice, rerolling any 6's The first result determines the base damage type.

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

Shifting Blade

2nd-level transmutation


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a nonmagical weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 hour

You touch a weapon and imbue it with wild, unpredictable magical power. Choose a damage type from the table below. When the wielder hits a creature with it, they deal an additional 1d6 damage of that type. Add the number rolled for the bonus damage to the result on the damage types table, subtracting 8 if the result is 9 or higher. The new result determines the bonus damage type on the next attack.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
d8 Damage Type
5 Lightning
6 Poison
7 Psychic
8 Thunder

Silver Wind

4th-level conjuration (ferromancy)


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small silver mirror)
  • Duration: Instantaneous

You summon a hail of silver needles at a point within range, flinging them in a direction of your choice. The needles form a line 5 feet wide and 30 feet long. All creatures within their path must make a Dexterity saving throw, suffering 6d8 piercing damage on a failure or half as much on a success. Shapechangers and other creatures susceptible to silver have disadvantage on this saving throw, and on a failure, cannot change their form until the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's damage increases by 1d8 for each slot level above 4th.

Sonic Blast

evocation cantrip


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

You produce a concentrated blast of sound, hammering a single enemy with its force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 thunder damage and is deafened until the end of their next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sonorous Toll

3rd-level enchantment


  • Classes: Bard, Troubadour
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You create a haunting melody, captivating all creatures within a 20-foot radius sphere of a point you choose within range. Any creature in the area when the spell is cast, or who ends their turn in the area, must make a Wisdom saving throw. On a failed save, the creature is charmed by you, cannot willingly leave the spell's area of effect, and has disadvantage on attack rolls against creatures outside the area. Affected creatures can attempt a Wisdom saving throw at the end of each of their turns to shake off the effect.

As a bonus action, you can direct the melody to a terrifying and mesmerizing crescendo. All creatures charmed through this spell must make a Wisdom saving throw, taking 3d6 psychic damage on a failed save, or half as much on a successful one. After you cause this crescendo, the spell ends.

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

Steelskin

6th-level abjuration (ferromancy)


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of steel shavings)
  • Duration: Concentration, up to 1 hour

You touch a creature and transmute their skin into a fine layer of worked steel. Until the spell ends, the target's armor class can't be lower than 19, and they have resistance to bludgeoning, piercing, and slashing damage. At the start of each of the target's turns, they gain 10 temporary hit points.

Stormwall

5th-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, 10 minutes

You create a raging thunderstorm and sculpt it into a wall of lightning and lashing rain. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. You can make the wall up to 80 feet long, 40 feet high, and 5 feet thick, or a ringed wall up to 25 feet in diameter, 40 feet high, and 5 feet thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d12 lightning damage, or half as much damage on a successful save.

No sound can pass through the wall, and creatures within 10 feet of it are deafened. Creatures moving through the wall are buffeted by winds and lashed by lightning. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 4d12 lightning damage on a failed save, or half as much damage on a successful one.

As a bonus action on each turn after the first, you may select one creature you can see within 30 feet of the wall or one creature at random within 10 feet of the wall. A lightning bolt leaps out, dealing 2d12 lightning damage, or half as much if the target succeeds on a Dexterity saving throw.

Summon Fell Machine

3rd-level conjuration


  • Classes: Inventor, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a statuette made of hellforged steel, worth at least 300gp)
  • Duration: Concentration, up to 1 hour

You conjure fiendish energy and cursed materials from the hells and sculpt it into a loathsome construct, appearing in an unoccupied space you can see within range. It uses the Fell Machine Spirit stat block, and you select either the Flesh, Iron, or Adamantine option when you cast the spell. 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, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any command, it takes the Dodge action and moves only to avoid hazards.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, certain values increase in its stat block.

Summon Spider

5th-level conjuration


  • Classes: Druid, Occultist, Warlock
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a jeweled spider figurine worth at least 500gp)
  • Duration: Concentration, up to 1 hour

You call forth a magical spider, manifesting in an unoccupied space that you can see within range. This corporeal form uses the Spider Spirit stat block. When you cast the spell, choose Venomous, Webspinner, or Sword. The creature resembles the creature of your choice, which determines certain traits 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.


Fell Machine Spirit

Medium Construct


  • Armor Class 11 + the level of the spell (natural armor, Flesh) or 13 + the level of the spell (natural armor, Iron & Adamantine)
  • Hit Points 35 + 15 for each spell level above 3rd (Flesh) or 25 + 10 for each spell level above 3rd (Iron & Adamantine)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 16 (+3) 6 (-2) 10 (0) 10 (0)

  • Condition Immunities charmed, frightened
  • Senses passive Perception 10
  • Languages understands the languages you speak
  • Proficiency equals your bonus

Dissolving Rage (Flesh Only). When the fell machine starts its turn below half its maximum hit points, it goes berserk. It gains advantage on all its attacks, but loses 5 hit points at the end of its turn if it does not attack anything.

Cursed Adamantine (Adamantine Only). Any critical hits against the fell machine become normal hits, and any creature it hits is cursed until the start of the fell machine's next turn, taking 7 (2d6) additional damage from any critical hits.


Actions

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

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level bludgeoning damage.

Infernal Drill (Iron Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 4 + the spell's level piercing damage, and the target is grappled (escape DC 10 + the spell's level). The fell machine can't use its Infernal Drill against another target while it has one grappled. The Infernal Drill deals 2d4 additional fire damage against targets grappled with it.


Spider Spirit

Medium Monstrosity, unaligned


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 50 + 10 for each spell level above 5th
  • Speed 30 ft., climb 30 ft.
  • Speed (Sword Only) 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 10 (+0) 17 (+3) 13 (+1)

  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands the languages you speak

Websense (Webspinner Only). The spider can ignore movement penalties or conditions caused by webs, and has blindsight over the entire area of any web it can touch.


Actions

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

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 4 + the spell's level piercing damage.

Stabbing Leg (Sword Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.

Web Spray (Webspinner only). The spider can spray webbing on a 20-foot radius sphere within 60 feet. This webbing is difficult terrain.


Bonus Actions

Inject Venom (Venomous only). After the spider hits an enemy with a Bite attack, it can inject a potent poison into its target. The target must make a Constitution saving throw against your spell save DC or take 4d6 poison damage and be poisoned for 1 minute. They can make a Constitution saving throw at the end of their turns to end the effect.

Stabbing Frenzy (Sword Only). The spider targets a creature within 5 feet with a series of stabs with its knife-sharp legs. It can make one Stabbing Leg attack for each 5 feet of movement it has remaining.

Web Spit (Webspinner only). Ranged Weapon Attack: your spell attack modifier to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a Strength (Athletics) check with a DC equal to your spell save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 3hp per spell level; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Thunderous Chords

5th-level evocation


  • Classes: Bard, Sorcerer, Troubadour
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S, M (a musical instrument)
  • Duration: Concentration, 1 minute

You begin performing a song of crashing power, sending waves of devastating sound outwards from your instrument. A wave of sound rolls out from you in a 30-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 4d8 thunder damage, and is deafened and has disadvantage on its next attack roll until the start of your next turn. On a failed save, a creature takes half as much damage and suffers no other effects.

You can create such a sound wave as your action on any turn until the spell ends.

Touch of Filth

2nd-level transmutation


  • Classes: Druid, Occultist, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of rotting food)
  • Duration: Concentration, 1 minute

You envelop your hand in a vile miasma. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d6 poison damage and is poisoned. At the end of each of their turns, they can make a Constitution saving throw, ending the poison on a success. Until the spell ends, you can make this attack again on each of your turns as an action.

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 2nd.

Venomous Maw

5th-level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an adder's fang)
  • Duration: Concentration, up to 1 minute

You morph one of your arms into a venomous snake, which shoots out to bite an enemy. Make a melee spell attack against one creature you can see within 30 feet. On a hit, the target takes 1d12 piercing damage and 5d12 poison damage and is poisoned for the duration. It can make a Constitution saving throw at the end of each of its turns to end the effect.

Wall of Snow

4th-level conjuration


  • Classes: Druid, Wizard
  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (a small piece of snow or crystal)
  • Duration: Concentration, up to 10 minutes

A magical wall of snow springs into existence at a point you choose within range. The wall is 12 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall must be vertical and rest on the ground. It is an object made of packed snow that can be damaged and thus breached. Each panel has AC 10 and 100 hit points, and is vulnerable to fire damage. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.

The wall radiates intense cold, and blasts of snow explode outwards when it is damaged. Creatures that are within 5 feet of a wall panel when it is damaged take 1d6 cold damage, and must succeed on a Constitution saving throw or become restrained until the start of their next turn.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent, nonmagical, and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Workshop

Prismatic Fortress

8th-level abjuration


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You construct a whirling vortex of raw magic, constantly shifting and changing. Creatures of your choice within the spell's area have immunity to acid, cold, fire, lightning, and poison damage. When a hostile creature attempts to enter the area, it takes 4d10 damage of one of the above types, of your choice.

Titan's Might

4th-level transmutation


  • Classes: Cleric, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You invest yourself with mighty power, increasing your strength enormously. For the duration, you receive the following benefits:

  • You have advantage on attack rolls and ability checks using Strength.
  • Your attacks using Strength do an additional 1d8 damage of the same type.
  • Your carrying capacity is doubled.

Wilding Strike (2nd)

Chaos Burst (3rd)

3rd-level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Chaos Field (5th)

Changelog

v0.12.1

  • Buffed damage on Keen Weapon & Shifting Blade
  • Added Incandescent Blade to sorcerer list

v0.12

  • Promoted Shifting Blade, Scintillating Spray, Prismatic Shield, Acid Jet, Melt Flesh, and Chaotic Vortex out of workshop

v0.11

  • Added Workshop section
  • Added Shifting Blade, Scintillating Spray, Elemental Shield, Prismatic Fortress, Acid Jet, Melt Flesh, and Chaotic Vortex to workshop

v0.10

  • Added Reanimating Smite

v0.9.1

  • Fixed a few typos

v0.9

  • Added Devil's Dagger and Summon Fell Machine

v0.8

  • Added ferromancy spells (Alter Metal, Auric Lance, Conjure Weapon, Incandescent Blade, Flashdaggers, Keen Weapon, Lead to Gold, Liquid Armor, Quicksilver Lash, Shape Metal, Shard Rain, Silver Wind, Steelskin)
  • Added class note
  • Added Kibbles classes to several spells

v0.7

  • Stripped out spells written for Spells That Don't Suck

v0.6

  • Added Unerring Sentry & Fiery Quiver
  • Slight nerf to Wall of Snow's hp
  • Updated cover art

v0.5

  • Added Phantom Web
  • Added Summon Spider

v0.4

  • Added Burst of Flame
  • Added Enkindle

v0.3

  • Added Unbridled Fury
  • Added Life Drain

v0.2.1

  • Buffed Minor Drain to 3d6
  • Added Introduction

v0.2

  • Added Touch of Filth, Minor Drain

v0.1

  • Initial compilation, pulling spells largely from the Troubadour and the Oath of the Tundra

Credits & References

So Many Spells created by somanyrobots

Art

  • All art © Wizards of the Coast LLC except where noted, listed in order of appearance.
  • Scroll of Fate, by Piotr Dura

Licensing

All rules & spell text in this document is licensed as CC-BY, under the Creative Commons Attribution 4.0 International license (CC-BY). Broadly, it can be republished freely or incorporated into commercial works as long as credit is given to the original creators.


The document in its entirety, including artwork, is licensed under WotC's Fan Content Policy, included below.


Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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