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, Bloodrager, and Necromancer; and KibblesTasty's Inventor, Occultist, Psion, Spellblade, Warden, and Warlord.

Spells By Level

Cantrips
  • Blade Shell
  • Bone Hatchet
  • Corrosion
  • Scintillating Spray
  • Shape Metal
  • Sonic Blast
  • Spiritcraft
1st Level
  • Beast Claw
  • Cloak of Wasps
  • Corpselight
  • Creeping Shadow
  • Detect Treasure
  • Devil's Dagger
  • Flashdaggers
  • Grasping Dead
  • Infectious Jig
  • Keen Weapon
  • Latching Beetle
  • Osseous Weapon
  • Quicksand
  • Undead Familiar
2nd Level
  • Bind Lesser Fiend
  • Bone Spear
  • Conjure Weapon
  • Coruscating Flash
  • Deathgrip
  • Deathly Chill
  • Disguise Creature
  • Force Barrier
  • Glacial Axe
  • Lightfoot
  • Lightning Spike
  • Liquid Armor
  • Poison Light
  • Savage Rush
  • Shadow Phase

  • Shifting Blade
  • Sirocco
  • Steal Shadow
  • Surf Skip
  • Turning Ward
3rd Level
  • Aura of Iron
  • Aura of Slaughter
  • Bone Weaving
  • Deepen Shadows
  • Instant Guardian
  • Lead to Gold
  • Molten Shard
  • Moonlit Glade
  • Quicksilver Lash
  • Raven's Wings
  • Reviving Call
  • Rotting Sands
  • Sonorous Toll
  • Summon Fell Machine
  • Waldrip's Wondrous Wagon
4th Level
  • Accursed Blade
  • Black Bolt
  • Bone Spines
  • Chaotic Vortex
  • Cinder Cloud
  • Crystal Blossom
  • Howl of the Moon
  • Fetid Blade
  • Field of Rot
  • Ghoul Touch
  • Irresistible Melody
  • Lion's Roar
  • Magnetic Smite
  • Melt Flesh
  • Mummy Fist
  • Necrotic Mine
  • Prismatic Shield
  • Rain of Coins

  • Reanimating Smite
  • Revenant's Fortitude
  • Shackle of Flame
  • Silver Wind
  • Soul Leech
  • Summon Spider
  • Thorn Lance
  • Vampiric Mist
  • Wall of Blood
  • Wall of Misery
  • Wall of Snow
5th Level
  • Acid Jet
  • Alter Metal
  • Auric Lance
  • Bloody Scythe
  • Cursed Coinage
  • Deadly Light
  • Eagle's Wings
  • Ebon Spear
  • Gravitic Field
  • Phantom Web
  • Plague of Rats
  • Rain of Ooze
  • Rattle Bones
  • Screaming Skull
  • Spirit Tether
  • Spreading Toxin
  • Storm of Spirits
  • Stormwall
  • Terrifying Guise
  • Thunderous Chords
  • Venomous Maw
  • Voltaic Pulse
  • Wall of Bones
  • Wall of Insects
  • Wraithbind
6th Level
  • Black Moon
  • Form of Bone
  • Grave Passage
  • Steelskin
  • Unholy Crypt
  • Wind of Ruin
  • Wraithform
7th Level
  • Banshee's Wail
  • Crown of Entropy
  • Incandescent Blade
  • Lich's Mantle
  • Murder of Crows
  • Shard Rain
  • Shatter Skeleton
8th Level
  • Axiomatic Artillery
  • River of Souls
  • Sever Soul
  • Wisdom of the Forgotten
9th Level
  • Death Hex
  • Reanimation, Mass
  • Reap Soul

Spells

Accursed Blade

4th-level necromancy


  • Classes: Cleric, Necromancer, Paladin
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You rest your hand on a weapon and empower it with a wretched curse. Attacks made with the weapon must subtract 1d4 from their attack rolls but deal 4d4 bonus necrotic damage on a hit.

As a bonus action after hitting a creature with the weapon, the weapon's wielder can attempt to impart some of the curse to that creature. The target must make a Charisma saving throw. On a failure, the target must subtract 1d4 from all of its attack rolls and saving throws for the spell's duration, and the weapon's bonus damage is reduced by 1d4. If the target becomes cursed, it can repeat the saving throw at the end of each of its turns, ending its curse on a success.

The spell ends if you cast it again.

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, taking 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 remove the acid.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d4 for each slot level above 5th.

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 can 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.

Aura of Iron

3rd-level transmutation (ferromancy)


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a small steel disc)
  • Duration: Concentration, up to 1 minute

You radiate a field of metallic magic, layering a thin layer of hard iron over creatures within range. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to the next instance of nonmagical bludgeoning, piercing, or slashing damage it takes. In addition, the next time it deals piercing or slashing damage, it can maximize one die of damage.

Both of these effects occur once, resetting at the start of each of your turns.

Aura of Slaughter

3rd-level necromancy


  • Classes: Necromancer
  • Casting Time: 1 action
  • Range: Self (30-feet radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

You draw upon a well of dark power and radiate it outward in a 30-foot radius, empowering your allies with dire intent. Until the spell ends, the aura moves with you, centered on you. When an ally starts its turn within the aura, it gains the following benefits:

  • The first time on its turn it hits with a melee attack, the target takes an additional 1d6 necrotic damage.
  • When it reduces a creature to 0 hit points with a melee attack, it gains 2d6 temporary hit points.

Auric Lance

5th-level transmutation (ferromancy)


  • Classes: Bloodrager, Cleric, Sorcerer, Spellblade, 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 takes 10d8 piercing damage and gleams with a golden aura, granting advantage on all attacks against it 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 for each slot level above 5th.

Axiomatic Artillery

8th-level conjuration


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 1 round

You open a conduit to a plane of pure order, and relay coordinates to a mighty piece of artillery secreted away there. Choose one creature you can see within range. While you maintain concentration, the cannon tracks the target and prepares to fire. At the start of your next turn, the cannon fires, opening a portal and blasting an energy beam through it at the target. The target takes 100 force damage. If you lose concentration before the cannon fires, the blast goes off prematurely, and the target takes half as much damage. If the target leaves your plane of existence, the spell ends.

Banshee's Wail

7th-level necromancy


  • Classes: Necromancer, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V
  • Duration: 1 minute

You emit an ear-splitting shriek which extends beyond mere sound and tears at the souls of all who hear it. Every creature within 30 feet must make a Constitution saving throw. On a failure, a creature takes 10d8 necrotic damage and is frightened of you for 1 minute. If it fails the save by 5 or more, a creature takes twice as much damage and is additionally stunned until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no other effects. A frightened creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on a success.

This spell has no effect on undead or constructs.

Beast Claw

1st-level transmutation


  • Classes: Druid, Occultist, Ranger
  • Casting Time: 1 action
  • Range: Self (15 feet)
  • Components: V, S
  • Duration: Instantaneous

You transform your open hand into a massive claw, reaching out to slash at one target you can see within range. Make a melee spell attack or an unarmed strike (your choice). On a hit, the target takes slashing damage equal to 2d10 + your spellcasting modifier. The next melee attack against the target before the end of your next turn is made with advantage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Bind Lesser Fiend

2nd-level conjuration


  • Classes: Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a blasphemous statuette of a fiend, worth at least 200 gp)
  • Duration: Concentration, up to 1 hour

You chant a vile spell, conjuring up a single fiend to serve you. The spell conjures one fiend which uses the Bound Fiend stat block below, and you select either the Imp, Quasit, or Vargouille option when you cast the spell. In combat, the fiend shares your initiative count but takes its turns immediately after yours. It can't be dismissed and lasts for 1 hour after its summoning. It disappears when reduced to 0 hit points.

The fiend is an ally to you and your companions and hostile to all other creatures. If you lose concentration on the spell, it does not disappear. Instead, it becomes hostile toward you and your companions.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, certain values increase in its stat block.

Black Bolt

4th-level necromancy (shadow magic)


  • Classes: Necromancer
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You weave an arrow or quarrel out of pure shadow to debilitate your foes. You can throw the bolt as an action as a ranged spell attack with a range of 30 feet, or you or another creature can load it as ammunition into a bow or crossbow and subsequently fire it. The bolt lasts for 1 minute, until it is fired, or until you cast this spell again.

If the bolt hits a creature, it takes 8d8 necrotic damage and becomes wreathed in shadow for 1 minute. While a creature is wreathed in shadow in this way, it only regains half health anytime it is healed, and it perceives all light as dim light. It can attempt a Constitution saving throw at the end of each of its turns, ending the effect on a success.

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


Bound Fiend

Medium Fiend


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 10 (Imp) or 15 (Quasit & Vargouille) + 5 for each spell level above 2nd
  • Speed (Imp) 20 ft., fly 30 ft.
  • Speed (Quasit) 40 ft.
  • Speed (Vargouille) 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 12 (+1) 8 (-1) 10 (+0) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak
  • Proficiency equals your bonus

Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.

Shapechanger (Imp and Quasit Only). The fiend can use its action to polymorph into a beast form that resembles a rat, a raven, or back into its true form. Its statistics are the same in each form. Any items it is wearing or carrying isn't transformed.

Poison Claws (Quasit Only). The first time a creature takes damage from the quasit, it must make a Constitution saving throw against your spell save DC. On a failure, it is poisoned for 1 minute. It can repeat the save at the end of each of its turns.

Shriek (Vargouille Only, Recharge 5-6). At the end of its turn in combat, the vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a Wisdom saving throw against your spell save DC be frightened until the end of the vargouille’s next turn.

Rotting Bite (Vargouille Only). Once per turn, the vargouille can attempt to inflict a decaying curse with its bite. The target must make a Constitution saving throw against your spell save DC. On a failure, it cannot recover hit points for 1 minute. It can repeat the save at the end of each of its turns.


Actions

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

Sting (Imp Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 + the spell's level piercing damage + 1d10 poison damage.

Claws (Quasit Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + the spell's level piercing damage + 2d4 poison damage.

Bite (Vargouille Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level piercing damage.

Black Moon

6th-level illusion (shadow magic)


  • Classes: Necromancer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, 1 minute

You summon a 10-foot radius sphere of utter blackness at a point at least 30 feet off the ground within range. The false moon radiates a debilitating negative light in a cylinder 100 feet tall and 20 feet outward in all directions. When a living creature starts its turn within this light, it must succeed on a Wisdom saving throw or suffer 5d8 psychic damage and be blinded until the start of its next turn. On a success, it takes half as much damage and isn't blinded.

If a creature ends its turn within the sphere itself, it immediately makes the same saving throw with the same effects.

Blade Shell

Abjuration cantrip (ferromancy)


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

You encase yourself in metal fragments, creating a shield that will shatter against your foes. The next time you are targeted with a melee attack (hit or miss), the shield bursts, dealing 2d4 piercing damage to the attacker. If the shell has not burst by the start of your next turn, it fades harmlessly.

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

Bloody Scythe

5th-level transmutation (blood magic)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a drop of your blood worth at least 10 hit point, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You form a brutal scythe out of the blood used in the casting of the spell. It acts as a glaive with which you are automatically proficient, dealing 1d10 slashing damage on a hit and having the two-handed, heavy, and reach properties. You can wield the scythe yourself or hand it to another creature. When a creature is hit with the scythe, it deals 1d6 additional necrotic damage to the target and 1d6 necrotic damage to another random creature within 5 feet of the target, if there is one.

As a bonus action after a creature hits with the scythe, the wielder can explode the scythe in a spray of blood. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 6d6 necrotic damage or half as much on a success. The scythe's wielder gains temporary hit points equal to half the damage roll. After exploding the scythe, the spell ends.

Bone Hatchet

Necromancy cantrip (osteomancy)


  • Classes: Cleric, Necromancer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a flake of bone)
  • Duration: Instantaneous

You create a small axe made of bone in your open hand, and immediately make a melee spell attack with it. On a hit, it deals 1d4 slashing and 1d4 necrotic damage, and you gain half the necrotic damage dealt as temporary hit points. These temporary hit points fade at the start of your next turn.

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

Bone Spear

2nd-level necromancy (osteomancy)


  • Classes: Cleric, Occultist, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a finger bone)
  • Duration: 1 minute

You conjure a spear of sharpened bone and hurl it towards a creature you can see within range. Make a ranged spell attack roll. On a hit, the target is impaled and takes 2d8 piercing and 2d8 necrotic damage. While impaled with a bone spear, a creature only recovers half as much health from any healing effects. The spear can be removed as an action with a DC 10 Medicine check, or disappears on its own after 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing and necrotic damage both increase by 1d8 for every two slot levels above 2nd.

Bone Spines

4th-level necromancy (osteomancy)


  • Classes: Necromancer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a few slivers of bone)
  • Duration: 1 minute

You summon a rippling wave of bone spikes, which bursts from the ground in a line 5 feet wide and up to 60 feet long. Each creature in the line must make a Dexterity saving throw. On a failure, a creature takes 5d8 piercing damage and is impaled with a spine of bone. An impaled creature suffers 1d4 piercing damage for every 5 feet it moves. A bone spine can be removed as an action with a DC 10 Medicine check, or disappears on its own after 1 minute. A creature that succeeds on its saving throw takes half as much damage and isn't impaled.

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

Bone Weaving

3rd-level necromancy (osteomancy)


  • Classes: Necromancer
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

You place your hands on a willing creature and force its flesh and bone to shift and join as you see fit. The target takes 3d8 necrotic damage, which can't be resisted or reduced in any way, and gains the same amount of temporary hit points. Choose one of the following effects for the duration:

  • The target's bones extrude to form a natural weapon capable of making unarmed strikes. Unarmed strikes with the weapon deal 2d6 bludgeoning, piercing, or slashing damage as appropriate. The natural weapon's attacks count as magical.
  • The target's bones rearrange themselves into a hardened suit of armor. The target's AC can't be lower than 18.
  • The target's speed and jumping distance are doubled.
  • The target gains a climbing speed equal to its walking speed.

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, it must succeed on a Dexterity saving throw or be struck by a bolt of chaotic energy. On a failure, it rolls a d8 on the table below and suffers the resulting effects.

d8 Damage Effect
1 Acid The target takes 6d4 acid damage and 2d4 acid damage at the end of its next turn.
2 Cold The target takes 4d8 cold damage and is restrained until the end of its next turn.
3 Fire The target takes 5d6 fire damage.
4 Lightning The target takes 3d12 lightning damage and can’t take reactions until the end of its next turn.
5 Poison The target takes 3d12 poison damage and is poisoned until the end of its next turn.
6 Psychic The target takes 3d8 psychic damage and is stunned until the end of its 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. A Large or smaller creature within the vortex that failed its saving throw the prior turn is carried with it.

Cinder Cloud

4th-level conjuration


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

You create a 20-foot radius sphere of burning-hot ash, centered on a point you can see within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature starts its turn in the cloud, it must make a Constitution saving throw. On a failure, it takes 5d6 fire damage and is blinded until the start of its next turn. On a success, it takes half as much damage and suffers no other effects.

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

Cloak of Wasps

1st-level conjuration


  • Classes: Druid, Warlock
  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (a dried wasp wing)
  • Duration: Concentration, up to 10 minutes

You summon a milling shield of stinging insects to protect a creature you can see within range. The target has half-cover against ranged attacks. When a creature hits the target with a melee attack, the wasps swarm out to retaliate, dealing 1d4 piercing and 1d4 poison damage. The wasps will retaliate 2 times, after which the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wasps can retaliate 1 additional time for each slot level above 1st.

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 for the duration. 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. If you cast the spell again before the end of its duration, any previously-conjured weapons and ammunition disappear.

Corpselight

1st-level evocation


  • Classes: Necromancer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You conjure a pallid and unwholesome light, which bathes a large area in an unsettling glow. Choose a point or an undead creature you can see within range. For the duration, a 60-foot radius around the target is considered dim light, unless illuminated by bright light produced by a higher-level spell.

Any living creature that starts its turn within the area must make a Charisma saving throw. On a failure, any healing it receives is reduced by half until the start of its next turn. An undead creature that starts its turn within the light receives temporary hit points equal to your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose creatures to exempt from the spell's effects when you cast it.

Corrosion

Transmutation cantrip


  • Classes: Bard, Druid, Necromancer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You reach out to a nonmagical object and accelerate its natural decay. The object must be Large or smaller, worth 100 gp or less. You can choose one of the following effects:

  • The object becomes vulnerable to the next instance of damage it receives within 1 minute.
  • The next attack against the object is made with advantage.
  • The DC for the next ability check to break, damage, or destroy the item is reduced by 5.
  • The object becomes tarnished or permanently stained, halving its value.
  • If the object is food, drink, or organic matter, it starts to spoil. It acquires a faintly rancid odor and it spoils or decays 1 day sooner than it normally would.

Once an object has been targeted by this spell, it can’t be targeted again for 24 hours. This spell’s effects can be reversed by casting mending on the target within 1 hour.

Coruscating Flash

2nd-level evocation


  • Classes: Bloodrager, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a glass bead)
  • Duration: Instantaneous

You produce a brilliant explosion of light at a point you can see within range, dazzling all who witness it. Each creature within 15 feet must make a Constitution saving throw. On a failure, it takes 2d6 radiant damage and is blinded until the end of its next turn. On a success, it takes half as much damage and has disadvantage on its next attack before the end of its next turn. A creature that cannot see or is immune to the blinded condition automatically succeeds on its saving throw and does not suffer disadvantage.

Creeping Shadow

1st-level transmutation (shadow magic)


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

You point at an area of darkness you can see within range and cause a tendril of shadow to lash outward at an enemy within 30 feet of it. Make a melee spell attack. On a hit, the target takes 2d10 necrotic damage and must make a Wisdom saving throw. On a failure, it is blinded until the end of its next turn.

Crown of Entropy

7th-level enchantment


  • Classes: Necromancer, Warlock. Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small circle of badly tarnished silver)
  • Duration: Concentration, up to 10 minutes

You conjure a tarnished and moldering crown upon the head of a creature you can see within range. When you cast the spell and as a bonus action on your subsequent turns, you can cause the crown to emit a wave of decay. The target and creatures of your choice within 30 feet of it must make a Constitution saving throw. A creature takes 6d8 necrotic damage on a failure or half as much damage on a success. If a creature is reduced to 0 hit points by this damage, it crumbles to dust.

Crystal Blossom

4th-level conjuration


  • Classes: Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

You summon a large flower made of glittering ice in a space you can see within range, which prepares to bloom into an explosion of frost. A creature within 10 feet of the flower when it appears must succeed on a Constitution saving throw or take 4d8 cold damage. At the start of your next turn, every creature within 30 feet of the flower must succeed on a Constitution saving throw or take 8d8 cold damage.

While the flower has not bloomed, it has an AC equal to your spell save DC, hit points equal to half your maximum hit points, and has resistance to all damage except bludgeoning and fire. If it is destroyed before the start of your next turn, the spell ends.

Cursed Coinage

5th-level transmutation


  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (1 gp per target, which is transferred to the target)
  • Duration: Permanent

You place a dire curse upon a number of gold pieces, and attempt to magically transport them into the purses and pockets of any number of creatures you can see within range. Roll a d20 for each target. Conscious creatures know they have received a coin but do not immediately know the outcome of the d20 roll. A creature with legendary resistance can use it to force a result of 20 on the roll.

On a roll of 1-10, the target is cursed. It must roll a d6 anytime it makes an attack roll or saving throw, subtract it from the result, and suffer necrotic damage equal to double the d6 roll. The target can end the effect by using its action to locate the coin and discard it, after which it disappears.

On a roll of 11-20, the target suffers no ill effects and can keep the gold piece without issue.

Deadly Light

5th-level evocation


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

You gesture at a point you can see within range and conjure a terrible field of sickening light in a 30-foot radius sphere. Each creature within the sphere must make a Constitution saving throw. On a failure, a creature's current and maximum hit points are reduced by 9d4 and it suffers 1 level of exhaustion. Until the end of its next turn, it radiates blue light in a 5-foot radius and can’t benefit from being invisible.

The light persists until the end of the caster's next turn. Any creature ending its turn within the light (either the sphere or radiating from a creature) suffers the spell's full effects, but does not itself radiate light on a failed save.

Any hit point reductions caused by this spell are removed after the affected creature finishes a long rest.

Death Hex

9th-level necromancy


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

You point at a creature you can see within range and curse it to die. The target must succeed on a Charisma saving throw or find itself inexorably wasting away. Its current and maximum hit points are immediately reduced by 50. Every 24 hours thereafter, its current and maximum hit points are both reduced by half. When its maximum hit points fall below 10, it dies and crumbles to dust. The creature cannot be restored to life by any means.

The curse can be lifted by wish, by the death of the caster, or by the death of the target. The curse is also lifted if the caster chooses to lift it as an action or casts the spell again. When the curse is lifted, the target regains half its maximum hit points every time it finishes a long rest, or all its maximum hit points if it is targeted by a greater restoration spell.

Deathgrip

2nd-level conjuration


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

You summon a ghostly hand, which attempts to attach itself to a creature you can see within range and strangle the life from it. Make a ranged spell attack. On a hit, a spectral hand appears and grips the creature's throat. While it is being gripped, a creature suffers the following effects:

  • It takes 1d6 necrotic damage at the start of each of its turns.
  • If it attempts to speak or cast a spell with a verbal component, it must succeed on a Constitution saving throw or find itself unable to do so until the end of the turn.
  • If it drops to 0 hit points, it begins to suffocate.

The target can use its action to attempt to pry the hand off by making a Strength (Athletics) check against your spell save DC. The conjured hand is an appropriate size for its target's neck, but the spell automatically misses if cast at a creature without appropriate biology or that does not need to breathe.

Deathly Chill

2nd-level necromancy


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

You conjure a creeping fog, which rolls across the battlefield and saps the vitality from your foes. The fog appears as a 10-foot radius cloud centered on a point you can see within range. A creature starting its turn in the area or entering it for the first time on a turn must succeed on a Constitution saving throw or be chilled, suffering 2d8 cold damage and making all attack rolls and ability checks at disadvantage until the end of its next turn. The fog's area is lightly obscured. As a bonus action on each of your turns, you can cause it to drift up to 10 feet in any direction of your choice.

The fog lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Deepen Shadows

3rd-level transmutation (shadow magic)


  • Classes: Necromancer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Up to 1 hour

You point at an area of darkness or dim light up to 60 feet across and twist it more to your liking. You can change it in one or two of the following ways:

  • You can deepen it, turning dim light into ordinary darkness or ordinary darkness into magical darkness.
  • You can lessen it, turning darkness into dim light or magical darkness into ordinary darkness.
  • You can grow or shrink it — increasing or decreasing its radius by up to half its current size.
  • You can muffle sounds and fade smells within it, granting disadvantage on attempts to perceive things within it with senses other than sight.

The effects last for the spell's duration or until you end the spell as an action.

Many areas of darkness are not perfectly circular or spherical. If your GM is up for handling more complicated geometry, they can treat an area of darkness as a series of 5-foot cubes. The "grow or shrink" option would allow a player to add or remove cubes from the sides of the darkness.

Detect Treasure

1st-level divination (ritual)


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V, S, M (1 gp, which is consumed)
  • Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence of valuable objects within 30 feet of you. Items worth 1 gp or more gleam to your eyes, and you see a brilliant shine on items worth 100 gp or more. The spell only detects items with no practical use except as a store of value, and doesn't reveal invisible items.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. When you cast the spell as a ritual, the material component cost increases to 5 gp.

Devil's Dagger

1st-level conjuration (ferromancy)


  • Classes: Sorcerer, Spellblade, 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 its flesh. While the dagger is embedded, the first time the target makes an attack roll on each of its turns, it must roll 1d4. The target subtracts the result from the attack roll and suffers fire damage equal to the result. A creature within 5 feet of the target can remove the dagger as an action. If the attack misses or the dagger is removed, it disappears.

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.

Disguise Creature

2nd-level illusion


  • Classes: Inventor, Necromancer, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You place a powerful illusion on a creature you touch, changing its appearance until the spell ends or you use your action to dismiss the spell. You can change the target's height, width, and girth by up to 1 foot. You can't change its body type or arrangement of limbs.

A creature touching the target immediately feels its normal shape and disbelieves the illusion. A creature that isn't touching the target can examine it as an action to make an Intelligence (Investigation) check against your spell save DC. On a success, it disbelieves the illusion.

When you cast the spell, an unwilling target can attempt a Charisma saving throw, ending the spell on a success.

At Higher Levels. If you cast this spell using a spell slot of 3rd or 4th level, the spell's duration is increased to 8 hours. If you use a spell slot of 5th or 6th level, its duration is 24 hours. If you use a spell slot of 7th level or higher, its duration is permanent, but it requires a material component of a silver mirror worth at least 100 gp, which is consumed.

Eagle's Wings

5th-level transmutation


  • Classes: Druid
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an eagle's feather)
  • Duration: Concentration, up to 1 hour

You cause a pair of massive wings to emerge from the shoulders of a willing creature you can see within range. For the duration, the target gains the following benefits:

  • It gains a flying speed of 60 feet.
  • If it flies 30 feet or more in a straight line on its turn, its next melee attack deals an additional 4d6 damage of the same type.
  • As an action, it can beat its wings to produce a powerful gust of wind. All Huge or smaller creatures in a line 30 feet long and 10 feet wide must make a Strength saving throw or be knocked prone and pushed back 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.

Ebon Spear

5th-level necromancy (shadow magic)


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

You create a javelin of dreadful energy, and hurl it at a creature you can see within range. Make a ranged spell attack roll. On a hit, the target takes 7d10 necrotic damage and must make a Charisma saving throw. On a failure, it is afflicted with a shadowy curse, causing it to waste away anytime it is exposed to light. If the target starts its turn in bright light, it takes 2d10 necrotic damage and its speed is halved until the end of its next turn. The target can reattempt the saving throw at the end of each of its turns, ending the effect on a success.

Fetid Blade

4th-level transmutation


  • Classes: Druid, Necromancer, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You touch a weapon and imbue it with crippling foulness. For the duration, the weapon deals 1d12 bonus poison damage on a hit. The first time each round a creature is hit with the weapon, it must succeed on a Constitution saving throw or be poisoned until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus damage increases by 1d12 for every two slot levels above 4th.

Field of Rot

4th-level necromancy


  • Classes: Necromancer
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You point your finger at a point on the ground you can see within range and summon a spreading malevolence, corrupting and decaying all it comes in contact with. The spell's area starts as a 10-foot radius circle, and increases by 5 feet at the start of each of your turns. Any creature starting its turn in the area must make a Constitution saving throw.

On a failure, it takes 3d8 necrotic damage and begins to decay. A decaying creature takes 1d6 additional necrotic damage from any attack, and has its speed reduced by 10 feet. On a success, a creature takes half as much damage and does not decay.

A decaying creature can only end the effect by ending its turn outside of the field. If a decaying creature fails a saving throw against the spell, it takes twice as much damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial radius is increased by 5 feet for each slot level above 4th.

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.

Force Barrier

2nd-level abjuration


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

You summon a shimmering wall of force around yourself, sapping the momentum of incoming blows. You gain resistance to force damage and to bludgeoning, piercing, and slashing damage. While you are concentrating on this spell, your speed is halved, and you can't take reactions.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the penalty to your speed is reduced by 5 feet for each slot level above 2nd.

Form of Bone

6th-level transmutation (osteomancy)


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

You transform yourself into a horrifying construct of bone. Until the spell ends, you gain the following benefits:

  • You have resistance to piercing and slashing damage and immunity to poison damage.
  • You can ignore nonmagical difficult terrain.
  • You can use your action to summon skeletal hands out of the ground. All creatures of your choice within 15 feet of you must make a Strength saving throw. On a failure, a creature takes 3d8 bludgeoning damage and its speed is reduced to 0 until the start of your next turn. On a success, it takes half as much damage and its speed is not reduced.
  • If you roll necrotic damage during your turn, you can maximize one die of the necrotic damage dealt.

Ghoul Touch

4th-level necromancy


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

You transform your hand into decaying flesh, capable of inflicting the ailments of the undead. Your hand turns into a natural weapon capable of making unarmed strikes. On a hit, this weapon deals 1d6 slashing and 1d6 necrotic damage. When you hit a humanoid with this weapon, it must succeed on a Constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. As soon as a creature successfully saves against this effect, it is immune to the spell for 24 hours.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the paralysis effect is not limited to humanoids.

Glacial Axe

2nd-level conjuration


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 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 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. Each creature within 10 feet of the target must make a Dexterity saving throw. On a failure, a creature suffers the attack’s cold damage and speed reduction. On a success, it takes half as much damage and its 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.

Grasping Dead

1st-level conjuration


  • Classes: Cleric, Necromancer, Occultist
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a finger bone)
  • Duration: Concentration, up to 1 minute

Skeletal hands erupt from the ground in a 10-foot radius centered on a point you can see within range. A creature in the area when you cast the spell or entering it on for the first time on a turn must make a Strength saving throw or be seized by the hands. A seized creature has its speed reduced to 0 and takes 2d4 bludgeoning damage at the start of each of its turns.

A seized creature can reattempt the saving throw as an action during its turn and automatically at the end of each of its turns, ending the effect on a success.

Grave Passage

6th-level conjuration (osteomancy)


  • Classes: Necromancer
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a small shovel and a nightshade bloom)
  • Duration: Concentration, up to 1 minute

You magically connect two graves, tombs, or sarcophagi. For the duration, any creature laying down as an action in the target grave reappears in the destination, and can push through up to 6 feet of earth at the other side as an action, leaving an open tunnel.

The destination grave must be known to you and on the same plane of existence. If you have visited or touched it, the spell automatically succeeds. If you have seen it without visiting it (for example, through an illustration or divination magic), then each creature traveling via this spell has a 5% chance of becoming an uncontrolled undead. If you have merely heard of the destination grave, each creature has a 25% chance of becoming undead. If a creature turns undead through this spell, the GM decides what undead it becomes and whether it becomes an NPC under the GM's control.

Most full-caster classes get an exclusive major travel spell. If your game doesn't include necromancers, you could make Grave Passage available to wizards, sorcerers, or certain clerics.

Gravitic Field

5th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V, S, M (a peridot worth at least 500 gp, carved in the shape of a shield)
  • Duration: Concentration, up to 10 minutes

You create a 30-foot radius dome of gravitational force, in which you can manipulate the weight and speed of objects. The dome is centered on you and moves when you move. The dome has the following properties:

  • The area within the dome is considered difficult terrain.
  • Ranged attacks fired from outside the dome can't enter it, stopping when they contact it.
  • As a reaction when a ranged attack strikes the dome, you can reflect the projectile. Make a ranged spell attack against one creature you can see outside the dome and within 120 feet. On a hit, the target takes the same damage the projectile would have originally dealt.
  • As an action, you can attempt to crush one creature inside the dome with a surge of gravitational force. The target must make a Strength saving throw. On a failure, it takes 5d10 bludgeoning damage and is knocked prone. On a success, it takes half as much damage and is not knocked prone.

Howl of the Moon

4th-level transmutation


  • Classes: Bloodrager, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute

You lift your head and howl into the night sky, calling a lunar blessing down upon yourself and up to 2 other creatures that can hear you within range. Each creature gains the following benefits for the duration:

  • Its speed increases by 10 feet.
  • The first time on its turn it hits with a melee attack, the target takes an additional 2d4 radiant damage.

If it is night and the moon is visible when you cast this spell, the added speed increases by 5 feet, and the bonus damage increases by 1d4.

At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, the number of creatures affected increases by 1.

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, it takes 6d8 fire and 6d8 piercing damage. If this reduces it below 30 hit points and it is not immune to fire damage, it is 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, up to 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 its turns, the target uses its movement to move 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.

If a creature affected by the spell ends its turn within 5 feet of another creature, you can use your reaction to force that other creature to make a Wisdom saving throw. On a failure, it is also affected by the spell.

At the end of each of its turns, an affected creature can repeat the saving throw, ending the spell for itself on a success.

Instant Guardian

3nd-level abjuration


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: 1 minute

You thin the fabric of space around you, giving yourself the ability to protect nearby allies. As a reaction when a creature within 30 feet would be hit with an attack, you can teleport to a 5-foot space adjacent to it and become the target of the attack. Then, if the attacker is within 5 feet of you, you can make one weapon attack against it.

Irresistible Melody

4th-level enchantment


  • Classes: Bard, Troubadour
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 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. While charmed by this spell, a creature is incapacitated and must spend its movement on its turn moving towards the target 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.

An affected creature can repeat the saving throw at the end of each of its turns and each time it takes damage, ending the effect on itself on a success.

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: Bloodrager, 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.

Latching Beetle

1st-level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a small beetle husk)
  • Duration: Concentration, up to 1 minute

You create a poisonous beetle, which attaches itself to a creature you can see within range. The target makes a Constitution saving throw. On a failure, the beetle takes hold, dealing 3d4 piercing damage. At the end of each of its turns, the target must succeed on a Constitution saving throw or take 3d4 poison damage and become poisoned until the start of its next turn.

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.

Lich's Mantle

7th-level necromancy


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

You wreathe yourself in a cloak of unholy power, temporarily acquiring the trappings of lichdom. For the duration, you gain the following benefits:

  • You gain resistance to cold, lightning, and necrotic damage and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You are immune to the exhaustion, paralyzed, and poisoned conditions.
  • You can use your spellcasting ability modifier in place of Strength when making unarmed attacks. On a hit, your unarmed attacks deal necrotic damage equal to 2d8 + your spellcasting ability modifier, and once per turn you can force a target to make a Constitution saving throw. On a failure, it becomes paralyzed for 1 minute, repeating the save at the end of each of its turns to end the effect.
  • Once per turn when you deal necrotic damage, you can choose for one target to suffer 3d6 additional necrotic damage, and you gain temporary hit points equal to half that amount.

Lightfoot

2nd-level transmutation


  • Classes: Druid, Inventor, Ranger
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a gold horseshoe worth at least 50 gp, which is consumed by the spell)
  • Duration: 8 hours

You magically increase the stamina on up to four creatures you can see within range, giving them the ability to withstand rugged travel. For the duration, an affected creature can move at a faster travel pace without suffering negative effects. For example, a creature can move at a Fast pace without a penalty to its passive Perception, or move stealthily at a Normal pace. A creature can also choose to move at a Very Fast pace, traveling 500 feet per minute, 5 miles per hour, or 36 miles per day. If it does so, it suffers a -10 penalty to its passive Perception.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional two creatures for each slot level above 2nd.

Lightning Spike

2nd-level conjuration (ferromancy)


  • Classes: Inventor, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a steel or iron needle)
  • Duration: Concentration, up to 1 minute

You create an iron rod, charged with electricity, and hurl it at a creature you can see within range. Make a spell attack roll. On a hit, the target takes 1d8 piercing damage and 1d12 lightning damage, and is impaled by the rod. On a miss, the target takes 1d12 lightning damage.

While a creature has a lightning rod embedded in them, you can use your bonus action on subsequent turns to send a pulse of electricity through its body. The target takes 1d12 lightning damage, and one creature of your choice within 15 feet must succeed on a Dexterity saving throw or take the same amount of damage as an arc of electricity leaps to them.

Any creature within 5 feet of an impaled target can remove the shard by succeeding on a Strength (Athletics) check against your spell save DC.

Lion's Roar

4th-level evocation


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V
  • Duration: Concentration, up to 1 minute

You utter a ferocious roar, intimidating your foes with supernatural ferocity. Each creature of your choice within 30 feet must make a Wisdom saving throw. On a failure, it becomes frightened of you. While frightened in this way, your attacks against them have advantage, and it takes 1d6 psychic damage at the start of each of its turns if it can see you. A target can reattempt the saving throw at the end of each of its turns to end the effect on itself.

Liquid Armor

2nd-level conjuration (ferromancy)


  • Classes: Inventor, Sorcerer, Spellblade, 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 less than 16, and it has resistance to the next 3 instances of bludgeoning, piercing, or slashing damage it suffers. 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.

Magma Spike

3rd-level transmutation


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

You haul a spike of red-hot magma up from the ground, impaling a creature you can see within range. The target must make a Dexterity saving throw. On a failure, it takes 2d6 fire and 2d6 piercing damage, and is impaled and restrained if it is Large or smaller. On a success, it takes half as much damage and suffers no other effects.

An impaled target takes 1d6 fire damage at the end of each of its turns. The target can repeat its saving throw at the end of each of its turns, freeing itself on a success.

Magnetic Smite

4th-level transmutation (ferromancy)


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

The next time you hit a creature with a melee weapon attack before this spell ends, your weapon turns incredibly dense for the impact, dealing 4d8 additional bludgeoning damage. Until the spell ends, the target’s body pulses with a powerful magnetic field, making its movements unpredictable and difficult. At the start of each of its turns, the target must roll any die. On an odd result, all its attacks are made with disadvantage until the start of its next turn. On an even result, its movement speed is halved until the start of its next turn.

A creature impaired by this spell can make a Strength saving throw at the end of each of its turns. On a success, the spell ends.

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

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 with 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 its body turns to acid and begins dissolving itself. As an action, the target or another creature within 5 feet can clear the acid away. If 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.

Midnight Fire

5th-level transmutation (shadow magic)


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

You summon a shroud of black flames, which wrap around your body and conceal you in shadow. For the duration, you are under the following effects:

  • You are surrounded by 10 feet of darkness. A creature with darkvision can't see through this darkness, and it can't be illuminated by light sources except those caused by spells of 5th level or higher. You can see in this darkness normally.
  • You have resistance to radiant damage.
  • When a creature starts its turn within 10 feet of you or comes within 10 feet of you for the first time on its turn, it is assaulted by tendrils of black flame, dealing 2d10 necrotic damage.

Molten Shard

3rd-level conjuration (ferromancy)


  • Classes: Sorcerer, Spellblade, 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 its attacks with disadvantage, and takes an additional 1d8 fire damage at the end of each of its turns. Any creature within 5 feet of the target can remove the shard by succeeding on a DC 10 Wisdom (Medicine) check.

Moonlit Glade

3rd-level evocation


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

You call down the moon's light, enveloping a 100-foot tall, 30-foot radius cylinder in dim light. When a creature starts its turn within the moonlight or enters it on its turn, it must succeed on a Constitution saving throw or take 2d6 radiant damage. A shapechanger or other creature susceptible to silver has disadvantage on this saving throw, takes an additional 2d6 damage on a failure, and cannot change its form while within the light. Creatures can't be invisible within the light. When you cast the spell, you can specify any number of creatures you can see to automatically succeed on saving throws against the spell.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Mummy Fist

4th-level necromancy


  • Classes: Cleric, Necromancer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a creature and imbue it with a fragment of a mummy's curse. For the duration, the target's melee attacks deal 1d12 bonus necrotic damage. Once per turn when it hits with an attack, the creature can force the attack's target to make a Constitution saving throw against your spell save DC. On a failure, that creature is afflicted with mummy rot. It can't regain hit points, and anytime it takes necrotic damage, its hit point maximum is reduced by half the damage suffered. If it dies while afflicted by this curse, it crumbles away to dust unless you use your reaction to instead magically transform it into a preserved and embalmed state, as if it had been targeted with spare the dying.

While suffering from mummy rot, a creature can make a Constitution saving throw at the end of each of its turns to end the effect. It can also be cured with remove curse.

Murder of Crows

7th-level conjuration


  • Classes: Druid, Necromancer
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a crow feather)
  • Duration: Concentration, up to 1 hour

You summon a massive flock of spectral birds around an empty space or a creature you can see within range, which assails every creature within a 30-foot radius. At the start of each of its turns, a creature within the flock must make a Dexterity saving throw, taking 12d4 piercing damage on a failure or half as much on a success. The flock's area is heavily obscured, and creatures within it are deafened. In addition, creatures within the area make saving throws to maintain concentration with disadvantage, and any creature within its area when the spell is cast must immediately make such a saving throw, with the DC equal to your spell save DC.

If the flock is circling a creature which falls to 0 hit points, you can use your action to designate a new space or creature for it to circle.

Necrotic Mine

4th-level necromancy (osteomancy)


  • Classes: Inventor, Necromancer, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a humanoid skull which is consumed)
  • Duration: 8 hours

You infuse explosive power into a skull, setting a magical trap that explodes with deathly energy when triggered. You can set this item to detonate when a living creature comes within 5, 10, or 15 feet of it. When the skull explodes, each creature in a 20-foot radius must make a Dexterity saving throw. On a failure, a creature takes 6d8 necrotic damage and can't receive any healing until the end of its next turn. On a success, a creature suffers half as much damage and no other effects. If a creature is killed by a necrotic mine, it rises as a zombie on the next moonless night.

If a creature is affected by multiple necrotic mines in a turn, it takes half damage from any mines beyond the first. A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the original caster disarms it as an action.

Oozeform

5th-level transmutation


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

You transform yourself into a mass of corrosive ooze. When you cast the spell, you can change your size to one category smaller or larger. Until the spell ends, you gain the following benefits:

  • You are immune to acid damage.
  • You can move through a space as narrow as 1 inch wide without squeezing.
  • If a creature within 5 feet hits you with a melee attack, it takes 2d4 acid damage.
  • You can use your action to attempt to envelop a creature your size or smaller within 5 feet of you. The target must make a Dexterity saving throw. On a failure, you occupy its space. The target becomes grappled and restrained, and takes 8d4 acid damage at the start of each of its turns. As an action, it can try to free itself by repeating the saving throw.

Osseous Weapon

1st-level necromancy (osteomancy)


  • Classes: Necromancer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a Tiny or Small bone)
  • Duration: Concentration, up to 1 minute

You lay your hand on a bone and reshape it into a deadly weapon. You can form the bone into any melee weapon of your choice. On a hit, it deals the weapon's normal damage plus 1d4 necrotic damage. If the weapon has the thrown property, it can be thrown normally.

As a reaction after a creature hits with an attack with the bone weapon, you can shatter it. When the weapon shatters, the attack's target immediately takes 2d6 necrotic damage and can't receive healing until the end of your next turn.

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 enters them on 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 5th.

Plague of Rats

5th-level conjuration


  • Classes: Druid, Necromancer
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small piece of cheese)
  • Duration: Concentration, up to 10 minutes

You summon a horde of deadly rats, which attack any creature entering their area. The rats appear on the ground in a 30-foot radius around a point you can see. Any creature starting its turn within the rats or entering the area on its turn must make a Constitution saving throw. On a failure, it takes 8d4 piercing damage and is poisoned until the end of its next turn. On a success, it takes half as much damage and is not poisoned.

As a bonus action, you can direct the rat swarm to move up to 15 feet in a direction of your choice. If the rats are hit with an area-of-effect spell that deals at least 25 points of damage, they disperse. You can reform them as an action in the same location.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the rat swarm deals 1d4 additional damage and can withstand 5 additional points of damage for each slot level above 5th.

Poison Light

2nd-level evocation


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

You summon a blast of painful light, bathing one creature you can see within range in harmful radiance. The target must make a Constitution saving throw. On a failure, its current and maximum hit points are reduced by 3d4, and it is poisoned until the end of its next turn. While poisoned in this way, it radiates blue light in a 5-foot radius and can’t benefit from being invisible. If another creature ends its turn within this light, its current and maximum hit points are reduced by 1d4.

Any hit point reductions caused by this spell are removed after the affected creature finishes a long rest.

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.

You gain resistance to all five damage types, and immunity to damage of the shield’s dominant damage type. When a creature damages you with a melee attack, it is subject to the following effect, determined by the shield’s dominant type:

d6 Damage Type Effect
1 Acid It takes 2d4 acid damage, and the next attack against it is made with advantage.
2 Cold It must make a Constitution saving throw or become restrained until the start of its next turn.
3 Fire It takes 1d6 fire damage.
4 Lightning It takes 1d12 lightning damage and becomes shocked until the end of its next turn, halving its speed and taking away its reaction.
5 Poison It must succeed on a Constitution saving throw or become poisoned until the end of its next turn.
6 Choose one of 1-5

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.

Rain of Coins

4th-level conjuration


  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (10 gp, which are consumed)
  • Duration: Concentration, up to 1 minute

You conjure a veritable storm of coinage, assailing your foes with a rain of painful treasure. As an action, you summon a rain of coins in a cylinder you can see, 30 feet across and 100 feet high. The cylinder is difficult terrain, and any creature starting its turn in the area immediately takes 4d8 bludgeoning damage and must make a Wisdom saving throw against your spell save DC. On a failure, it must spend its action attempting to frantically scoop up coins as they fall down. Creatures that can't be charmed automatically succeed on the saving throw.

After the spell ends, 4d4 gold coins remain in the area, and all the rest vanish.

Rain of Ooze

5th-level conjuration


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

You summon a downpour of sticky sludge, coating your enemies in a storm of slime. The storm occurs in a 30-foot radius, 100-foot high cylinder at a point you can see within range. Any creature starting its turn in the area or entering it on its turn must succeed on a Dexterity saving throw or be pounded by the slime rain. On a failure, a creature takes 8d4 bludgeoning damage and is coated in slime, reducing its speed by 10 feet. A creature flying in the area makes its save at disadvantage.

If a creature is coated with slime three times, it becomes restrained for the duration. A creature coated in slime is slowed until the spell ends or a creature within 5 feet of it spends an action to clear off the slime.

Rattle Bones

5th-level necromancy (osteomancy)


  • Classes: Necromancer, Warlock
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute

You gesture at a creature you can see within range, and magically grab hold of its skeleton and begin to shake. The target must immediately make a Constitution saving throw. On a failure, it takes 6d8 necrotic damage, has its speed reduced by half, and has disadvantage on all its attacks until the end of its next turn. On a success, the spell has no effect.

As a bonus action on your subsequent turns, you can shake the target's bones again. The target repeats the Constitution saving throw, with the same consequences. The spell ends when the target succeeds on a saving throw against it, when you cast the spell again, or when you end it as a bonus action.

Raven's Wings

3rd-level transmutation


  • Classes: Druid, Necromancer, Occultist
  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V, S
  • Duration: 1 turn

A pair of black feathered wings appear on your back and flap a mighty gust outward. Each creature of your choice within 20 feet must make a Strength saving throw. On a failure, it takes 5d8 slashing damage and is pushed 10 feet away from you. On a success, it takes half as much damage and is not pushed.

After you cast the spell, you can immediately fly up to 30 feet. The wings then disappear.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and the distance you can fly increases by 10 feet for each slot level above 3rd.

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 which wreathe 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.

Reanimation, Mass

9th-level necromancy


  • Classes: Cleric, Necromancer, Wizard
  • Casting Time: 1 minute
  • Range: 120 feet
  • Components: V, S
  • Duration: 24 hours

You call upon a frightful well of necromantic power to raise a huge number of corpses. Choose any number of corpses or bonepiles within range. The remains in life must have belonged to humanoids, beasts, dragons, giants, or monstrosities of challenge rating 8 or lower. The target is raised as a skeleton or zombie, respectively, applying the Skeleton or Zombie template to its former stat block. Three or more targets can be raised together as an Undead Horde.

On each of your turns, you can use a bonus action to mentally command any or all minions you have created through this spell within 60 feet. You select an action for each creature and where it will move. If you issue no command, the creature moves to attack any creatures hostile to it or takes the Dodge action if it cannot detect any.

These minions are under your control for 48 hours, after which they become hostile to you and all living things. The combined challenge ratings of these minions cannot exceed 18. If you cast the spell while you have any controlled reanimated servants, the duration of their control is renewed.

Reap Soul

9th-level necromancy


  • Classes: Necromancer
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a sickle)
  • Duration: Instantaneous

You attempt to harvest a creature's soul, instantly ending its life. The target must make a Charisma saving throw, taking 8d8 + 50 necrotic damage on a failure. If this damage kills the target, its body is instantly destroyed, and you become empowered by the stolen soul. You gain temporary hit points equal to half the damage dealt. While you have these temporary hit points, you can choose to reroll any dice when you deal necrotic damage, keeping the new result.

If the target succeeds on its saving throw, it takes half as much damage and you are not empowered by its soul, even if it dies to the damage.


Undead Horde

Huge swarm of medium undead


  • Armor Class 16
  • Hit Points 20 + 20 for each creature in the horde
  • Speed 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 19 (+4) 4 (-3) 7 (-2) 10 (0)

  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 8
  • Languages understands the languages you speak
  • Proficiency equals your bonus
  • Challenge Rating 1 for each creature in the horde

Teeming Mass. When the undead horde is created, its creator chooses how many corpses comprise it. For every corpse within the horde, it gains additional hit points and its abilities deal additional damage. When the horde falls below half its maximum hit points, it loses half its corpses and adjusts its statistics accordingly.

Ravenous Horde. When a creature ends its turn within the undead horde, it makes a Dexterity saving throw. On a failure, it takes 2d4 bludgeoning damage for every corpse within the horde.


Actions

Crush. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target. Hit: 15 + 1d6 bludgeoning damage for each corpse in the horde.

Seize. The horde attempts to grapple every creature within its space.

Revenant's Fortitude

4th-level necromancy


  • Classes: Necromancer, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You imbue one willing creature you touch with the resilience and willpower of a fearsome revenant. The target gains the following benefits:

  • It gains 10 temporary hit points at the start of each of its turns.
  • It has resistance to necrotic and psychic damage.
  • It has advantage on saving throws to avoid being charmed, frightened, and paralyzed.
  • If it dies, it must make a Charisma saving throw. On a failure, it becomes a revenant and is reanimated in 24 hours as long as its body is intact. It seeks revenge against the creature that killed it.

Reviving Call

3rd-level necromancy


  • Classes: Necromancer
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a black pearl worth at least 500 gp, which is consumed if the spell lasts its full duration)
  • Duration: Concentration, up to 1 minute

You point at a creature you can see which has died within the last minute and haul its corpse upright in a crude semblance of life. The creature temporarily returns to life with 1 hit point. This spell can’t revive a creature that has died of old age, nor can it restore any missing body parts.

For the duration of the spell, any time the target would take damage, it does not, and instead your hit points are reduced by half the amount. If you maintain concentration for the full duration, the creature is fully restored to life. At this time, you can choose to transfer any amount of hit points from yourself to the target. If the spell ends before its full duration, the target dies again, and you must immediately succeed on a DC 15 Constitution saving throw or drop to 0 hit points.

Note that concentration saving throws are triggered on damage, but not on hit point reduction.

River of Souls

8th-level necromancy


  • Classes: Necromancer
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You designate two points you can see within range that are at least 60 feet apart, and tear open rifts to the realm of souls at each location. A raging torrent of soul energy flows from one point to the other, in a direction you designate. This torrent occupies a line 20 feet wide. If a creature starts its turn within the river or enters it on its turn, it is assaulted by agonized spirits and must make a Constitution saving throw. On a failure, it takes 8d8 necrotic damage, falls prone, and is swept 30 feet in the torrent's direction. On a success, it takes half as much damage and suffers no other effects. If a creature is swept over the downstream rift, it must immediately succeed on a Wisdom saving throw or be stunned for 1 round as its mind is blasted with spiritual energy.

Rotting Sands

3rd-level conjuration


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon a foul and wretched sandstorm in a 30-foot radius around a point you can see within range, whipping your enemies with filthy and disease-carrying sands. The area becomes difficult terrain and lightly obscured for the duration. When a creature moves into or within the area on its turn, it takes 1d6 necrotic damage for every 5 feet it travels. If a creature ends its turn within the area, it must succeed on a Constitution saving throw or suffer one level of exhaustion if it has no more than three levels of exhaustion.

Savage Rush

2nd-level enchantment


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

You issue a bloodcurdling howl, empowering your allies to charge your foes. Select up to three creatures you can see within range. Each creature may immediately move up to its speed towards its nearest enemy. On its next turn, it makes its first attack with advantage, and the attack deals 1d6 bonus damage if it hits.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can select one additional creature for every two slot levels above 2nd.

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 of your choice within 5 feet of you. Each target must succeed on a Dexterity saving throw or take 1d6 damage and suffer an additional effect. Roll 1d6 for each target to determine the spell’s damage type and added effects.

d6 Damage Type Effect
1 Acid The target takes 2d4 acid damage at the end of its next turn.
2 Cold The target takes 1d4 cold damage and has its speed reduced by 10 feet until the end of its 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 its next turn.
5 Poison The target is poisoned until the end of its next turn.
6 Wild Choose the damage type and effect.

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

Screaming Skull

5th-level conjuration


  • Classes: Necromancer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a tiny metal skull)
  • Duration: Instantaneous

You create a massive flaming skull, which hurls itself across the battlefield, terrorizing every creature in its path. It begins in a space you can see within range and travels over a line 5 feet wide and 60 feet long, with a trail of fire 15 feet wide. Any creature in the skull's path or the trail of fire must make a Dexterity saving throw.

On a failed save, a creature in the skull's direct path takes 5d6 bludgeoning damage and 5d6 fire damage, and is frightened of you until the end of its next turn. A creature in the trail of fire only takes the fire damage and is not frightened. On a successful save, a creature takes half as much damage as it would on a failure and is not frightened.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the skull's path grows 10 feet longer. If you use a spell slot of 7th level or higher, both the fire and bludgeoning damage increase by 1d6 for every two slot levels above 6th.

Sever Soul

8th-level necromancy


  • Classes: Necromancer, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a black diamond worth at least 800 gp, which is consumed)
  • Duration: Concentration, up to 1 minute

You lay your hand on a creature and attempt to separate its soul from its body, leaving it permanently unmoored. The target must make a Charisma saving throw. On a failure, its hit point maximum is reduced by 40 and its soul is cursed. While cursed in this way, a creature suffers a -2 penalty to all its attack rolls, ability checks, and the saving throw DCs of its spells and abilities. At the end of each of its turns, it must succeed on a Charisma saving throw or the penalty increases by 2 and its hit point maximum is reduced by another 20 points. If a creature's hit point maximum is reduced to 0 by this spell, it dies and its body crumbles into dust. Its spirit reanimates 24 hours later as a ghost.

The spell ends when the target succeeds on any saving throw against it. If a creature's maximum hit points are reduced by the spell, it regains 40 maximum hit points after each long rest until it returns to its original maximum hit points.

Shackle of Flame

4th-level conjuration


  • Classes: Bloodrager, Druid, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an iron manacle)
  • Duration: Concentration, up to 1 minute

You summon a ring of fire, which snaps shut on the target’s limb and attempts to pin it in place. The target must make a Dexterity saving throw. On a failure, it is shackled. While shackled, the target takes 6d6 fire damage at the start of each of its turns. The first time it attempts to move on its turn, it must make a Strength saving throw. On a failure, it takes 4d6 additional damage and its speed is reduced to 0 until the start of its next turn. On a success, the spell ends.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, both instances of damage are increased by 1d6 for every two slot levels above 4th.

Shadow Phase

2nd-level illusion (shadow magic)


  • Classes: Necromancer, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You create a shroud of darkness, making yourself more difficult to see and enabling yourself to sink into the shadows. While shrouded in darkness, you have the following effects:

  • Creatures other than you perceive all light around you in a 10-foot radius as one step darker (bright light turns to dim light, dim light turns to darkness).
  • As an action, you can turn invisible in darkness. This invisibility ends when you attack or cast a spell.

A creature that's aware of your presence can attempt to disbelieve the illusion as an action by making a Wisdom (Perception) check against your spell save DC. On a success, it can ignore all effects of the spell for the duration.

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.

You can’t target items worn or wielded by an unwilling creature. 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, it is pinned to the ground, becoming restrained. Any creature within 5 feet can use its action to pull the shard free, attempting a Strength (Athletics) check against your spell save DC and freeing the target on a success.

Shatter Skeleton

7th-level necromancy (osteomancy)


  • Classes: Necromancer, Warlock
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You point at a creature you can see within range and attempt to snap all its bones. The target must make a Constitution saving throw. On a failure, it takes 12d8 necrotic damage. If this damage reduces the target below half its maximum hit points, it suffers numerous shattered bones, reducing its speed to 10 feet and giving it disadvantage on Strength, Dexterity, and Constitution saving throws. On a success, the target takes half as much damage and its bones are not broken.

Bones shattered by this spell can only be repaired with healing spells that restore 60 hit points or more, or the regeneration spell.

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, the attack deals 1d6 bonus 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, Spellblade, 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. A shapechanger or creature otherwise susceptible to silver has disadvantage on this saving throw, and, on a failure, cannot change its form until the end of its 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.

Sirocco

2nd-level transmutation


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a breath of hot air)
  • Duration: Instantaneous

You summon a blast of hot desert air, which sweeps across the battlefield. This gust begins at a space you can see within range and sweeps through a line 15 feet wide and 60 feet long. All creatures the wind passes through must make a Strength saving throw. On a failure, a creature takes 3d6 fire damage and is pushed 10 feet in the direction the wind blows. On a success, it takes half as much damage and is not pushed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the gust deals 1d6 additional fire damage and pushes creatures 5 more feet for each slot level above 2nd.

Sonic Blast

Evocation cantrip


  • Classes: Sorcerer, Wizard
  • 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 its 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, up to 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 ending its turn in the area must make a Wisdom saving throw. On a failed save, it is charmed by you, cannot willingly leave the spell’s area of effect, and has disadvantage on attack rolls against creatures outside the area. An affected creature can repeat the save at the end of each of its subsequent turns to end 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.

Soul Leech

4th-level necromancy


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

You extend a thread of black energy towards a creature you can see within range and begin to tear away its essence. Make a ranged spell attack against the target. On a hit, it takes 1d8 necrotic damage, and you can grant the same amount of temporary hit points to a creature of your choice within 30 feet of you. On subsequent turns, you can use your bonus action to leech the same target again.

If the creature gets more than 120 feet away from you at any point, the thread breaks and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for every two slot levels above 4th.

Spiritcraft

Necromancy cantrip


  • Classes: Necromancer, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute

You call upon a minor spirit and ask it to make its presence known. The spirit creates one of the following magical effects within range:

  • It creates a gentle breeze, capable of moving light objects and ruffling hair or garments.
  • It causes a small object to levitate up to a foot into the air.
  • It creates a disturbing sound originating from a point of your choice within range, such as otherworldly wailing, rattling chains, or the baying of hounds.
  • It twists your features and body into a horrifying mockery, in a way that is obviously illusory but deeply unsettling.
  • It creates the sound of music, audible to every creature within range.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. If you cast this spell at night under a full moon, its range increases to 60 feet.

Spirit Tether

5th-level necromancy


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

You connect your spirit to a willing creature you can see within range, enabling the free transfer of your essence. For the duration, you can use your bonus action to transfer 2d8 hit points between you and the target in either direction. The creature receiving hit points has advantage on its next attack before the end of its next turn, while the creature losing hit points has disadvantage on its next attack before the end of its next turn. If either creature falls to 0 hit points, the other can use its reaction to immediately transfer 2d8 hit points and then end the spell.

Spreading Toxin

5th-level transmutation


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

You afflict a creature you can see within range with a debilitating and contagious poison. The target must make a Constitution saving throw. On a failure, it takes 4d12 poison damage and is poisoned. On a success, it takes half as much damage and is not poisoned.

On your subsequent turns, you can use your bonus action to transmit the poison to an unpoisoned creature within 30 feet of one already poisoned by this spell. The poison's damage is reduced by 1d12 each time it spreads. An afflicted creature can attempt a Constitution saving throw at the end of each of its turns, ending the poisoned condition on a success. The spell ends when no targets are poisoned by it.

Steal Shadow

2nd-level transmutation (shadow magic)


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

You point at an illuminated creature you can see within range and attempt to tear its shadow away from it. The target must make a Charisma saving throw. On a failure, the target takes 5d6 necrotic damage and you steal its shadow. For the spell's duration, you can take the Hide action as a bonus action when you are in an area of darkness or dim light and the target makes all its Dexterity (Stealth) checks with disadvantage. If the target succeeds on the saving throw, it takes half as much damage and you do not steal its shadow.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 per slot level above 2nd.

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 its skin into a fine layer of worked steel. Until the spell ends, the target’s armor class can’t be lower than 19, and it has resistance to bludgeoning, piercing, and slashing damage. At the start of each of the target’s turns, it gains 10 temporary hit points.

Storm of Spirits

5th-level necromancy


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

You conjure a horde of restless specters, sending them charging forward to torment a creature you can see within range. The target must make a Wisdom saving throw. On a failure, it takes 10d8 necrotic damage and is frightened until the end of your next turn. On a success, it takes half as much damage and is not frightened.

Every other creature in a 15-foot radius around the target must succeed on a Wisdom saving throw or take 3d8 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage taken by both the primary and secondary targets increases by 1d8 for each slot level above 5th.

Stormwall

5th-level evocation


  • Classes: Bloodrager, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 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 300 gp)
  • 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

4th-level conjuration


  • Classes: Druid, Occultist, Warlock
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a jeweled spider figurine worth at least 500 gp)
  • 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 5th 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 11 + the level of the spell (natural armor)
  • Hit Points 40 + 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
15 (+2) 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 + 2 + 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, Recharge 5-6). 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). When the spider hits a creature with a Stabbing Leg attack, it can follow up with a series of further stabs with its knife-sharp legs. It can make one Stabbing Leg attack for each 10 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).

Surf Skip

2nd-level transmutation


  • Classes: Druid, Ranger, Sorcerer
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a smooth flat stone)
  • Duration: 10 minutes

You touch a creature and grant it the ability to move over liquid surfaces as if they were solid ground. The target must move at least 30 feet on each of its turns to stay above the liquid—otherwise, it sinks below the surface. While the target is moving over a liquid surface, it can move 10 feet for every 5 feet of movement it spends. It also gains advantage on saving throws to avoid being restrained or knocked prone.

Terrifying Guise

5th-level illusion


  • Classes: Bard, Bloodrager, Necromancer, Sorcerer, Troubadour, Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You wrap yourself in a fearsome glamer, which causes creatures who behold you to see their worst nightmares. When you cast the spell, creatures of your choice within 60 feet must make a Wisdom saving throw. On a failure, a creature becomes frightened of you. While frightened in this way, all your attacks against it deal 1d6 bonus psychic damage, and it must roll 1d8 at the start of each of its turns, suffering an additional effect based on the result.

d8 Effect
1-2 It falls prone.
3-4 It is stunned until the end of its turn.
5-6 It takes the Dash action and moves as far away from you as it can. It doesn’t enter obviously dangerous terrain, such as a fire or a pit.
7 It suffers 4d8 psychic damage.
8 Roll again twice, rerolling any 8's.

An affected creature can repeat its Wisdom save at the end of each of its turns, ending the spell for itself on a success. Once a creature has successfully saved against the spell, it can't be affected by the same spell again.

Thorn Lance

4th-level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a rose petal)
  • Duration: Instantaneous

You summon a mighty spear of thorns and flowers, hurling it at a creature you can see within range. Make a ranged spell attack against the target. If the attack hits, the target takes 6d8 piercing damage and is restrained for 1 minute as the lance explodes into a cluster of vines, enveloping its form. At the end of each of its turns, the target takes 2d8 piercing damage and can attempt a Strength saving throw to break free. Any other creature within 5 feet of the target can clear the vines as an action. Once the target is no longer restrained, the spell ends.

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

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, up to 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, a creature takes 5d8 thunder damage, is deafened, and has disadvantage on its next attack roll until the start of your next turn. On a failed save, it 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.

Tieleman’s Cannon

4th-level conjuration


  • Classes: Inventor, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small lead ball and a pinch of gunpowder)
  • Duration: Concentration, up to 1 round

You summon a spectral cannon in a space you can see within range, its fuse already lit and burning down. At the start of your next turn, the cannon fires in a direction of your choice. All creatures in a line 120 feet long and 5 feet wide must make a Dexterity saving throw. A target takes 7d10 bludgeoning damage on a failure or half as much on a success.

If your concentration ends early, the cannon fires immediately, dealing 4d10 bludgeoning damage, or half as much on a successful save.

This spell does full damage against fortified structures and ships, and double damage against smaller objects.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 per slot level above 4th.

Titan’s Might

4th-level transmutation


  • Classes: Bloodrager
  • 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 1d8 extra damage.
  • Your carrying capacity is doubled.

Turning Ward

2nd-level abjuration


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You construct a maze of magic around another creature you touch, making it difficult for enemies to reach. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make an Intelligence saving throw. On a failed save, the creature must target you instead, or another creature of its choice if it can't target you. If it doesn't choose a new target, it loses the attack or spell. The warded creature gains no protection from area effects.

When the target makes an attack or casts a spell that affects a hostile creature, that creature gains immunity to the spell. A creature also becomes immune to the spell if it succeeds on the saving throw.

Undead Familiar

1st-level necromancy (ritual)


  • Classes: Necromancer, Wizard
  • Casting Time: 10 minutes
  • Range: 15 feet
  • Components: V, S, M (the corpse of a tiny creature and 10 gp worth of perfume, which is consumed)
  • Duration: Instantaneous

You animate the corpse of a tiny creature to serve you. The corpse can be from any creature, but uses the statistics of one of the following: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. The familiar has the statistics of its chosen form, but its creature type becomes Undead and it is immune to necrotic and poison damage.

The first time it would be reduced to 0 hit points, it can attempt a Constitution saving throw with a DC equal to the damage dealt. On a success, it drops to 1 hit point instead. When it is reduced to 0 hit points, it dies.

Your familiar acts independently of you, but it always obeys your commands. In combat, it takes its turn immediately after yours. A familiar can't attack, but it can take other actions as normal.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, your previous familiar dies.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. You can cause a spell to deal 1d4 bonus necrotic damage when delivered in this way — once you do so, you can't do so again until you finish a long rest or recreate your familiar.

Unholy Crypt

6th-level necromancy


  • Classes: Cleric, Necromancer, Warlock
  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S
  • Duration: 24 hours

You create an unholy refuge at an empty point on the ground you can see within range. The crypt occupies at least 10 feet on a side and as much as 60 feet on each side. It has at least one door and is enclosed by wood and stone floors, walls, and a roof. It can connect to an existing structure but can't overlap with one or wholly contain one. You determine all aspects of the crypt's appearance such as altars, idols, illumination, rooms, scent, temperature, and windows.

You can specify one or two of the following effects to protect your crypt when you cast the spell. These effects can be active at all times, or activated and deactivated by command words of your choosing. When you cast the spell, you can designate any number of creatures to be immune to the effects. If dispel magic is cast within the crypt at 6th level or higher, it can suppress one of the effects for 24 hours.

  • Sapping Mist. The area of the crypt is lightly obscured, and a creature ending its turn within the crypt takes 1d4 necrotic damage.
  • Cackling Skulls. Demented skulls line the walls of the crypt, screaming and laughing at intruders. A creature distracted by the skulls has disadvantage on Wisdom saving throws and saving throws to maintain concentration on spells.
  • Impenetrable Gloom. The crypt is filled with magical darkness.
  • Grasping Hands. Skeletal hands erupt from the crypt's floor. A creature within the crypt must make a Dexterity saving throw at the start of each of its turns or its speed is reduced to 0.

Good-aligned creatures feel palpably uneasy within the crypt, and celestials make all saving throws with disadvantage within it.

Casting this spell on the same spot every day for a year makes the crypt permanent.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the casting time increases by 1 hour and the crypt's size increases by 60 feet on each side for each slot level above 6th. You can also add one additional effect for each slot level above 6th.

Vampiric Mist

4th-level conjuration


  • Classes: Necromancer, Warlock
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You summon a hungry mist, intent on sapping the life from your enemies. The mist occupies a 5-foot space and can be in the same space as another creature. When you cast the spell, the mist attempts to leech the life from a creature in its space. The target must succeed on a Constitution saving throw or take 2d6 necrotic damage. The mist stores health equal to half the damage dealt, up to a maximum of 20 hit points.

As a bonus action, you can command the mist to move up to 30 feet and leech health. As an action, you can command the mist to move up to 30 feet and disgorge its stolen health, healing one creature in its space for all its stored hit points. The spell then ends.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the mist's maximum stored hit points increases by 5 hit points for each slot level above 4th.

Venomous Maw

5th-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, 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.

Voltaic Pulse

5th-level evocation


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

You point at a creature you can see within range and summon a mighty blast of electricity centered on it. Every other creature within 15 feet of it must make a Constitution saving throw, taking 3d12 lightning damage on a failure or half as much damage on a success. The pulse triggers again at the end of the creature's next turn.

Waldrip's Wondrous Wagon

3rd-level transmutation


  • Classes: Bard, Inventor, Wizard
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a glass pumpkin worth at least 100 gp)
  • Duration: 8 hours

You transform the pumpkin used in the casting into a Large wagon, pulled by a spectral draft horse. You decide the general appearance of the vehicle and horse, but both are obviously magical to cursory inspection. For the duration, the wagon can be loaded with up to 2000 pounds, and moves as you direct at a speed of 30 feet (or 3 miles per hour at a slow travel pace). It can't take any actions.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its duration increases by 8 hours for each slot level above 3rd.

Wall of Blood

4th-level conjuration (blood magic)


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a splash of your blood worth at least 4 hit points, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You manifest some of your blood into a barrier on a solid surface you can see within range. You can make the wall up to 60 feet long, 20 feet high, and 5 feet thick, or in a ring up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall is opaque and lasts for the duration. Moving through the wall costs 3 feet of movement for each foot traveled.

Any creature entering the wall must make a Constitution saving throw, suffering 3d8 necrotic damage on a failure or half as much on a success. When a creature enters the wall, you can expend 2 hit points to increase the necrotic damage it would take by 2d8.

Wall of Bones

5th-level necromancy (osteomancy)


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a handful of bone slivers)
  • Duration: Concentration, up to 10 minutes

A wall of malevolent bones appears on a solid surface you can see within range. The wall is 1 foot 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 is pushed outside of the wall to a space of its choice.

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 that can be damaged and thus breached. Each panel has AC 10 and 80 hit points, and is vulnerable to bludgeoning damage. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion. The wall disappears when the spell ends.

When a creature starts its turn adjacent to the wall or moves within 5 feet of the wall for the first time on its turn, skeletal hands reach out to try and grapple it. The creature must make a Dexterity saving throw or take 2d8 necrotic damage and become grappled. While grappled in this way, it takes 2d8 necrotic damage at the start of each of its turns. A creature can be freed by succeeding on a Strength (Athletics) check with a DC equal to your spell save DC or by destroying the panel that is grappling it.

At Higher Levels. When you cast this spell with a spell slot of 7th level or higher and maintain your concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled.

Wall of Insects

5th-level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 hour

A wall of churning bugs appears on a solid surface you can see within range. You can make the wall up to 60 feet long, 20 feet high, and 10 feet thick, or in a ring up to 20 feet in diameter, 20 feet high, and 10 feet thick. The wall is opaque and lasts for the duration. Moving through the wall costs 3 feet of movement for each foot.

A creature that starts its turn in the wall or enters the wall on its turn must make a Constitution saving throw. On a failure, it takes 2d8 poison damage and 2d8 piercing damage, and is poisoned until the end of its next turn. On a success, it takes half as much damage and is not poisoned.

If a creature ends its turn in the wall, some insects cling to it, and it continues to be affected as if in the wall until it or another creature within 5 feet spends an action to brush the insects off.

Wall of Misery

5th-level enchantment (shadow magic)


  • Classes: Cleric, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of black sand)
  • Duration: Concentration, up to 10 minutes

You create a plane of roiling shadow, standing as a wall at a point you can see within range. 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. It can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight for other creatures, but is transparent to you. If the wall is in darkness, a creature unaware of it must succeed on a Perception check with a DC equal to your spell save DC in order to see it.

When the wall appears, each creature in its area must make a Charisma saving throw. On a failure, it takes 4d8 necrotic damage and is cursed for 1 minute. While cursed in this way, a creature can’t recover hit points, and it must roll 1d6 whenever it makes an attack roll, saving throw, or ability check, and subtract the result from the roll. A cursed creature can repeat the Charisma save at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall’s area takes 4d8 necrotic damage.

As a bonus action, you can move the wall up to 15 feet in any direction. You can either shift the entire wall, or move one of its end points.

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 on a solid surface you can see 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 is pushed outside of the wall to a space of its choice.

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. A creature within 5 feet of a wall panel when it is damaged takes 1d6 cold damage, and must succeed on a Constitution saving throw or become restrained until the start of its 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.

Whiteout

7th-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a pinch of silver dust)
  • Duration: Concentration, up to 1 minute

You create a terrible ice storm, occupying a 30-foot radius sphere centered on a point you can see within range. The area is heavily obscured, and any creature entering the area on its turn or starting its turn there must make a Constitution saving throw. On a failure, a creature takes 6d8 cold damage and has its speed reduced by half until the end of its next turn. A creature whose speed is already reduced by this spell is additionally restrained until the end of its next turn. Water in the area instantly freezes.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 7th.

Wind of Ruin

6th-level enchantment


  • Classes: Cleric, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a crow’s wing)
  • Duration: Concentration, up to 1 minute

You summon a dreadful wind, which begins at a point you can see within range and sweeps through a line 10 feet wide and 60 feet long. All creatures the wind passes through must succeed on a Charisma saving throw or become cursed for the duration. While cursed in this way, a creature suffers from the following penalties:

  • It has disadvantage on all Strength, Dexterity, and Constitution ability checks.
  • Anytime it makes an attack roll, it must roll 1d6 and subtract the result from the d20 roll.
  • At the start of each of its turns, its current and maximum hit points are reduced by 2d10. Its maximum hit points can’t go below 1 this way, and the reduction ends after a long rest.

A target can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success.

Wisdom of the Forgotten

8th-level necromancy


  • Classes: Cleric, Necromancer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon up the spirit of a long-dead sage and enlist them to aid you in all your endeavours. For the duration, you have advantage on all Intelligence and Wisdom checks and saving throws. In addition, when you fail a skill check, you can choose to replace the roll with a 20. You can do so a number of times equal to your spellcasting ability modifier.

Wraithbind

5th-level necromancy


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

You lay a blasphemous curse upon a creature's soul. The target must make a Charisma saving throw. On a failure, it takes 6d8 necrotic damage and you gain temporary hit points equal to half the damage dealt. If the target dies within the spell's duration, its spirit rises as a wraith 24 hours later. This wraith is hostile to all living things.

Wraithform

6th-level necromancy


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

You assume a spectral form, becoming shadowy and insubstantial. For the duration, you gain the following benefits:

  • You have resistance to damage from nonmagical weapons.
  • You have a 50-foot flying speed and can pass through creatures and objects. If you end your turn in a creature or object, you are shunted to the nearest empty space and take 1d10 force damage.
  • The first time you pass through another creature on your turn, it takes 1d8 necrotic damage and you gain temporary hit points equal to half the amount.
  • You can use your action to make a melee spell attack against one creature within 5 feet of you. On a hit, it takes 5d8 necrotic damage and you gain temporary hit points equal to half the amount.
  • You emit an aura of darkness in a 10-foot radius. You can activate or deactivate this aura as a bonus action.

Changelog

v1.13

  • Added Mummy Fist, Deadly Light, Poison Light, Rotting Sands, Wraithform

v1.12

  • Added Beast Claw, Eagle's Wings, Lion's Roar

v1.11

  • Fixed a few typos
  • Promoted Bloody Scythe, Rain of Coins, Detect Treasure, Cursed Coinage, Raven's Wings, Wisdom of the Forgotten
  • Edited class list for Disguise Creature

v1.10

  • Promoted Accursed Blade, Mass Reanimation, Spirit Tether, Deathgrip, Terrifying Guise, Reap Soul, Crown of Entropy, Corpselight, Sirocco, Wraithbind, Form of Bone,
  • Fixed error in spell listing (Savage Rush was misnamed as Death Frenzy)
  • Corrected AHL on Bone Spear
  • Corrected AHL on Bone Spines
  • Corrected AHL on Soul Leech
  • Removed M component from Unholy Crypt, corrected range and cast time
  • Removed Crawling Claw from Undead Familiar (SRD concerns)

v1.9

  • Promoted Reviving Call, Crystal Blossom, Vampiric Mist, Shatter Skeleton, Murder of Crows, Disguise Creature, Rattle Bones, and Screaming Skull out of workshop

v1.8

  • Promoted Unholy Crypt, Sever Soul, Soul Leech, Bone Spines, Deepen Shadows, Shadow Phase, Spreading Toxin, Fetid Blade out of workshop
  • Reworked/renamed Savage Rush (Death Frenzy)

v1.7

  • Promoted Death Frenzy, Deathly Chill, Field of Rot, Lich's Mantle out of workshop

v1.6

  • Promoted Aura of Slaughter, Banshee's Wail, Black Moon, Bone Hatchet, Creeping Shadow, Osseous Weapon, Spiritcraft, Steal Shadow out of workshop

v1.5.1

  • Gave a few spells to Spellblades: Auric Lance, Devil's Dagger, Flashdaggers, Lightning Spike, Liquid Armor, Molten Shard, Silver Wind, Venomous Maw

v1.5

  • Added Adapted December 2024 Holiday Spells: Rain of Ooze, Whiteout
  • Added January 2025 Spell Pack: Bone Spear, Grave Passage, Lightfoot, Necrotic Mine, Undead Familiar, Waldrip's Wondrous Wagon, Wall of Bones
  • Added Songs of the Spellbound Sea Sing Your Own Song spells: Howl of the Moon, Lightning Spike, Shackle of Flame, Surf Skip
  • Added Tieleman's Cannon
  • Added Knight-Abjurer Spells: Blade Shell, Force Barrier, Instant Guardian, Turning Ward,
  • Incorporated major proofread and edit pass
  • Updated cover art

v1.4

  • Added Storm of Spirits

v1.3

  • Added Corrosion, Aura of Iron, Magnetic Smite, Wall of Misery

v1.2.1

  • Gave Ebon Spear to Warlocks
  • Fixed a sort-order issue

v1.2

  • Rebalanced Summon Spider
  • Tweaked Ebon Spear

v1.1

  • Added Bind Lesser Fiend and Ebon Spear

v1.0

  • Took Glacial Axe away from Rangers

v0.15

  • Added Cloak of Wasps, Latching Beetle, and Wall of Insects
  • Removed Oakenhide and Mass Freeze (They're in Spells That Don't Suck)

v0.14

  • Added Coruscating Flash and Wind of Ruin
  • Nerfed Scintillating Spray

v0.13.1

  • Two small nerfs to Axiomatic Artillery
  • Updated art and license

v0.13

  • Added Axiomatic Artillery, Gravitic Field, Wall of Blood

v0.12.2

  • Some copyedits

v0.12.1

  • Added Titan's Might

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
Thank you supporters!

A heartfelt thank you to all my patrons, whose generous support helps make this work possible. And a special thank you to:

  • Alex Whitehurst
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  • Andrew Porteous
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  • Danny Mendoza
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And a very special thank you to Archmage-tier supporters!

  • Grimm

Credits & References

So Many Spells created by somanyrobots
Discord | Patreon

Spells

Includes backer-commissioned spells from the "Sing Your Own Song" tier for Songs of the Spellbound Sea.

  • Benjamen B.: Howl of the Moon
  • Nolan and Salvador Blanchfield: Shackle of Flame
  • Chris Grimmett: Lightning Spike
  • Maya Selbie: Surf Skip

Art

Eldritch Rift, by Alifka Hamamm Nugroho


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.


5E SRD Content
  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.

  • The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.


Can I Use These In My Project?

If you want to include spells from this document in your own work, include a reference, for example:


Includes spells from So Many Spells by somanyrobots, which is licensed CC-BY and available here.