Compendium of Spells

by laserllama

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Laserllama Compendium of Spells v.0.4

Laserllama Spells

The following spells are presented in order of ascending spell level. Alternate versions of official spells are marked with an A, and are to be used with all laserllama content.

Cantrips (0-Level)

acid splash A
beckon air
booming blade A
blade ward A
control flame A
friends A
glitterbeam
green-flame blade A
guidance A
lightning lure A
mind thrust
mold earth A
mystic hammer
otherworldly grasp
poison spray A
primal savagery A
psionic strike
resistance A
seance
shape water A
sword burst A
tempestuous blade
true strike A
vicious mockery A

1st-Level

beast bond A
compelled duel A
conjure familiar
create snare A
create water A
divine favor A
ensnaring strike A
ethereal anchor
ghastly flight
goodberry A
hail of thorns A
id insinuation
jump A
searing smite A
shield A
thunderous smite A
torrent
witch bolt A
wrathful smite A

2nd-Level

animate object
aura of frost
awaken plant
barkskin A
branding smite A
conjure beast
cordon of arrows A
create ooze
elemental blade
find steed A
flame whip
locate creature
lock/unlock
magic weapon A
mystic spear
pass without trace A
restoration
totemic cowl

3rd-Level

animate dead A
blinding smite A
cerebral blast
conjure elemental A
conjure fey A
conjure fiend
conjure volley A
counterspell A
dire wail
flame arrows A
grasping vine A
hunger of hadar A
hypnotic pattern A
irresistable dance A
lightning arrow A
sonic wave
spectral passage
tiny hut A

New Casting Times

Multiple spells included in the laserllama spell compendium use the new casting times detailed below: On hit and 1 attack.

On Hit

Spells with the casting time of "on hit" can be cast whenever you hit the specified target with a weapon attack during your turn, much like a Paladin's Divine Smite feature. However, you cannot expend more than one spell slot as part of an attack.

1 Attack

Spells with the casting time of "1 attack" can be cast in place of a single attack, whenever you could make a weapon attack during your turn. The spells cannot be cast in place of a spell attack, and to cast them as part of an opportunity attack, you need the War Caster Feat or a similar feature.

4th-level

accursed touch
conjure aberration
create undead A
death ward A
ego scourge
eldritch tentacles
pillars of earth
polymorph A
staggering smite A
wall of thorns A

5th-level

banishing smite A
conjure celestial A
conjure dragon
conjure giant
create construct
psychic crush
spiritual sundering
steel wind strike A
swift quiver A
vorpal blade
wall of force A

6th-level

create homunculus
create monstrosity
psionic oppression

7th-level

create simulacrum
forcecage A
whirlwind A

8th-level

animal shapes A
antipathy A

9th-level

shapechange A
storm of vengeance A
weird A

Cantrips (0-Level)

The following 0-level cantrips are listed in alphabetical order. Alternate versions of official spells are marked with ALT.

Acid Splash ALT

Evocation Cantrip


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

You hurl an orb of caustic acid at a point you can see within range. Creatures within 5 feet of that point must succeed on a Dexterity saving throw or take 1d6 acid damage.

At Higher Levels. The damage of this spell increases
by 1d6 at 5th (2d6), 11th (3d6), and 17th level (4d6).

Beckon Air

Transmutation Cantrip


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

You can manipulate the winds and use them to assault foes. When you cast this spell choose one of the following effects:

Manipulate Air. You manipulate the air in a 5-foot cube within range, creating a small sensory affect such as causing leaves to rustle, shutters to slam shut, or clothing to ripple.

Air Burst. You create a ball of compressed air in your hand and hurl it at a target you can see within range, forcing it to make a Strength saving throw. On a failed save, it takes 1d6 thunder damage and a Medium or smaller target is knocked back 10 feet away from you in a straight line.

At Higher Levels. The damage of this Cantrip and the size target it can knock back increases by 1d6 at 5th (2d6, Large), 11th (3d6, Huge), and 17th level (4d6, Gargantuan).

Booming Blade ALT

Evocation Cantrip


  • Classes: Artificer, Bard, Magus, Sorcerer, Warlock
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a simple or martial melee weapon)
  • Duration: 1 round

As a bonus action, you wreathe the melee weapon used in the casting of this spell with thunderous magic. Until the start of your next turn, your attacks with that weapon deal thunder damage in place of the weapon's normal damage type.

Once per casting when you deal thunder damage with this spell, you can envelop your target in thunderous energy until the start of your next turn. If the target willingly moves 5 feet or more before then, this thunderous energy explodes and it takes 1d6 thunder damage, then the energy dissipates.

At Higher Levels. The thunder damage dealt by this spell when the creature moves at least 5 feet increases at 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Blade Ward ALT

Abjuration Cantrip


  • Classes: Bard, Magus, Psion, Shaman, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You trace a sigil of warding into the air. Whenever you take bludgeoning, piercing, or slashing damage for the duration of this spell, you can reduce the damage you would take by 1d4.

Control Flame ALT

Transmutation Cantrip


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

You can manipulate fire and use it to assault your foes. When you cast this spell choose one of the following effects:

Manipulate Fire. You choose nonmagical flame you can see within range and that fits within a 5-foot cube and cause the flame to grow to fill the cube, extinguish all flame within the cube, change its color, or cause simple animated shapes to appear within the flames, such as creatures or locations.

Hurl Flame. You create a small ball of flickering flame in your hand and hurl it at one target that you can see within range, making a ranged spell attack against it. On hit, it takes 1d8 fire damage. Flammable objects that aren't being worn or carried are ignited when hit by this spell attack.

At Higher Levels. The damage of this Cantrip increases by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8).

Friends ALT

Enchantment Cantrip


  • Classes: Bard, Psion, Sorcerer, Vessel, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a small amount of makeup applied to
    the face as this spell is cast)
  • Duration: Concentration, up to 1 minute

You lace your words with soothing magic and force a creature of your choice that can hear and understand you to make a Wisdom saving throw. On a failure, you have advantage on all Charisma checks directed at that creature for the duration.

On a successful save, the creature realizes that you used magic to attempt to influence it and becomes hostile toward you. A creature prone to violence might attack you, and other creatures might seek retribution against you in other ways.

Glitterbeam

Evocation Cantrip


  • Classes: Bard, Magus, Vessel
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You project a beam of twinkling lights at a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 radiant damage. Until a creature uses an action to remove the glitter, a target hit by this spell emits bright light in a 5-foot radius and has disadvantage on any Dexterity (Stealth) checks it makes to hide or conceal itself.

At Higher Levels. The damage of this spell increases
by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8).

Green-Flame Blade ALT

Evocation Cantrip


  • Classes: Artificer, Magus, Sorcerer, Warlock
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a simple or martial melee weapon)
  • Duration: Instantaneous

As a bonus action, you wreathe the melee weapon used in
the casting of this spell with emerald flames. Until the start
of your next turn, your attacks with that weapon deal fire damage in place of the weapon's normal damage type.

Once per casting when you deal fire damage with this spell, you can cause the flames to leap to another creature you can see within 5 feet of your target, dealing 1d6 fire damage to it.

At Higher Levels. The fire damage dealt to the second creature by this spell increases at 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Guidance ALT

Divination Cantrip


  • Classes: Bard, Cleric, Druid, Psion, Shaman, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch another creature and infuse it with otherworldly knowledge of a skill of your choice. For the duration, it gains a 1d4 bonus to any ability checks it makes with that skill.

If you are proficient in the skill, this bonus becomes 1d6.

Lightning Lure ALT

Evocation Cantrip


  • Classes: Artificer, Magus, Sorcerer, Vessel, Warlock, Wizard
  • Casting Time: 1 attack
  • Range: self (15-foot-radius)
  • Components: V
  • Duration: Instantaneous

You create a lash of arcane lightning and strikes at a creature of your choice you can see within 15 feet. It must succeed on a Strength saving throw or take 1d8 lightning damage and be pulled in a straight line up to 10 feet toward you.

At Higher Levels. The range of this spell increases at 5th level (20 feet), 11th level (25 feet), and 17th level (30 feet).

Mind Thrust

Evocation Cantrip


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

You assault the mind a creature within range with a torrent of psionic power. Make a ranged spell attack against the target. On hit, the creature takes 1d10 psychic damage and it cannot take reactions until the start of your next turn.

At Higher Levels. This spell’s damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mold Earth ALT

Transmutation Cantrip


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

You can manipulate the earth and use it to assault your foes. When you cast this spell choose one of the following effects:

Manipulate Earth. You manipulate loose earth and stone in a 5-foot cube within range, harmlessly excavating, moving, and depositing it up to 5 feet away, changing it into difficult terrain, or changing difficult terrain into normal terrain.

Hurl Stone. You create a small ball of loose stone and dirt in your hand and hurl it at a target you can see within range, making a ranged spell attack against it. On hit, it takes your choice of either 1d6 bludgeoning or piercing damage, and if the target is Small or smaller it is knocked prone.

At Higher Levels. The damage of this Cantrip and the size of targets that it knocks prone increases by 1d6 at 5th (2d6, Medium), 11th (3d6, Large), and 17th level (4d6, Huge).

Mystic Hammer

Conjuration Cantrip


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

You batter a creature within range with psionic force, forcing it to make a Strength saving throw. On a failed save, it takes 1d6 force damage and it knocked prone. Large and larger creatures have advantage on this Strength saving throw.

At Higher Levels. The damage of this Cantrip and size of creature that makes the saving throw normally grows at 5th level (2d6, Large), 11th level (3d6, Huge), and 17th level (4d6).

Otherworldly Grasp

Necromancy Cantrip


  • Classes: Shaman, Sorcerer, Vessel, Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (an empty hand)
  • Duration: Instantaneous

You channel necrotic spiritual power to your hand, changing it into a withered specter of itself. Make a melee spell attack against one creature within your reach. On hit, it takes 1d8 necrotic damage, and you can choose to gain temporary hit points equal to half the necrotic damage dealt.

At Higher Levels. The damage of this spell increases
by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8).

Poison Spray ALT

Necromancy Cantrip


  • Classes: Artificer, Druid, Magus, Shaman, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You raise your hand and project a toxic mist at a creature you can see within range. Make a ranged spell attack against the target. On hit, the target takes 1d12 poison damage.

At Higher Levels. The damage of this spell increases
by 1d12 at 5th (2d12), 11th (3d12), and 17th level (4d12).

Primal Savagery ALT

Transmutation Cantrip


  • Classes: Druid, Shaman
  • Casting Time: 1 action
  • Range: self
  • Components: S, M (an empty hand)
  • Duration: Instantaneous

Your fingers transform into sharp claws until the start of your next turn. As part of the action used to cast this spell you can make a melee spell attack with these claws. On hit, they deal slashing damage equal to 1d6 + your spellcasting modifier.

At Higher Levels. The number of attacks you make with the claws as part of the action to cast this spell increases at 5th level (two), 11th level (three), and 17th level (four).

Psionic Strike

Evocation Cantrip


  • Classes: Psion
  • Casting Time: 1 attack
  • Range: self
  • Components: S, M (an empty hand)
  • Duration: Instantaneous

As part of an unarmed strike, you manifest a blade of psionic energy in your hand. On hit, the target takes psychic damage equal to 1d6 + your Strength modifier, in place of the normal damage of your unarmed strike. Your hand instantly reverts to its normal appearance after your attack.

At Higher Levels. The damage die of this spell increases at 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Resistance ALT

Abjuration Cantrip


  • Classes: Bard, Cleric, Druid, Magus, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You weave a protective mantle of magic around one willing creature you touch. Once per turn, when the target is forced to make a saving throw it can gain a 1d4 bonus to its roll.

Seance

Transmutation Cantrip


  • Classes: Shaman
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 action

You channel minor spirits, allowing them to work through you so that they may once again affect change in the material world. You create one of the following effects within range:

  • You create an instantaneous, harmless sensory effect, such as a flickering azure flame, an unnaturally chill breeze, rhythmic chanting, or the smell of incense.
  • A minor spirit briefly appears and fades away.
  • You instantaneously light or snuff out a candle, torch,
    or a small campfire.
  • A mote or iridescent light points to the closest place
    of spiritual power, recent death, or new birth.
  • Ley lines within range briefly reveal themselves as they flicker with otherworldly light.

Shape Water ALT

Transmutation Cantrip


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

You can manipulate water and use it to assault your enemies. When you cast this spell choose one of the following effects:

Manipulate Water. You manipulate water in a 5-foot cube within range, harmlessly changing the direction it is flowing, altering its color or opacity, causing simple animated shapes to appear, or if there are no creatures in it you can freeze it.

Hurl Wave. You create a small orb of tempestuous water in your hand and hurl it at one target you can see within range, forcing it to make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage, and any non-magical flame it is holding, or within 5 feet of it, is instantly extinguished.

At Higher Levels. The damage of this Cantrip increases by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8).

Sword Burst ALT

Abjuration Cantrip


  • Classes: Magus, Psion, Warlock
  • Casting Time: 1 attack
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You conjure a defensive ring of spectral blades which sweep around you. Creatures within 5 feet of you must succeed on
a Dexterity saving throw or take 1d6 slashing damage.

At Higher Levels. The damage die of this spell increases at 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Tempestuous Blade

Evocation Cantrip


  • Classes: Artificer, Magus, Warlock
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, M (a simple or martial melee weapon)
  • Duration: 1 round

As a bonus action, you infuse the melee weapon used in the casting of this spell with electrified magic. Until the start of your next turn, your attacks with that weapon deal lightning damage in place of the weapon's normal damage type.

Once per casting when you deal lightning damage with this spell, you can infuse your target with an electrical charge until the start of your next turn. If the target uses a reaction of any kind before then, this tempestuous charge is unleashed and it takes 1d6 lightning damage.

At Higher Levels. The lightning damage dealt by this spell when the target uses its reaction increases at 5th level (1d8), 11th level (1d10), and 17th level (1d12).

True Strike ALT

Divination Cantrip


  • Classes: Bard, Magus, Psion, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 round

You infuse your weapon with divination magic and point it
at one creature you can see. The next time you make a melee attack with this weapon against that target before the start of your next turn, you add 1d4 to your attack roll.

At Higher Levels. This spell's attack roll bonus increases when you reach 5th (1d6), 11th (1d8), and 17th level (1d10).

Vicious Mockery ALT

Enchantment Cantrip


  • Classes: Bard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You unleash a string of provoking words at a creature that can hear and understand you within range. The target must succeed on a Wisdom saving throw, or it takes 1d6 psychic damage and have disadvantage on every attack roll against targets other than you until the start of your next turn.

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

1st-level Spells

The following 1st-level spells are listed in alphabetical order. Alternate versions of official spells are marked with ALT.

Beast Bond ALT

1st-level Divination


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (saliva from both you and the target)
  • Duration: 1 hour

You touch a Beast that is either friendly or Charmed by you and establish a mental link with it. This spell automatically fails if the Beast's Intelligence is 4 or higher.

For the duration, your minds are linked so long as you can see each other. You can communicate telepathically through this link, even if you do not share a language. Lastly, the link grants the Beast advantage on attack rolls against any target you can see within 5 feet of you.

If you cast this spell on another Beast, previous instances of this spell are immediately dispelled.

Compelled Duel ALT

1st-level Enchantment


  • Classes: Paladin
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute

You utter a challenge infused with divine authority, targeting one creature within range that can both hear and understand you. For the duration, it has disadvantage on attacks against targets other than you, it cannot willingly move more than 30 feet from you, and if it casts a spell that targets creatures you must be one of the targets of that spell.

At the end of each of its turns, the creature can make a Wisdom saving throw, ending this effect on a success.

The spell also ends early if you cast this spell again, if you attack or force another creature to make an ability check or a saving throw, if you are Incapacitated, or if your allies attack the target or force it to make an ability check or saving throw.

Conjure Familiar

1st-level Conjuration (Ritual)


  • Classes: Wizard
  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (a drop of the spellcaster's blood, consumed by the casting of this spell)
  • Duration: Instantaneous

Offering a drop of blood, reduce your maximum hit points by 1 to conjure a Familiar. It is Friendly to you and it obeys your commands. Your Familair uses the following rules:

Statistics. Your Familiar manifests as a CR 0 Beast of your choice, but its creature type is Celestial, Fey, or Fiend. Familiars often reflect the true nature of the caster's soul in appearance and alignment. You can only have one Familiar, but you can perform the ritual again to change its form.

Control. In combat, the Familiar shares your initiative and acts during your turn. It cannot attack, but can otherwise act normally. If it drops to 0 hit points your Familiar is destroyed. If it is destroyed, you regain the maximum hit points spent in its creation at the end of your next long rest.

Dismissal. As an action, you can shunt your Familiar to a unique pocket dimension, or dismiss it forever. As an aciton, you can recall your Familiar from its pocket dimension, and it reappears in an unoccupied space you can see within 10 ft.

Soul Bound. While your Familiar is within 100 ft., you can communicate with it Telepathically. As an action, you can use your Familiar's senses in place of your own until you end this effect (no action required) or you are Incapacitated. While you do so, you are blind and deaf to your own surroundings.

Spellcasting. When you cast a spell with a range of touch and your Familiar is within 100 ft., your Familiar can use its reaction to deliver that spell using your Spellcasting ability.

Potential Familiars

If your table uses the Laserllama Compendium of Beasts, the following Beasts are options for a conjure familiar spell:

CR Beast
0 Badger
0 Bat
0 Cat
0 Chicken
0 Crab
0 Fox
0 Firefly
0 Fish
0 Frog
0 Goat
0 Hare
CR Beast
0 Lizard
0 Monkey
0 Octopus
0 Owl
0 Raven
0 Rodent
0 Scorpion
0 Spider
0 Tortoise
0 Vulture
0

Create Snare ALT

1st-level Abjuration


  • Classes: Artificer, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (30 feet of cord or rope, which is consumed by the spell)
  • Duration: Until dispelled or triggered

You infuse a length of cord or rope with magic, transforming it into a magic Snare, pointing it toward an unoccupied space you can see within 30 feet. It unfurls in that space and turns invisible. It can only be detected by a successful Investigation check against your Spell save DC.

The first Small or larger creature to move into that space triggers your Snare and must make a Dexterity saving throw or fall Prone in its space and be Restrained by the Snare. If a creature is unaware of the Snare, it makes this saving throw with disadvantage. If a creature is in the space when you set the Snare, the Snare is instantly triggered.

A Restrained creature makes a Strength saving throw at the end of each of its turns, escaping the Snare on a success. Another creature can use its action to touch the Restratined creature make a Strength check against your Spell save DC, destroying the Snare on a success.

At Higher Levels. If you cast this spell using a 2nd level spell slot, the Snare deals 2d6 slashing damage whenever a creature fails a saving throw to avoid or escape the Snare.

If you cast this spell using a spell slot of 3rd-level or higher, this damage increases by 1d6 for each slot level above 2nd.

Create Water ALT

1st-level Transmutation


  • Classes: Druid, Ranger
  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a drop of water if creating water, or a grain of sand if destroying water)
  • Duration: Instantaneous

You create up to 10 gallons of clean water within range. The water appears in open containers you can see, or falls as rain in a 30-foot radius centered on you, extinguishing all flames.

Inverse Casting. You can use this spell to destory water. You destroy up to 10 gallons of water in open containers in range, or destroy fog in a 30-foot radius centered on you.

At Higher Levels. If you cast this spell with a spell slot of 2nd level or higher, you can create (or destroy) an additional 10 gallons of water, or the radius of this spell effect increases by 10 feet, for each slot level above 1st.

Divine Favor ALT

1st-level Evocation


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

Your prayer empowers one weapon of your choice within 10 feet of you with divine radiance. Until the spell ends, attacks with that weapon deal an extra 1d4 radiant damage on a hit.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you target one additional weapon within 10 feet of you for each slot level above 1st.

Ensnaring Strike ALT

1st-level Conjuration


  • Classes: Artificer, Ranger
  • Casting Time: On hit
  • Range: Self
  • Components: V, M (a weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 minute

When you hit a creature with a weapon attack, you can cause the point of impact to explode with a writhing mass of thorny vines. The target must succeed on a Strength saving throw or be restrained by the vines until the spell ends. Creatures that are Large or larger have advantage on this saving throw.

The restrained creature takes 1d6 piercing damage at the start of each of its turns. The restrained creature, or another creature within 5 feet, can use its action to make a Strength check against your Spell save DC, freeing it on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage it takes at the start of each turn increases by 1d6 for each slot level above 1st.

Ethereal Anchor

1st-level Evocation


  • Classes: Paladin, Psion, Vessel
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a silver nail)
  • Duration: Concentration, up to 1 minute

You hurl a bolt of pure spirit at a creature within range. Make a ranged spell attack against your target. On hit, it takes 3d6 radiant damage and for the duration, its speed is reduced to 0 as it is pinned in place by the spiritual bolt. As an action, any creature can make a Strength ability check against your Spell save DC, ending this spell's effects on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d6 for each slot level above 1st.

Ghastly Flight

1st-level Conjuration


  • Classes: Shaman, Warlock
  • Casting Time: 1 action
  • Range: Self (60 foot line)
  • Components: V, S, M (the powdered remains of a creature)
  • Duration: Instantaneous

You release a malevolent spirit that flies out from you in a direction of your choice in a 60-foot long, 5-foot wide line, at which point it fades away. Each creature within the line must make a Constitution saving throw. On a failed save, creatures take 2d8 necrotic damage and cannot regain hit points until the start of your next turn. On a success, creatures take half as much damage and can regain hit points as normal.

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

Goodberry ALT

1st-level Transmutation


  • Classes: Druid, Ranger
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (up to 10 fresh-picked berries, which are consumed by the casting of this spell)
  • Duration: Instantaneous

You hold up to ten berries in your hands and infuse them with primal magic. As an action, a creature can eat a berry. It then regains 1 hit point and nourishment for one day.

The berries wither and lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Hail of Thorns ALT

1st-level Conjuration


  • Classes: Ranger
  • Casting Time: On hit
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

When you hit a creature within range with a ranged weapon attack, you can cause the piece of ammunition to explode into a hail of thorns. In addition to the normal effect of the attack, the target of your attack and each creature within 5 feet must make a Dexterity saving throw. Creatures take 1d10 piercing damage on a failure, or half as much damage on a success.

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.

Id Insinuation

1st-level Enchantment


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

You unleash a storm of conflicting desires within the mind of one creature you can see within range. It must succeed on a Wisdom saving throw or be incapacitated for the duration.

The creature can repeat this Wisdom saving throw at the end of each of its turns and each time that it takes damage, ending the effects of this spell on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Jump ALT

1st-level Transmutation


  • Classes: Artificer, Druid, Magus, Psion, Ranger, Sorcerer, Vessel, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V S M (A grasshopper's hind leg)
  • Duration: 1 minute

You touch a willing creature and greatly alter its buoyancy. Once on each of its turns until the spell ends, the target can spend 10 feet of its movement to jump up to 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the distance of this magical jump increases by 10 feet for each slot level above 1st.

Searing Smite ALT

1st-level Evocation


  • Classes: Paladin
  • Casting Time: On hit
  • Range: Self
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

When you hit with a melee weapon attack you can cause the weapon to ignite with white-hot intensity. This attack deals 1d8 additional fire damage and the target bursts into flames.
At the start of each of its turns, it must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage, but on a success, the flames are extinguished. Another creature can use an action to extinguish these magical flames.

If your target is a plant, both the initial fire damage and the fire damage dealt on a failed saving throw increase by 1d8.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, both the initial fire damage dealt
by the attack and the fire damage dealt to the creature on a failed saving throw increase by 1d8 for each slot.

Shield ALT

1st-level Abjuration


  • Classes: Magus, Psion, Sorcerer, Wizard
  • Casting Time: 1 reaction, which you take when you are hit by an attack you can see or targeted by magic missile
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

A shimmering barrier of magical force appears to protect you. Until the end of the current turn, you gain a bonus to your Armor Class equal to 1 + your Spellcasting modifier
and you take no damage from the magic missile spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the bonus to your Armor Class increases by 1 for each slot level above 1st.

Thunderous Smite ALT

1st-level Evocation


  • Classes: Bard, Paladin
  • Casting Time: On hit
  • Range: Self
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

When you hit with a melee weapon attack, you can cause the weapon to explode with a thunderous shockwave audible out to 300 feet. This attack deals 1d8 additional thunder damage, and the target must succeed on a Strength saving throw or be pushed 10 feet away from you in a line and fall prone. Huge and larger targets have advantage on this saving throw.

If your target is a construct or an earth elemental the bonus thunder damage increases by 1d8 and it has disadvantage on the Strength saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the thunder damage increases by 1d8, and the target is pushed an additional 10 feet away from you in a straight line for each spell slot level above 1st.

Torrent

1st-level Evocation


  • Classes: Druid, Magus, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30 foot line)
  • Components: V, S, M (a mirror)
  • Duration: Instantaneous

A burst of elemental water erupts from you in a line 30 feet long and 5 feet wide in a direction you choose, forcing any creature in that area to make a Strength saving throw. On a failure, it takes 1d12 cold damage and is knocked back 10 feet in a straight line and falls prone. On a success, it takes half as much damage and is not moved or knocked prone. A Huge or larger creature has advantage on its saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d12 and it knocks back 10 additional feet for each slot level above 1st.

Witch Bolt ALT

1st-level Conjuration


  • Classes: Artificer, Magus, Shaman, Sorcerer, Vessel, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of wood struck by lightning)
  • Duration: Concentration, up to 1 minute

A beam of crackling energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and neither you nor the target can move more than 30 feet away from each other while this spell lasts.

You can use an action on each subsequent turn to deal an additional 1d12 lighting damage to the creature. A creature can attempt to move beyond the range of the spell by using its action to make a Strength check against your Spell save DC. If another creature attempts to move the target of this spell beyond the range of this spell it can use its action to make a Strength check against your Spell save DC. Any attempts by the target or another creature (magical or mundane) to move the target beyond this range automatically fail.

The spell immediately ends if you are forced to move more than 30 feet away from the target of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the initial and subsequent damage increases by 1d12 for each slot level above 1st.

Wrathful Smite ALT

1st-level Evocation


  • Classes: Paladin
  • Casting Time: On hit
  • Range: Self
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 minute

When you hit with a melee weapon attack you can cause the weapon to strike at both body and mind. This attack deals an additional 1d8 psychic damage, and the target must succeed on a Wisdom saving throw, or it is frightened of you until the spell ends. As an action, the creature can repeat this Wisdom saving throw, ending the effects of the spell on a success.

If your target is an aberration or it can speak telepathically this bonus psychic damage increases by 1d8.

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

2nd-level Spells

The following 2nd-level spells are listed in alphabetical order. Alternate versions of official spells are marked with ALT.

Animate Object ALT

2nd-level Transmutation


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

You infuse one Small or smaller nonmagical object you can see with life, temporarily animating it under your control. For the duration, or until destroyed, it uses the rules below:

Statistics. The Animated Object uses the stat block below. It uses your Spell save DC, spell slot spent on it (Spell Slot), your Spell Attack Modifier, and your Proficiency Bonus (PB) in several places throughout the stat block.

If the Animated Object is reduced to 0 hit points, it reverts to its inanimate form and any extra damage carries over.

Control. While in combat, the Animated Object shares your initiative and acts during your turn. However, unless you command it, the Animated Object remains in its space and it only acts to defend itself. While you are within 500 feet of the Animated Object, you can Telepathically command it with a bonus action, determining how it will act on its turn or to set a general course of action for it (ie: "defend this door") until you give it another command.

At Higher Levels. When you cast this spell with a slot of a higher level, you can animate larger objects, as shown on the table below. The damage dice for its Slam also increase:

Slot Level Size Damage
3rd Medium 2d6
4th Large 2d10
5th Huge 2d12

Animated Object

Construct (Various Sizes), Neutral


    AC Spell save DC
  • HP 10 x Spell Slot
  • Speed 30 ft., fly 30 ft. (hover)

MODSAVE
Str16+3+3
Int3-4-4
MODSAVE
Dex14+2+2
Wis3-3-3
MODSAVE
Con10+0+0
Cha1-5-5

  • Senses Blindsight 30 ft. (blind beyond this radius)

  • Resistances Poison; Bludgeoning, Piercing, and Slashing damage from non-magical attacks

  • Immunities Exhaustion, Petrified, Poisoned

Actions

Slam. Melee Weapon Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: (2d4 +PB) bludgeoning, piercing, or slashing damage (appropriate to its shape).

Awaken Plant

2nd-level Transmutation


  • Classes: Druid
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You infuse a Small or smaller plant you can see with magic, animating it under your control. For the duration, or until it is destroyed, this Awakened Plant uses the rules below:

Statistics. The Awakened Plant uses the stat block below. It uses your Spell save DC, the slot spent on this spell (Spell Slot), your Spell Attack Modifier, and Proficiency Bonus (PB) in several places. The Plant is destroyed at 0 hit points.

If your concentration is broken before the end of the spell, the Plant reverts to its original state, taking root in its space.

Control. The Awakened Plant follows your commands to the best of its abilities. If it is not given a command it remains in its space and only acts to defend itself. In combat, it shares your initiative and it acts during your turn.

While the Plant is within 60 feet of you, you can use your bonus action to mentally issue it a command. You determine how it will act, or you can set a general course of action for it ("defend that tree"). This Plant follows your commands until they are completed or it is destroyed.

At Higher Levels. When you cast this spell with a slot of a higher level, you can animate larger plants, as shown on the table below. The damage dice for its Slam also increase:

Slot Level Size Damage
3rd Medium 2d6
4th Large 2d10
5th Huge 2d12

Awakened Plant

Plant (Various Sizes), Neutral


    AC Spell save DC
  • HP 20 x Spell Slot
  • Speed 20 ft.

MODSAVE
Str17+3+3
Int5-3-3
MODSAVE
Dex6-2-2
Wis10+0+0
MODSAVE
Con13+1+1
Cha5-3-3

  • Vulnerabilities Fire

  • Resistances Bludgeoning, Piercing

  • Languages understands Druidic but it cannot speak

Traits

False Appearance. While the Awakened Plant remains motionless, it is indistinguishable from a normal plant.

Actions

Slam. Melee Weapon Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: (2d4 +PB) bludgeoning or slashing damage, and a target equal to the Awakened Plant's size or smaller is Grappled (Spell save DC to end).

Aura of Frost

2nd-level Conjuration


  • Classes: Druid, Magus, Sorcerer
  • Casting Time: 1 action
  • Range: Self (10 foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Arcane frost, snow, and wind swirl about you in an aura with a 10-foot radius, and until the spell ends, the aura moves with you, centered on you. When a creature other than you, enters the area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw or it takes 2d8 cold damage and have its speed is reduced by 20 feet until the start of its next turn. On a successful save, it takes half as much cold damage and its speed isn't reduced.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, a creature that fails its save takes an additional 1d8 cold damage and has its speed reduced by an additional 10 feet for each spell level above 2nd.

Barkskin ALT

2nd-level Transmutation


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a strip of oak bark)
  • Duration: 1 hour

You touch a willing creature that is not wearing metal armor. For the duration, it's skin has a rough, bark-like appearance, and its Armor Class cannot be lower than 16. The spell ends if the target is Incapacitated or dons metal armor, but it can wield a shield and retain this benefit.

Branding Smite ALT

2nd-level Evocation


  • Classes: Paladin
  • Casting Time: On hit
  • Range: Self
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 minute

When you hit with a melee weapon attack you can cause the weapon to gleam with an otherworldly astral radiance. This attack deals 2d8 bonus radiant damage, and the target sheds dim light out to a 5-foot radius until the spell ends. The target also becomes visible if it was invisible and it cannot become invisible by magical or mundane means for the duration.

If your target is a fiend or undead, or if it has the sunlight sensitivity trait, the bonus radiant damage increases by 1d8.

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

Conjure Beast

2nd-level Conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a silver bone, feather, scale, or hair worth at least 1 gold, willingly gifted to you by a Fey spirit)
  • Duration: Concentration, up to 1 hour

You grasp the material component of this spell and call its Fey spirit to your aid. It is Friendly to you and your allies, and it follows your commands to the best of its abilities. For the duration, the spirit uses the following rules:

Statistics. The Fey spirit appears in an unoccupied space that you can see, where it takes on the shape and statistics of a Beast of CR 1 or lower. You choose the Beast, but it must be one you have seen a living specimen of before.

Combat. In combat, the Beast shares your initiative and it acts during your turn. You can issue it verbal commands (no action required). If the Beast has not received a command, it will move and defend itself to the best of its abilities. When the Beast is reduced to 0 hit points, the spirit disappears.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the CR of the Beast this spirit can take on increases by 1 for each slot level above 2nd.

Cordon of Arrows ALT

2nd-level Transmutation


  • Classes: Artificer, Ranger
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (three or more arrows or bolts)
  • Duration: 8 hours

You plant three pieces of ranged weapon ammunition in the ground within range and transmute them to protect the area. The first creature to move within 30 feet of this enchanted ammunition must make a Dexterity saving throw. The target takes 3d6 piercing damage on a failed save, and half as much piercing damage on a successful save.

As part of casting this spell, you can designate any number of creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the amount of ammunition that can be transmuted increases by two for each slot level above 2nd. For each additional piece of ammunition you transmute with this spell, the damage increases by 1d6.

Create Ooze

2nd-level Transmutation


  • Classes: Artificer, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: 5 feet
  • Components: V, S, M (a vial of acid and the ground bones of a Medium or larger Beast or Humanoid)
  • Duration: Instantaneous

This spell can only be cast underground. You mix the ground bones and acid, pouring the mixture in an unoccupied space. An Oblex Spawn under your control appears in there. While it exists, this Ooze uses the rules below:

Control. Oozes you create with this spell follow commands to the best of their abilities. If not given a command, the Ooze will remain in place and act only to defend itself. In comabt, the Ooze shares your initiative and acts during your turn.

As a bonus action, you can mentally command any number of Oozes you created with this spell so long as they are within 120 feet. You can issue an individual command to each where you determine exactly how it acts, or you set a general course of action for it ("defend this hall"). So long as it is under your control, an Ooze will follow commands until completed.

Slimy Bond. While an Ooze is under your control you can't regain the spell slot you spent to create it. However, when you finish a long rest, you can release control over any Oozes you created with this spell to regain the slots spent on them.

When released, Oozes become hostile to all living things, and seek out the closest underground dungeon to live in.

At Higher Levels. You can cast this spell with higher level spell slots to create more powerful Oozes as shown below:

Slot Ooze
2nd Oblex Spawn
3rd Gray Ooze
4th Psychic Gray Ooze
5th Ochre Jelly
Slot Ooze
6th Gelatinous Cube
7th Slithering Tracker
8th Black Pudding
9th Adult Oblex

Elemental Blade

2nd-level Conjuration


  • Classes: Druid, Magus, Sorcerer
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a charred wooden hilt)
  • Duration: Concentration, up to 10 minutes

You evoke an elemental blade in a free hand, choosing one of the following damage types: acid, cold, fire, lightning, poison, or thunder. The elemental blade appears as if it were made of the chosen element, and lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action without expending a spell slot.

Whenever you would make a melee attack, you can make
a melee spell attack with the elemental blade against a target within your reach. On hit, it takes damage of the chosen type equal to 2d6 + your spellcasting modifier.

While in your hand, the blade sheds bright light in a 10-foot radius and dim light an additional 10 feet beyond that.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Find Steed ALT

2nd-level Conjuration


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

You conjure a spirit in an unoccupied space within range that assumes the form of a supernaturally intelligent, strong, and loyal steed, which is instantly bonded to you. The Steed takes on the form of a Medium or Large quadrupedal (four-legged) Beast of CR ½ or lower without a flying speed. You must have seen a living specimen of this Beast before.

Statistics. Your Steed uses the stat block of the creature you chose for it, but its creature type changes to reflect your alignment: Celestial (good), Fey (neutral), or Fiend (evil). The Steed's Intelligence score becomes 6 (if it was lower), and it can understand one language that you speak.

Control. You control your Steed and decide how it acts, both in and out of combat In combat, it shares your initiative and acts during your turn. While riding it, you can make any spell you cast that targets only you also target your Steed.

While you and your Steed are within 1 mile of one another, you can use a special form of Telepathy to communicate.

If your Steed is reduced to 0 hit points it disappears. You can also use a bonus action to dismiss your Steed, causing it to disappear. Should you cast this spell again you can choose to either conjure the same Steed, and it reappears in range at its maximum hit points, or to conjure a new Steed, releasing your previous Steed from its bond in the process.

At Higher Levels. When you cast this spell with a slot of 4th-level or higher, you can choose for your Steed to take the form of a Medium or Large Beast, Celestial, or Monstrosity of CR 2 or lower that you have seen before. The form the Steed takes must be quadrupedal or winged.

Flame Whip

2nd-level Evocation


  • Classes: Vessel, Warlock
  • Casting Time: 1 attack
  • Range: Self
  • Components: V, S, M (a charred wooden hilt)
  • Duration: Concentration, up to 10 minutes

In place of an attack, you can evoke a whip of pure flame in a free hand. It lasts for the duration and sheds bright light out to a 10-foot radius. If you let go of the whip, it disappears, but you can evoke the Flame Whip again in place of an attack without expending a spell slot.

Whenever you could make an attack, you can instead make a melee spell attack with your Flame Whip against one target within 10 feet that you can see. On hit, it takes fire damage equal to 1d10 + your spellcasting modifier, and if the target is Large or smaller you can instantly grapple it with the Whip.

You cannot attack with the Whip while it is grappling a creature, but a grappled creature takes 1d10 fire damage at the start of its turns and can use its action to make a Strength check against your spell save DC, escaping on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both instances of fire damage dealt increase by 1d10 for every two slot levels above 2nd.

Locate Creature ALT

2nd-level Divination (Ritual)


  • Classes: Bard, Cleric, Druid, Paladin, Psion, Ranger, Shaman, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a magnet dipped in holy water)
  • Duration: Concentration, up to 1 hour

Describe or name a specific kind of Beast or Plant. It can be
a specific creature known to you, or the nearest creature of
a specific kind (such as a bear, oak, or horse), so long as you have seen such a creature within 30 feet at least once.

If one is within 1 mile, the material component of this spell points to it as if it were a compass. If the target is in motion, it points to it for as long as it remains in range. If the creature is in a different form, such as under the effect of the polymorph spell, this spell doesn't locate the creature.

This spell can't locate its target if any thickness of lead or
10 feet of running water blocks a straight line to the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the range and the type of creature you can locate increase as show in the table below:

Slot Level Range Creature Types
3rd 2 miles Dragon, Giant, Humanoid,
Monstrosity, Ooze
4th 3 miles Aberration, Construct, Undead
5th 5 miles Celestial, Elemental, Fey, Fiend

Lock/Unlock

2nd-level Abjuration


  • Classes: Artificer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piton, which the spell consumes)
  • Duration: Instantaneous

You touch one closed door, window, gate, chest, or another entryway, and either lock or unlock it, using the rules below:

Lock. You and the creatures you designate when you cast this spell can open the object normally. You can also choose a password that, when spoken aloud within 5 feet of the object, suppresses the spell for 1 minute. This lock can be bypassed by a successful Strength check or thieves' tools check against your Spell save DC, at which point the spell is dispelled.

Unlock. If the object is held shut by a mundane lock or it is stuck or barred, it is instantly unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. Regardless, when you cast the spell, a loud knock, audible out to 300 feet, emanates from the target object.

Magic Weapon ALT

2nd-level Transmutation


  • Classes: Artificer, Druid, Paladin, Magus, Ranger, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a nonmagical weapon and imbue it with arcane power. For the duration, it becomes a magical weapon with
a +1 bonus to attack and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the bonus is +2. When you use a spell slot of 6th-level or higher, the bonus increases to +3.

Totemic Cowl

2nd-level Abjuration


  • Classes: Shaman
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a leaf from the first day of fall)
  • Duration: 1 hour

You touch a willing creature. Until the spell ends, it is cloaked in a ghostly cowl, and any damage it takes is reduced by 2.

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

Mystic Spear

2nd-level Enchantment


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

You project a violent bolt of mental power at a creature you can see within range. You do not need to see the target if you speak its name as part of the verbal component of this spell.

The creature must make an Intelligence saving throw. On a failed save, it takes 4d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, it takes half as much psychic damage and is not incapacitated.

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

Pass Without Trace ALT

2nd-level Abjuration


  • Classes: Druid, Ranger, Shaman
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Ashes from a burned leaf of mistletoe)
  • Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, you and creatures of your choice within 30 feet are considered to be lightly obscured and gain a bonus to all Dexterity (Stealth) checks equal to your Spellcasting modifier. Creatures under the effect of this spell leave no track or trace of their passing.

Restoration

2nd-level Abjuration


  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a willing creature and instantly end one disease or one of the following conditions currently afflicting it: blinded, deafened, frightened, paralyzed, or poisoned.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the conditions and effects you can end increase, but the spell requires you to expend diamond dust of a certain value, which is consumed during casting:

Slot Level Value Conditions/Effects
3rd 10 gp Charmed, Exhaustion (1 level)
4th 50 gp Reduction to one Ability
Score or Hit Point Maximum
5th 100 gp Petrified, One Curse, or
Attunement to a Cursed Item

3rd-level Spells

The following 3rd-level spells are listed in alphabetical order. Alternate versions of official spells are marked with ALT.

Animate Dead ALT

3rd-level Necromancy


  • Classes: Cleric, Wizard
  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a corpse or pile of bones, consumed by the casting of the spell to create the Undead Thrall)
  • Duration: Instantaneous

You use dark magic to reanimate the bones or corpse of a creature of CR 3 or lower, transforming it into your Undead Thrall. Until destroyed, this Thrall uses the rules below:

Statistics. The Undead Thrall is a shambling corpse with no memory of any abilities it had in life. It uses the same stat block, but its creature type becomes Undead, it has hit points equal to 7 times the level of the spell slot you spent to create it, and it uses your Spellcasting ability for attack and damage rolls. If commanded to attack, it only makes a single attack, even if it could have made more attacks in life.

Thralls cannot benefit from short or long rests or regain hit points. They are immune to the Exhaustion condition. If it is destroyed, it cannot be raised as an Undead Thrall again.

Control. Undead Thralls follow your commands without quesion. If not given commands, a Thrall will not move and will only act to defend itself. In combat, all Undead Thralls share your initiative and act during your turn.

As a bonus action, you can mentally command any number of Thralls created with this spell so long as they are all within 120 feet. You can issue an individual command to each where you determine exactly how it acts, or you set a general course of action for it ("defend this hall"). So long as it is under your control, Thralls will follow commands until completed.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Undead Bond. While a Thrall is under your control, you cannot regain the spell slot you spent to create it. However, when you finish a long rest, you can end your control over a Thrall to regain the slot. If you do so, that Thrall is freed and is hostile to all living things, the spellcaster in particular.

At Higher Levels. If you cast this spell with a spell slot of 4th level or higher, the CR of the creatures you can raise as Undead Thralls increases by 1 for each slot level above 3rd.

Blinding Smite ALT

3rd-level Evocation


  • Classes: Paladin
  • Casting Time: On hit
  • Range: Self
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 minute

When you hit with a melee weapon attack you can cause the weapon to flare with an overwhelming blinding light. This attack deals 3d8 bonus radiant damage, and the target must succeed on a Constitution saving throw or become blinded until the spell ends. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

If your target is a fiend or undead, or if it has the sunlight sensitivity trait, the bonus radiant damage increases by 1d8.

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

Cerebral Blast

3rd-level Evocation


  • Classes: Psion
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V
  • Duration: Instantaneous

Your mind unleashes a blast of overwhelming mental force in a 30-foot cone. Creature in the area of this spell must make a Strength saving throw. On a failed save, a creature takes 5d8 psychic damage and is pushed 20 feet directly away from you in a line, then falls prone. On a success, creatures take half as much damage, remain in place, and don't fall prone.

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

Conjure Elemental

3rd-level Conjuration


  • Classes: Druid, Ranger, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a gemstone containing a mote of pure elemental air, earth, fire, or water, worth at least 50 gold)
  • Duration: Concentration, 1 hour

Grasping the material component of the spell, you conjure an Elemental whose makeup matches the material component. While your concentration lasts, the Elemental is Friendly to you and your allies and obeys all of your commands. For the duration, the Elemental uses the rules below:

Statistics. The Elemental appears in an unoccupied space of your choice you can see in range. It takes on the statistics and appearance of an Elemental of CR 3 or lower, so long as its makeup matches that of the material component.

Combat. The Elemental shares your initiative and it acts during your turn. You can give it verbal commands (no action required). If the Elemental does not receive a command, or its commands are completed, it will only defend itself.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Control. If your concentration on this spell is broken, the Elemental remains, but is no longer under your control. For the duration of the spell, or until it is reduced to 0 hit points, the Elemental will act according to its alignment, spreading chaos and destruction wherever it can.

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

Conjure Fey

3rd-level Conjuration


  • Classes: Druid, Ranger, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a Tiny object worth at least 50 gold containing the promise of a Fey, willingly gifted to you).
  • Duration: Concentration, 1 hour

You grasp the material component of this spell and call its Fey spirit to your aid. While your concentration lasts, the Fey Friendly to you and your allies and obeys your commands to the letter. For the duration, the Fey uses the rules below:

Statistics. The Fey spirit appears in an unoccupied space of your choice that you can see within range. It takes on the appearance and statistics of any Fey of CR 3 or lower.

Combat. The Fey shares your initiative and it acts on your turn. You can give it verbal commands (no action required). If the Fey does not receive any commands, or its commands are completed, it moves and defends itself as best it can.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Control. If the spell ends because your concentration was broken, the Fey remains, but is no longer under your control. For the duration of the spell, or until reduced to 0 hit points, the Fey acts according to its alignment, and either becomes Hostile toward you and your allies or flees.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the CR of Fey this spirit can take
on increases by 1 for each slot level above 3rd.

Conjure Fiend

3rd-level Conjuration


  • Classes: Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V (a Fiend's true name), S
  • Duration: Concentration, 1 hour

Speaking its true name, you conjure a Fiend of CR 4 or lower to your aid. While your concentration lasts, it is Indifferent to you and your allies and follows your commands to the letter. For the duration, the Fiend uses the rules below:

Statistics. The Fiend appears in an unoccupied space of your choice you can see within range. When it appears, you can force the Fiend to take on the appearance and statistics of another Fiend of your choice equal to its CR, or lower.

Combat. The Fiend shares your initiative and acts on your turn. You can give it verbal commands (no action required). If the Fiend does not receive any commands, or its commands are completed, it can move defend itself with prejudice.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Control. If your concentration on this spell is broken, the Fiend remains. It instantly returns to its true form and is no longer under your control. For the duration of the spell, or until it is reduced to 0 hit points, it is Hostile to you and your allies, and will act according to its alignment. Devils seek to kill the spellcaster, and Demons kill indiscriminately.

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

Conjure Volley ALT

3rd-level Conjuration


  • Classes: Ranger
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a single piece of ammunition and a ranged weapon, or one thrown weapon, all nonmagical)
  • Duration: Instantaneous

You fire one piece of nonmagical ammunition from a ranged weapon or throw a nonmagical thrown weapon into the air and choose a point within 60 feet.

The ammunition or weapon explodes into a multitude of exact copies of it, which fall in a 30-foot-radius, 20-foot-high cylinder centered on the point you chose. Creatures within that area must make a Dexterity saving throw. They take 6d8 damage of the weapon's type on a failure, and half as much on a success. The ammunition or weapons created by this spell disintegrate once the effects of this spell are resolved.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage of this spell increases by 1d8, and the radius of the cylinder increases by 5 feet for each slot level above 3rd.

Counterspell ALT

3rd-level Abjuration


  • Classes: Magus, Sorcerer, Warlock, Wizard
  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. You and the target both make an ability check with your respective spellcasting abilities. The target adds the level of the spell it is casting to its ability check, and you add the level at which you cast this counterspell to your ability check.

If you know the spell the creature is attempting to cast or if you have it prepared you have advantage on this ability check, unless you are using this spell against another counterspell.

If the result of your ability check is greater then the result of the target's ability check, its spell fails and has no effect.

Dire Wail

3rd-level Necromancy


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

You let forth a wail filled with otherworldly power. Creatures of your choice within 30 feet must succeed on a Constitution saving throw or take 4d10 thunder damage and be deafened for the duration. At the end of each turn, targets can make a Constitution saving throw, ending the spell on a success. On a successful save, it takes half damage and is not deafened.

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

Flame Arrows ALT

3rd-level Transmutation


  • Classes: Artificer, Magus, Ranger
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a quiver containing ranged weapon ammunition. The first twelve pieces of ammunition drawn from the quiver deal fire damage in place of their normal damage type, plus an additional 1d6 fire damage on hit. If fired into a flammable object, it bursts into flame on hit. The magic of this spell ends for each piece of ammunition when it hits or misses, and the spell ends after twelve pieces of ammunition are fired.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, you can draw two additional pieces of ammunition from the quiver for each slot level above 3rd.

Grasping Vine ALT

3rd-level Conjuration


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

You cause a vine to sprout from the ground in an unoccupied space you can see within range. When you cast this spell, the vine strikes at a target you can see within 30 feet of it. Make a melee spell attack against the target, and on hit, it takes 2d8 bludgeoning damage. If the target is Large or smaller, then it is pulled up to 30 feet toward the vine and Restrained by it.

As an action, a Restrained creature can make a Strength or Dexterity check against your Spell save DC to escape.

As a bonus action on each subsequent turn, you can cause the vine to strike at another target. If the vine is Restraining a creature, it instead deals 2d8 bludgeoning damage to it.

At Higher Levels. If you cast this spell with a spell slot of 4th-level or higher, the vine deals an additional 1d8 damage on hit for each slot level above 3rd.

Hunger of Hadar ALT

3rd-level Conjuration


  • Classes: Vessel, Warlock
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (pickled octopus tentacle)
  • Duration: Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures in the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the spell increases by 5 feet and both the cold and acid damage each increase by 1d6 for each slot level above 3rd.

Hypnotic Pattern ALT

3rd-level Illusion


  • Classes: Bard, Psion, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a glowing stick of incense)
  • Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. This psychedelic pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. The spell also ends for an affected creature if it takes any damage or if someone else uses an action to shake it out of its stupor.

Irresistible Dance ALT

3rd-level Enchantment


  • Classes: Bard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You force a creature that can hear you within range to make
a Wisdom saving throw. On a failure, it begins a comic dance in place: shuffling, tapping feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.

This creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself, ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, you target one additional creature who can hear you within range for each slot level above 3rd.

Lightning Arrow ALT

3rd-level Transmutation


  • Classes: Artificer, Ranger
  • Casting Time: 1 attack
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As part of a ranged weapon attack, you can transmute a piece of ammunition, or the thrown weapon, into a bolt of lightning. On hit, the target takes the normal damage of the attack, plus a bonus 4d8 lighting damage. On a miss, the target takes half as much lightning damage, and none of the normal damage.

Regardless if this attack hits or misses, all creatures within 10 feet of the target must make a Dexterity saving throw. On a failed save, creatures take 2d8 lighting damage, and half as much lighting damage on a success. The piece of ammunition or thrown weapon then returns to its normal form.

Any creature that takes lighting damage from this spell cannot take reactions until the beginning of your next turn.

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

Spectral Passage

3rd-level Transmutation


  • Classes: Psion, Shaman, Sorcerer, Vessel, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an object a spirit has passed through)
  • Duration: Concentration, up to 1 minute

You touch a willing creature. Until the spell ends, it becomes semi-incorporeal and can move through other creatures and objects as if they were difficult terrain. If the creature ends its movement inside another object or creature, it is immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet it was forced to travel.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, you can target one additional creature for each slot level above 3rd.

Sonic Wave

3rd-level Conjuration


  • Classes: Bard, Magus, Sorcerer
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You forcefully clasp your hands and a shockwave of booming force shoots forth from you and emits a boom audible out to 500 feet. All creatures in a 30-foot cone must succeed on a Constitution saving throw or take 4d8 thunder damage, fall prone, and be deafened for 1 minute. On a success, creatures take half damage and are not knocked prone or deafened.

A creature can repeat this 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 4th-level or higher, the damage increases by 1d8, and the cone increases by 5 feet for each slot level above 3rd.

Tiny Hut ALT

3rd-level Abjuration (Ritual)


  • Classes: Bard, Magus, Ranger, Shaman, Wizard
  • Casting Time: 1 minute
  • Range: Self (10-foot radius hemisphere)
  • Components: V, S, M (a pearl cut perfectly in half)
  • Duration: 8 hours

A 10-foot-radius immobile dome of arcane force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes any Large creatures or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects cannot pass through it. Spells and other magical effects cannot extend through the dome or be cast through it. The atmosphere inside the dome is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to be dimly lit or dark. The dome is opaque and dull in color as to blend in with surroundings. It is transparent from the inside.

Statistics. The dome has 100 hit points and Armor Class equal to your Spell save DC. It is immune to poison, psychic, and non-magical bludgeoning, piercing, and slashing damage, it is vulnerable to force and all magical bludgeoning, piercing, and slashing damage, and it is resistant to all other damage types. A disintegrate spell destroys it instantly.

4th-level Spells

The following 4th-level spells are listed in alphabetical order. Alternate versions of official spells are marked with ALT.

Accursed Touch

4th-level Transmutation


  • Classes: Druid, Cleric, Magus, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a basilisk scale)
  • Duration: Concentration, up to 1 minute

You attempt to transmute a creature into stone. As an action, you touch a creature, forcing it to make a Constitution saving throw. On a failed save, the creature is Restrained as its flesh begins to harden. On a successful save, it is not affected.

A creature Restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it saves against this spell three times, the spell ends. Should it fail three saves, it is turned to stone and Petrified. Successes and failures don't need to be consecutive; keep track of both until the creature fails or passes three saves.

If the target is physically broken while Petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration for the entire duration, the creature is turned to stone until the effect is removed.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of saves that the target must fail before it is turned to stone and Petrified is reduced by 1 (to a minimum of 1) for each level above 4th.

Conjure Aberration

4th-level Conjuration


  • Classes: Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a prisim worth at least 50 gold, bathed in the aberrant energies of the Far Realm).
  • Duration: Concentration, 1 hour

You grasp the material component of this spell, tearing a rift in reality, causing an Aberration to appear in range. For the duration, the Aberration uses the rules below:

Statistics. When you cast the spell, roll a d4 and consult the table below. The Aberration corresponding to your result appears, using its stat block. Alternately, you can choose any result lower than yours to appear in its place.

Combat. The Aberration shares your initiative and acts on your turn. You can give it verbal order (no action required). If the Aberration does not receive any orders, or its orders are completed, it moves and defends itself with prejudice.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Control. If the spell ends because your concentration was broken, the Aberration remains, but is no longer under your control. For the duration of the spell, or until it is reduced to
0 hit points, the Aberration acts according to its alignment.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, you gain a +1 bonus to your roll to determing the Aberration conjured for each slot above 4th.

Die Roll Aberration
1 Flumph
2 Spectator
3 Chull
Die Roll Aberration
4 Red Slaad
5 Blue Slaad
6+ Mind Flayer

Create Undead

4th-level Necromancy


  • Classes: Cleric, Warlock, Wizard
  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (the corpse of a creature slain within the last day, and blood from the spellcaster, both of which are consumed by the casting of this spell)
  • Duration: Instantaneous

This spell can only be cast at night. You spill your blood onto the corpse as part of a sinister ritual, reducing your maximum hit points by 2 and creating a Skeleton or Zombie under your control. Undead created by this spell use the rules below:

Control. Undead follow your commands without quesion. If not given a command, an Undead won't move and will only act to defend itself. In combat, any Undead you created share your initiative and act during your turn.

As a bonus action, you can mentally command any number of Undead you created with within 120 feet. You can issue an individual command to each, determining exactly how it will act, or setting a general course of action ("defend this hall"). So long as they remain under your control, your Undead will follow commands until completed.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Undead Bond. While an Undead is under your control, you cannot regain the maximum hit points you spent to create it. However, when you finish a long rest, you can release control over any Undead that you created to regain the maximum hit points you spent to create them. When freed, Undead become hostil to all living things, the spellcaster in particular.

At Higher Levels. You can cast this spell with a spell slot of a higher level, and expend additional maximum hit points (Max. HP) to create more powerful Undead, as shown here:

Slot Level Max. HP Undead
5th 3 Ghoul
6th 6 Ghast
7th 9 Mummy, Wight
8th 12 Flameskull
9th 15 Revenant,
Vampire Spawn

Death Ward

4th-level Abjuration


  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a creature and ward it against the touch of death. The first time the target starts its turn with 0 hit points, but is not dead, it can stand up with 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.

Ego Scourge

4th-level Enchantment


  • Classes: Psion
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You strike at the mind of a creature you can see within range, attacking its sense of self. It must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls and ability checks, and be unable to cast spells for the duration.

At the end of each of its turns the creature can repeat this saving throw, ending the effect of this spell on a success.

Eldritch Tentacles

4th-level Conjuration


  • Classes: Vessel, Warlock
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of tentacle from a giant squid)
  • Duration: Concentration, up to 1 minute

Alien tentacles fill a 20-foot square on the ground you can see within range. For the duration, this area is difficult terrain.

When a creature enters this area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. Any creature that begins its turn in the area and is restrained by the tentacles takes 3d6 bludgeoning damage at the start of its turn.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself from the tentacles.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both instances of damage from this spell increase by 1d6 for each slot level above 4th.

Pillars of Earth

4th-level Transmutation


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

You cause up to two pillars of stone to burst forth from places on the ground that you can see within range. Both pillars are cylinders with a diameter of 5 feet and a height up to 30 feet.

The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has an Armor Class of 5 and 30 hit points. If reduced to 0 hit points, a pillar crumbles into rubble, creating an area of difficult terrain with a 10-foot radius. This rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, any creature on the pillar takes 6d6 bludgeoning damage and is Restrained, pinched between the pillar and the obstacle. A Restrained creature can use its action to make either a Strength or Dexterity check against your Spell save DC. On a success, it is no longer Restrained and must either move off the pillar or fall off it.

At Higher Levels. If you cast this spell with a spell slot of 5th level or higher, you create two additional pillars for each slot level above 4th.

Polymorph ALT

4th-level Transmutation


  • Classes: Druid, Magus, Sorcerer, Vessel, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration, up to 10 minutes

You attempt to transform a creature you can see within range into a Beast using the rules below. An unwilling target makes a Charisma saving throw to resist this effect. Shapechangers automatically succeed on this saving throw.

Form. The new form can be any living Beast you have seen before. Creatures can only be transformed into a Beast with a CR equal to (or lower then) half its level or CR.

Statistics. The creature's game statistics are replaced by those of the Beast. However, while transformed, it retains its alignment, personality, its Hit Points, and Charisma score.

Actions. The creature can only take the actions that would be available to that Beast. It cannot speak, cast spells, or take any actions that require hands or speech.

Equipment. Its clothing, weapons, armor, and objects it
is holding meld into the new form. However, it can't activate, use, wield, or otherwise benefit from any of its equipment.

Reverting. The creature instantly reverts to its true form if it is reduced to 0 hit points. It can also repeat this Charisma saving throw at the end of each of its turns, reverting to its true form on a successful save.

At Higher Levels. When you cast this spell with a slot of 5th-level or higher, you can target one additional creature for each slot level above 4th. You can choose the Beast that you transform each target into individually.

Staggering Smite ALT

4th-level Evocation


  • Classes: Paladin
  • Casting Time: On hit
  • Range: Self
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

When you hit with a melee weapon attack you can cause the weapon to pierce both body and mind. This attack deals 4d6 additional psychic damage, and the target must succeed on a Wisdom saving throw or until the start of its next turn, it has disadvantage on attack rolls and ability checks and it cannot take reactions.

If your target is an aberration or it can speak telepathically this bonus psychic damage increases by 1d6.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the psychic damage increases by 1d6 for each spell slot level above 4th.

Wall of Thorns ALT

4th-level Conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a handful of thorns)
  • Duration: Concentration, up to 10 minutes

You conjure a wall of thick plant growth bristling with thorns hard as iron. It appears in range on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. Or, it forms a 20-foot diameter circle, 20 feet high and 5 feet thick.

When it appears, creatures within it must make a Dexterity saving throw. On a failure, they take 5d8 piercing damage and remain within the wall. On a successful save, they take half as much damage and move to an adjacent space of its choice not within the area of the wall.

Moving Through. Any creature can painfully move through the wall, but it must spend 4 feet of movement for every 1 foot it moves within it. The first time a creature enters the wall or begins its turn in it, it must make a Dexterity saving throw. It takes 5d8 piercing damage on a failure, half on a success.

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

5th-level Spells

The following 5th-level spells are listed in alphabetical order. Alternate versions of official spells are marked with ALT.

Banishing Smite ALT

5th-level Evocation


  • Classes: Paladin
  • Casting Time: On hit
  • Range: Self
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 minute

When you hit with a melee weapon attack you can cause the weapon to crackle with pure arcane force. This attack deals 5d10 bonus force damage, and if it reduces the target to 50 hit points or fewer, it is banished from the current plane.

If the target is native to a different plant of existence than the one you are currently on, it disappears, returning to its home plane. If the target is native to your current plane, it is banished to a harmless demiplane where it is incapacitated. When the spell ends, the target returns to the space it was banished from, or the nearest unoccupied space.

If the target is not native to your current plane of existence this bonus force damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the bonus force damage increases by 1d10 for each spell slot level above 5th.

Conjure Celestial

5th-level Conjuration


  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V (a Celestial's true name), S
  • Duration: Concentration, up to 1 hour

Speaking its true name, you conjure a Celestial of CR 5 or lower to aid you. This Celestial is Friendly to you and your allies, obeys your commands, and uses the rules below:

Statistics. The Celestial appears in an unoccupied space of your choice you can see in range. When it appears, you can cause it to take on the appearance and statistics of a different Celestial of your choice equal to its CR, or lower.

Combat. This Celestial shares your initiative and it acts during your turn. You can give it verbal commands (no action required). If the Celestial does not receive a command, or its commands are completed, it will move and defend itself.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the CR of the Celestials that you can conjure increases by 1 for each slot level above 5th.

Conjure Dragon

5th-level Conjuration


  • Classes: Druid, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the scale of an Ancient Dragon, inlaid with gems worth at last 500 gold, willingly gifted to you)
  • Duration: Concentration, up to 1 hour

Grasping the material component of this spell, you conjure
a portion of that Ancient Dragon's essence to your aid. While your concentration lasts, it is Friendly to you and your allies and obeys your commands. For the duration, this draconic essence uses the rules below:

Statistics. The draconic essence manifests in the form of
a Dragon of your choice of CR 5 or lower, however, the color of its scales, its damage resistance, and the damage dealt by its breath weapon change to match that of the dragon which provided the material component of this spell. It appears in an unoccupied space of your choice within range.

Combat. In combat, this Dragon shares your initiative and acts on your turn. You can give it verbal commands (no action required). If the Dragon does not receive any commands, or if its commands are completed, it defend itself with prejudice.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Control. If your concentration ends, the Dragon instantly disappears, the essence returning to the Ancient Dragon.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the CR of Dragon this essence can manifest increases by 1 for each slot level above 5th.

Conjure Giant

5th-level Conjuration


  • Classes: Druid, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a gemstone worth at least 500 gold, personally inscribed with the Rune of a Storm Giant)
  • Duration: Concentration, up to 1 hour

Grasping the material component of this spell, you conjure
a portion of that Storm Giants's essence to your aid. While your concentration lasts, it is Friendly to you and your allies and obeys your commands. For the duration, this titanic essence uses the rules below:

Statistics. The titanic essence manifests in the form of a Hill Giant, and uses the corresponding stat block. It appears in an unoccupied space of your choice within range.

Combat. In combat, this Giant shares your initiative and acts on your turn. You can give it verbal commands (no action required). If the Giant does not receive any commands, or if its commands are completed, it defend itself with prejudice.

Spellcasting. If it can cast spells, you can command it to do so, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast without spell slots.

Control. If your concentration ends, the Giant instantly disappears, the essence returning to the Storm Giant.

At Higher Levels. You can cast this spell with higher level spell slots to cause this titanic essence to take on the form of more powerful Giants, as shown in the table below:

Spell Slot Giant
6th Stone Giant
7th Frost Giant
8th Fire Giant
9th Cloud Giant

Create Construct

5th-level Transmutation


  • Classes: Artificer, Wizard
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (high quality materials worth at least 200 gold per level of the spell, all of which are consumed)
  • Duration: Instantaneous

Using a set of artisan's tools with which you are proficient, you set to work creating a creation of arcane power. Once the spell is complete, the material components are transformed into a Golem Servant, which uses the rules below:

Statistics. The Golem Servant uses the stat block below. It uses your Spellcasting Ability, the Spell Slot spent to cast this spell, your Spell Attack Modifier, and Proficiency Bonus (PB) in several places throughout the stat block. You choose if your Golem is Medium or Large sized, and its appearance reflects the materials you used in its creation.

Control. Your Golem has no mind of its own and obeys you absolutely. In combat, it shares your initiative and acts during your turn. However, unless you give it a command, the Golem Servant remains in its space and will only act in self defense. If you are within 500 feet of your Golem, you can use a bonus action to Telepathically issue it a command, determining how it will act on its turn or to set a general course of action for it (ie: "defend this creature") until you give it another command.

Magical Nature. The Golem cannot benefit from healing spells, nor short or long rests. The only way for it to regain hit points is for a creature to touch it and spend one spell slot. It then regains hit points equal to 10 times the slot's level.

Creator's Bond. While the Golem lives, you cannot regain the spell slot you expended to create it, and casting this spell again instantly destroys any previous Golem Servants.

Golem Servant

Medium or Large Construct


    AC Your Spellcasting Ability
  • HP 10 x Spell Slot
  • Speed 30 ft.

MODSAVE
Str18+4+4
Int6-2-2
MODSAVE
Dex10+0+0
Wis4-3-3
MODSAVE
Con18+4+4
Cha4-3-3

  • Senses Darkvision 120 ft.

  • Resistances Poison; Bludgeoning, Piercing, and Slashing damage from non-magical attacks

  • Immunities Exhaustion, Petrified, Poisoned

Actions

Slam. Melee Weapon Attack: your Spell Attack Mod to hit, reach 5 ft., one target. Hit: (2d6 +PB) bludgeoning, piercing, or slashing damage plus (2d6) force damage.

Reactions

Guardian. When its creator is targeted by an attack, the Golem can move up to its speed toward it. If it ends its movement within 5 feet, the Golem can switch places with its creator and become the target of that attack.

Psychic Crush

5th-level Evocation


  • Classes: Psion
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You exert the full force of your will upon a creature you can see within range. It must succeed on a Strength saving throw, taking 5d8 force damage on a failure and half as much force damage on a success. It must repeat this saving throw at the end of each of its turns, taking 2d8 force damage on a failure, and ending the effects of this spell on a success.

If this spell reduces a creature to 0 hit points it is crushed into a flesh-colored ball, roughly the size of your fist.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, each instance of force damage it deals increases by 1d8 for each spell slot level above 5th.

Spiritual Sundering

5th-level Enchantment


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

Creatures in a 20-foot-radius sphere centered on a point of your choice within range have their soul rent, and must make a Charisma saving throw. On a failure, they take 8d6 necrotic damage, and for the next minute, they have a muddied sense of self and subtract 1d6 from any Intelligence, Wisdom, or Charisma saving throw they make. On a success, they take half damage and suffer no saving throw penalty.

Targets can make a Charisma saving throw at the end of each of their turns, ending the effect on a successful save.

Steel Wind Strike ALT

5th-level Conjuration


  • Classes: Magus, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five targets you can see within range. Make one melee weapon attack against each target using the weapon used in the casting. On a hit, targets take the normal damage of an attack with that weapon plus an additional 5d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Swift Quiver ALT

5th-level Transmutation


  • Classes: Ranger
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a quiver with a piece of ammunition)
  • Duration: Concentration, up to 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action (including the bonus action used to cast this spell) to make two attacks with a ranged weapon that uses ammunition from this quiver. When you make such a ranged attack, your quiver magically replaces the ammunition you used with a nonmagical copy of that ammunition. Pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Vorpal Blade

5th-level Transmutation


  • Classes: Magus, Paladin
  • Casting Time: 1 attack
  • Range: Touch
  • Components: V, S, M (the finger bone of a necromancer)
  • Duration: Instantaneous

You conjure a blade of pure negative energy in your empty hand and make one melee weapon attack against a creature within your reach, attempting to behead it. On hit, it takes force damage equal to 6d8 + your spellcasting modifier.

If this damage reduces the creature to 50 hit points or fewer, you instantly cut off one of its heads of your choice

The creature instantly dies if it cannot survive without the lost head. The creature's head is not removed if it is immune to slashing damage, or if it doesn't have or need a head.

Wall of Force ALT

5th-level Abjuration


  • Classes: Magus, Psion, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (powder from crushed clear gemstone)
  • Duration: Concentration, up to 10 minutes

A shimmering wall of magical force springs into existence at a point you choose within range and lasts for the duration.

Orientation & Shape. The wall appears in any orientation you choose, as a horizontal or vertical barrier or an angle. It can be free floating or rest on a solid surface. You can form it into a hemispherical dome, a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-by-10-foot panels. Each panel must be contiguous with another. In any form, the wall is 1/4 inch thick. Nothing can pass through the wall physically, and anything viewed through it is lightly obscured. The wall extends into the Ethereal Plane, blocking ethereal travel through the wall. If it cuts through a creature's space when it appears, the creatures must make a Dexterity saving throw. On a success, it chooses which side of the wall it moves to. On a failure, you choose the side it moves to.

Statistics. The wall has 150 hit points and its Armor Class equals your Spell save DC. It is immune to poison, psychic, and non-magical bludgeoning, piercing, and slashing damage, vulnerable to force and magical bludgeoning, piercing, and slashing damage, and resistant to all other damage types. It cannot be dispelled by a dispel magic spell, but a disintegrate spell destroys the wall it instantly.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the hit points of the wall created by this spell increase by 25 for each spell slot level above 5th.

6th-level Spells

The following 6th-level spells are listed in alphabetical order. Alternate versions of official spells are marked with ALT.

Create Monstrosity

6th-level Transmutation


  • Classes: Wizard
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (the corpses of the appropriate Beasts and blood of the spellcaster, both of which are consumed)
  • Duration: Instantaneous

You spill your blood onto the corpses binding them together into a new form, reducing your maximum hit points by 5 and creating a Hippogriff, Griffon, or Peryton under your control. Monstrosities created by this spell use the rules below:

Control. As a bonus action, you can mentally command any Monstrosities created by this spell, so long as they are within 60 feet. You determine how they act or set a general course of action for them ("defend this dungeon"). Monstrosities follow commands until they are complete. If your Monstrosity is not given a command, it defends itself with extreme prejudice.

Creator's Bond. While a Monstrosity is under your control you can't regain the maximum hit points spent in its creation. However, when you finish a long rest, you can release control over a Monstrosity to regain the maximum hit points spent to create it. When released, Monstrosities becomes hostile to all living things, the spellcaster that created it in particular.

At Higher Levels. You can cast this spell with a spell slot of a higher level, and expend maximum hit points (Max. HP) to create more powerful Monstrosities, as shown here:

Slot Level Max. HP Undead
7th 8 Manticore, Owlbear
8th 10 Bulette, Girallon
9th 15 Chimera

Psionic Oppression

6th-level Enchantment


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

You psionically overwhelm the mind of one creature you can see within range. It must succeed on an Intelligence saving throw or it takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much psychic damage and is not stunned.

The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Create Homunclus

6th-level Transmutation


  • Classes: Wizard
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (clay, a sapphire worth 500 gold, and blood from the spellcaster, all of which are consumed)
  • Duration: Instantaneous

While muttering incantations, you spill your blood onto the sapphire and place it at the heart of the clay, which you shape into your Homunculus. Your maximum hit points are reduced by 2d4 (this can't be lessened in any way), and a Homunculus comes to life under your control using the rules below:

Statistics. The Homunculus uses the stat block below. It uses your Spellcasting Ability, the Spell Slot spent to cast this spell, your Spell Attack Modifier, and Proficiency Bonus (PB) in several places throughout the stat block.

Control. Your Homunculus is absolutely loyal to you as its creator. It acts independently of you, but you can choose how it acts. In combat, it shares your initiative and your turn.

Lifeblood Bond. While your Homunculus lives, you cannot regain the maximum hit points spent in its creation. Casting this spell again instantly destroys any previous Homunculus.

The Homunculus cannot benefit from healing spells, short, or long rests. However, whenever you regain hit points (from a spell or rest), you can forgo regaining any number of those hit points and cause the Homunculus to regain them in your stead, so long as you are on the same plane of existence.

Finally, if you should die, the Homunculus dies instantly.

Homunclus

Tiny Construct


    AC Your Spellcasting Ability
  • HP The amount its creator's maximum hit points were reduced by when casting the spell to create it
  • Speed 25 ft., fly 30 ft.

MODSAVE
Str4-3-3
Int10+0+0
MODSAVE
Dex15+2+2
Wis10+0+0
MODSAVE
Con11+0+0
Cha7-2-2

  • Senses Darkvision 120 ft.

  • Resistances Poison; Bludgeoning, Piercing, and Slashing damage from non-magical attacks

  • Immunities Charmed, Frightened, Poisoned

  • Languages Can read and understand the languages known by its creator, but it cannot speak itself

Traits

Blood Bond. While on the same plane of existence, the Homunculus and its creator can speak Telepathically, and it can magically shares anything it senses with its creator.

Actions

Bite. Melee Weapon Attack: your Spell Attack Mod to hit, reach 5 ft., one target. Hit: (1d4 +PB) piercing damage.

7th-level Spells

The following 7th-level spells are listed in alphabetical order. Alternate versions of official spells are marked with ALT.

Create Simulacrum

7th-level Illusion


  • Classes: Wizard
  • Casting Time: 12 hours
  • Range: 10 feet
  • Components: V, S, M (snow, the severed finger of the target, and two rubies worth 500 gold, all of which is consumed)
  • Duration: Until Dispelled

While maintaining unwavering focus, you sculpt snow into a duplicate of a Humanoid within range for the entire casting. Placing its severed finger in its place and using the rubies as eyes, the Simulacrum comes to life, using these rules:

Statistics. The Simulacrum uses the same statistics as the target Humanoid, but its creature type is Construct, it cannot regain hit points or benefit from short or long rests, and it is vulnerable to fire damage (due to being made of snow).

Control. The Simulacrum is absolutely loyal to you and it obeys any orders you give it without hesitation. In combat, the Simulacrum shares your initiative and acts during your turn.

Illusory Being. The Simulacrum cannot gain experience or levels, and it can't learn new abilities or spells of any kind.

The only way for the Simulacrum to regain hit points is for a creature to touch it and spend a spell slot. The Simulacrum then regains hit points equal to 10 times that slot's level.

Spellcasting. If the target creature can cast spells, you can command the Simulacrum to cast them, but it uses your spell slots to fuel its spellcasting, even if it would normally be able to cast spells without expending spell slots.

Paradoxical Prevention. Casting this spell again instantly destroys any other Simulacrums you have created. Moreover, each individual creature can only have one Simulacrum of it created at a time. Should another spellcaster uses this spell to craft a Simulacrum of a creature for which a Simulacrum already exists, the spell instantly fails and the slot is wasted.

Forcecage ALT

7th-level Conjuration


  • Classes: Psion, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an ornate jade box worth 1,500 gp)
  • Duration: Concentration, up to 1 hour

A shimmering, immobile, cube-shaped prison composed of magical force springs into existence around an area of your choice within range. You choose whether this magic prison
is shaped like a cage with bars or a solid box.

Shape. If you choose cage, it can be up to 20 feet on a side and made from 1/2-inch diameter bars spaced 1/2 inch apart. If you choose box, it can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. The cage extends into the Ethereal Plane, blocking ethereal travel.

Creatures Inside. When you cast the spell, any creatures that are completely inside the area of the cage are trapped. Any creatures partially within the area, or too large to fit are pushed away until they are completely outside of the cage.

A creature inside the cage cannot leave it by non-magical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. The spell or effect is wasted on a failed save, but on a success the creature uses the spell or effect to escape.

Statistics. The cage's Armor Class equals your Spell save DC and it has 200 hit points. It is immune to poison, psychic, and non-magical bludgeoning, piercing, and slashing damage, vulnerable to force and magical bludgeoning, piercing, and slashing damage, and resistant to all other damage types. It cannot be dispelled by a dispel magic spell, but a disintegrate spell destroys the cage it instantly.

At Higher Levels. When you cast this spell using a spell slot of 8th-level or higher, the hit points of the cage created by this spell increase by 25 for each spell slot level above 7th.

Whirlwind ALT

7th-level Transmutation


  • Classes: Druid, Wizard
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, M (a single leaf or piece of straw)
  • Duration: Concentration, up to 1 minute

You magically transmute the winds in the area to conjure a powerful tornado under your control. This whirlwind appears as a 10-foot radius, 50-foot high cylinder centered on a point you can see in range. The whirlwind sucks up any Medium or smaller objects that aren't being worn or carried or otherwise secured when they enter its space for the first time.

Any creature that enters the whirlwind's space must make a Strength saving throw. They take 10d6 thunder damage on a failure, and half as much on a successful save. Any Large or smaller creature that fails its saving throw is also sucked into the Whirlwind and Restrained in it. Each creature can only be forced to make this saving throw once per turn.

Restrained creatures move with the Whirlwind, and at the start of each of its turns it is Restrained within it, it takes 2d6 thunder damage and moves 10 feet up within the whirlwind. When a creature moves beyond the top of the whirlwind, it is thrown 60 feet in a random direction and lands Prone.

As an action, any Restrained creature can make a Strength check against your Spell save DC. On a successful check, it is thrown from whirlwind 60 feet in a direction of its choice.

At Higher Levels. When you cast this spell using a spell slot of 8th-level or higher, the whirlwind is 10 feet taller and it deals an additional 2d6 thunder damage every time it deals damage for each slot level above 7th.

8th-level Spells

The following 8th-level spells are listed in alphabetical order. Alternate versions of official spells are marked with ALT.

Animal Shapes ALT

8th-level Transmutation


  • Classes: Druid
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 24 hours

You use elder magicks to transmute yourself and others into animal forms. Choose any number of willing creatures within range to transform into Beasts, using the following rules:

Form. Each creature is transformed into a Beast of CR 4 or lower that you have seen before. Youu can choose different form for each target. On subsequent turns, you can use your action to transform one target of this spell within 30 feet into another Beast, using the same restrictions.

Statistics. The creature's game statistics are replaced by those of the Beast. However, while transformed, it retains its alignment, personality, its Hit Points, and Charisma score.

Actions. The creature can only take the actions that would be available to that Beast. It cannot speak, cast spells, or take any actions that require hands or speech.

Equipment. Its clothing, weapons, armor, and objects it
is holding meld into the new form. However, it can't activate, use, wield, or otherwise benefit from any of its equipment.

Reverting. A creature instantly reverts to its true form if it is reduced to 0 hit points. It can also revert to its normal form early as an action. However, once it returns to its normal form the effects of this spell end for it.

Antipathy ALT

8th-level Enchantment


  • Classes: Druid, Psion, Shaman, Wizard
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a spoonfull of vinegar for antipathy, or a drop of honey for sympathy)
  • Duration: 10 days

You infuse a Huge or smaller object with powerful repulsive magic, choosing a type of intelligent creature such as bronze dragons, trolls, or hags. For the duration, this object emits a 60-foot aura of magic which repels that type of creature.

Effects. If the chosen creature can see the object or enters its magic aura, it feels an intense urge to flee, and must make a Wisdom saving throw or become Frightened of the object.

It is Frightened so long as it can see the object, or while it remains in its magical aura. While Frightened, it must use its movement to flee from the object to the nearest safe location outside of its magic aura where it cannot see the object. Once a creature does so, it is no longer Frightened of the object.

The creature becomes Frightened of this object again if it can see it or if it reenters the object's magical aura.

Ending this Effect. If an effected creature can no longer see the object and is outside of its magic aura, it can use its action to repeat the Wisdom saving throw. On a successful save, the creature knows the effect is magical in nature, and it gains immunity to the effect for 1 minute.

Inverse Casting. You can use this spell to infuse sympathy into an object instead. If a chosen creature can see the object or moves within its magic aura, it must succeed on a Wisdom saving throw or use all its movement on each turn to move as close to the object as it can. Once it does so, it can't willingly move away from the object. If the target takes damage while under this effect, it can end the effect as described above.

9th-level Spells

The following 9th-level spells are listed in alphabetical order. Alternate versions of official spells are marked with ALT.

Shapechange ALT

9th-level Transmutation


  • Classes: Druid, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (three interwoven circlets of gold, platinum, and lead, worth at least 1,500 gold)
  • Duration: Concentration, up to 10 minutes

You place the material component of this spell on your head and transform into a creature of CR equal to half your level, or lower. It cannot be a Construct or Undead, and you must have seen a living specimen of that creature before. It is an average specimen of that creature, and it cannot have class levels or the Spellcasting feature.

Statistics. Your game statistics are replaced by the chosen creature's, though, you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. You retain your proficiencies and gain those of the creature. If you both share a proficiency, you can use the higher bonus.

You cannot use Legendary Resistances, Legendary Actions, or Lair Actions even if the chosen creature has them.

Features. You retain your features and can use them so long as the chosen creature is capable of doing so. You don't retain special senses, but use the senses of the creature.

Equipment. You choose whether your equipment falls to the ground, merges with your new form, or is worn by it. Your equipment does not change size to fit your new form, and you only retain its benefits if the creature you transform into can wear and use the object.

Shifting. While the spell lasts, you can use your action to transform again, taking the shape of another creature of your choice, following the same rules and restrictions above.

Storm of Vengeance ALT

9th-level Conjuration


  • Classes: Druid
  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You conjure a terrifying mass of storm clouds centered on a point you can see, spreading outward to a radius of 360 feet. You are completely immune to the effects of this dark storm. Violent winds, thunder, and lighting fill the storm, forcing all creatures within and below the storm to make a Constitution saving throw. On a failed save, they take 2d6 thunder damage and are Deafened while they remain in the area.

Each subsequent round the storm lasts, you can use your action to add (or end) one of the weather effects below, which lasts for the duration. They affect all creatures and objects in and below the storm, and each can only be added once:

Acid Rain. Acidic rain falls from the clouds, dealing 1d6 acid damage to all creatures at the end of each of your turns.

Freezing Rain. Frigid rain falls from the clouds. The area becomes difficult terrain and heavily obscured. Targets in the area take 1d6 cold damage at the end of each of your turns.

Hail Stones. You infuse the storm with bitter cold. At the end of each of your turns, creatures and objects in the area take 2d6 bludgeoning damage and crops are destroyed.

High Winds. Strong winds up to 50 miles per hour rage, instantly dispersing all fog, mist, or similar effects, mundane or magical. Ranged attacks in the area become impossible.

Lightning Strikes. You charge the storm with lightning. As a bonus action on each turn, you can call six bolts of lighting from the cloud, each striking targets of your choice within the area. They must make a Dexterity saving throw, taking 10d6 lighting damage on a failure, and half on a success.

Weird ALT

9th-level Enchantment


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

Drawing on the deepest fears, regrets, and primal instincts of a creature, you create the illusion of the most horrifying thing imaginable to them, which is visible only to that creature.

Choose a point within range, and creatures of your choice within a 30-foot radius of the point become frightened for the duration. If a target is immune to the frightened condition, it must make a Wisdom saving throw or be frightened anyway.

At the end of each of a frightened creature's turns, it must succeed on a Wisdom saving throw or it takes 4d10 psychic damage. On a success, the spell ends for that target.

License

OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.

  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.

  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.

  1. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

  2. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

  3. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

  4. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

  5. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

  6. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

  7. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

  8. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

  9. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

  10. COPYRIGHT NOTICE
    Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.

    System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE

 

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