Arcana, Spells and Witchcraft

by Carmika

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Arcana, Spells and Witchcraft

Welcome to the Unseen World of Magic!

Contents

  • Introduction - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 2
  • Acknowledgements - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -2
  • The Full Spell List - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -3
  • Spell Compendiums: - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    • Compendium of Forgotten Secrets - Awakening - - 6
    • All the Lights in the Sky are Stars - - - - - - - - - - - - - 26
    • Sprouting Chaos - - - - - - - - - - - - - - - - - - - - - - - - - - - - 31
    • Kibble's Compendium of Craft and Creation - - - - 36
    • Dark Arts - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -59
    • Galder's Gazetteer - - - - - - - - - - - - - - - - - - - - - - - - - - -69
  • Classes Spell Lists: Full Casters - - - - - - - - - - - - - - - - - - - - - - -
    • Arcanist - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -80
    • Bard - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -81
    • Cleric - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -82



  • Classes Spell Lists: Full Casters (Continued) - - - - - - - - - - - -
    • Druid - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 83
    • Oracle - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 84
    • Sorcerer - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 85
    • Warlock - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -86
    • Witch - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -87
    • Wizard - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -88
  • Classes Spell Lists: Half Casters - - - - - - - - - - - - - - - - - - - - - - -
    • Artificer - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -90
    • Inquisitor - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 90
    • Paladin - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 91
    • Ranger - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -91
    • Shaman - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -92
    • Summoner - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 92

Introduction

Thank you so much for reading. This project started out as me deciding there weren't enough spells in the base game (you know, there's only about 400, barely any), so I wanted to add a few. While looking around I quickly realized that there were plenty of magics and spells to be found in the wonderful world of D&D Homebrew, but that that very same homebrew is not always of the same quality.


So I began looking around for what I thought was good, and started collecting it.

It was a scrawny Word document at first, but that did not look as good as I wanted, so I decided to try GMBinder after stumbling upon it online. It looked much better, and I got more motivated and started looking for more. Soon I was collecting (and making) spells with entire compendiums as inspiration. First one, then three, then six... It just grew and grew. After I had gone through them all, and selected the spells I wanted, changed, renamed and rebalanced them all, and placed them in the correct spot, I decided I would bother to also make it look pretty, and from those efforts, this book was born. And now I present to you with pride: The Great Compendium of Arcana, Spells and Witchcraft!




In this book you'll find:

- 72 pages filled with 285 new spells
- From 6 different compendiums
- For the 9 basic spellcasters
- And for 6 complete new casters
- Including: Arcanist, Inquisitor, Oracle, Shaman, Summoner and Witch

Acknowledgements

Most of this book is my own work, but some thanks and credits certainly are in order. Firstly to the creators of all the wonderful tomes I have used: The Compendium of Forgotten Secrets - Awakened (COFSA) by William Hudson King, Sprouting Chaos (SC) by Jonoman3000, All The Lights in the sky Are Stars (ATLAS) by the Haven Discord server, Kibble's Compendium of Craft and Creation (KCoCaC)

by KibbleTasty, The Dark Arts (DA) by Jonoman3000, and Galder's Gazetteer (GG) by Ricky L. et al. On top of them, a big thank you to all the amazing artists whose art is in this book; without you it wouldn't look nearly as good!

Besides them, a big thank you to my wonderful boyfriend Chris, who helped me stay motivated, suggested some balance changes here and there and even developed a few of the spells. Love you forever, honey~ ❤️

THE FULL SPELL LIST


Cantrips (0th Level)
  • Arcane Bolt (KCoCaC)
  • Bloodletting (DA)
  • Bonding Vine (SC)
  • Brine (COFSA)
  • Celestial Stiletto (GG)
  • Cheerful Song (COFSA)
  • Dueling Shadows (DA)
  • Firehand (KCoCaC)
  • Fracture (COFSA)
  • Freeze (KCoCaC)
  • Grim Needle (COFSA)
  • Ice Weapon (KCoCaC)
  • Imperfect Portrait (GG)
  • Lacerate (DA)
  • Life Thread (DA)
  • Magic Burstmine (GG)
  • Mold Plant (SC)
  • Neon Spark (ATLAS)
  • Piercing Thorn (SC)
  • Scorch (COFSA)
  • Seek Phrase (COFSA)
  • Twinkle (ATLAS)
  • Thorn Shield (SC)
  • Touch of Decay (KCoCaC)
  • Umbraturgy (DA)
1st Level
  • Arctic Breath (KCoCaC)
  • Awaken Rope (KCoCaC)
  • Befuddling Curse (KCoCaC)
  • Binding Curse (KCoCaC)
  • Blood Curse (KCoCaC)
  • Bind Item (KCoCaC)
  • Blackblood (DA)
  • Blackflame (DA)
  • Bridge of Branches (SC)
  • Corruption (COFSA)
  • Crashing Wave (KCoCaC)
  • Crippling Agony (KCoCaC)
  • Cruorwhip (DA)
  • Ethereal Obstruction (KCoCaC)
  • Frog in your Throat (GG)
  • Fabulous Fizzbangers (GG)
  • Flaming Hammer (GG)
  • Gaea's Hand (SC)
  • Gravity Pulse (ATLAS)
  • Haunting Gale (KCoCaC)
  • Hellfire Lash (COFSA)
  • Hunter's Pace (COFSA)
  • Inky Corruption (KCoCaC)
  • Lightning Tendrils (KCoCaC)
  • Malice of Arachia (COFSA)
  • Masterful Focus (COFSA)
  • Overgrowth (SC)
  • Radiant Crunch (KCoCaC)
  • Rapport Spores (SC)
  • Reaper's Scythe (DA)
  • Returning Weapon (KCoCaC)
  • Rimesworn Blade (COFSA)
  • Rotting Curse (KCoCaC)
  • Runic Blast (GG)
  • Scrutinize (KCoCaC)
  • Shrapnelburst Mine (KCoCaC)
  • Shrill Whistle (COFSA)
  • Siren's Kiss (COFSA)
  • Slicing Leaves (SC)
  • Spiritual Dice (GG)
  • Starlight Shroud (ATLAS)
  • Unearth (KCoCaC)
  • Wanton Pounce (COFSA)
2nd Level
  • Alacrity (KCoCaC)
  • Arm of the Wild (SC)
  • Aura of Shade (DA)
  • Barbed Assault (COFSA)
  • Black Pillar (COFSA)
  • Blood Seal (DA)
  • Boiling Blood (KCoCaC)
  • Chronoshift (GG)
  • Clinging Shadows (DA)
  • Cold Snap (KCoCaC)
  • Crackling Arc (KCoCaC)
  • Cry of Madness (COFSA)
  • Dark Lightning (COFSA)
  • Dazzling Flash (ATLAS)
  • Detect Emotion (GG)
  • Disorient (KCoCaC)
  • Dissociative Edge (COFSA)
  • Dome of Night (DA)
  • Dooming Incantation (GG)
  • Exsanguinating Ray (COFSA)
  • Familiar Form (KCoCaC)
  • Fling (KCoCaC)
  • Folly and Wit (GG)
  • Gleaming Eye (ATLAS)
  • Glimpse of the Future (KCoCaC)
  • Hand of the Grave (DA)
  • Heartripper (COFSA)
  • Ichorous Smite (DA)
  • Irradiating Pulse (ATLAS)
  • Mend Flesh (COFSA)
  • Necromantic Burst (DA)
  • Overcharged (KCoCaC)
  • Plague of Frogs (GG)
  • Poison Dart (KCoCaC)
  • Psychic Drain (KCoCaC)
  • Replenish (COFSA)
  • Sanguine Lacing (DA)
  • Shadow Step (COFSA)
  • Shroud of Protection (GG)
  • Sinister Threat (COFSA)
  • Skystrike (COFSA)
  • Spell Flux (COFSA)
  • Sporecaller's Smite (SC)
  • Suffer (COFSA)
  • Thunderburst Mine (KCoCaC)
  • Tremorsensing (GG)
  • Unstable Firebomb (KCoCaC)
  • Vampire's Kiss (DA)
  • Wolfsbane Trap(COFSA)
3rd Level
  • Accursed Wish (COFSA)
  • Almighty Assault (COFSA)
  • Animate Blood (DA)
  • Bloodsight (DA)
  • Beacon of False Life (DA)
  • Clumsiness (GG)
  • Creeping Dark (COFSA)
  • Cruel Puppetry (KCoCaC)
  • Crushing Pulse (KCoCaC)
  • Crushing Tide (COFSA)
  • Delve Mind (KCoCaC)
  • Diabolic Brand (GG)
  • Dying Day (GG)
  • Engulfing Thorns (SC)
  • Erosive Bubble (KCoCaC)
  • Fallen Soul (COFSA)
  • Fell (SC)
  • Fireburst Mine (KCoCaC)
  • Flash Freeze (KCoCaC)
  • Flaring Cyclone (KCoCaC)
  • Flicker (DA)
  • Frostburst Mine (KCoCaC)
  • Frozen Lance (COFSA)
  • Frozen Rings (ATLAS)
  • Funeral Pyre (COFSA)
  • Guiding Light (ATLAS)
  • Haulage Shot (KCoCaC)
  • Irreversible Smite (COFSA)
  • Lucky Stars (ATLAS)
  • Luring Light (COFSA)
  • Maiming Curse (DA)
  • Mutate (KCoCaC)
  • Rain of Spiders (KCoCaC)
  • Resonance (COFSA)
  • Ritual of Rain (KCoCaC)
  • Serpent's Bite (COFSA)
  • Shadow Toxin (COFSA)
  • Spider Bite (KCoCaC)
  • Skewering Vines (COFSA)
  • Stinging Thorns (SC)
  • Terrific Transportation (KCoCaC)
  • Tides of Blood (DA)
  • Umbral Form (DA)
  • Unbodied Blade (GG)
  • Undermine (KCoCaC)
  • Vaulting Strike (GG)
  • Venomous Leviathen (COFSA)
  • Vortex (KCoCaC)
  • Water Blast (KCoCaC)
  • Wither (KCoCaC)

AND THERE IS MORE

4th Level
  • Aerial Barrage (KCoCaC)
  • Blackened Heart (COFSA)
  • Bloodthorn (COFSA)
  • Cage of Briars (COFSA)
  • Celestial Pyre (ATLAS)
  • Chariot of Discreet Travel (GG)
  • Cloud of Spores (SC)
  • Coldblood Shards (DA)
  • Dazzleburst Mine (KCoCaC)
  • Dark Empowerment (COFSA)
  • Deadly Doorway (COFSA)
  • Dimension Cutter (KCoCaC)
  • Draining Thread (DA)
  • Entomb (KCoCaC)
  • Evacuation (GG)
  • Field of Stars (ATLAS)
  • Forbidden Obelisk (COFSA)
  • Geyser (KCoCaC)
  • Ghostly Warden (GG)
  • Hunt (COFSA)
  • Ice Spike (KCoCaC)
  • Invitation (COFSA)
  • Ionizing Wind (ATLAS)
  • Mark of Objection (COFSA)
  • Orbital Stones (KCoCaC)
  • Power Word: Crush (COFSA)
  • Rapid Replication (DA)
  • Rend Shadows (DA)
  • Repair (KCoCaC)
  • Room of Displacement (GG)
  • Sanguine Sanctum (DA)
  • Serpentine Ward (COFSA)
  • Shadow Refuge (COFSA)
  • Shattersong (COFSA)
  • Skewering Branch (SC)
  • Sleepwalker (COFSA)
  • Slime Sphere (COFSA)
  • Stinging Swarm (KCoCaC)
  • Structural Deception (GG)
  • Summon Horror (KCoCaC)
  • Thunder Orb (KCoCaC)
  • Tree Strike (SC)
  • Unseen Claw (COFSA)
  • Unspoken Agreement (COFSA)
  • Vengeful Strike (GG)
  • Venomburst Mine (KCoCaC)
  • Wall of Bones (DA)
  • Weather Ward (KCoCaC)
  • Windblade (COFSA)
  • Zone of Aegis (GG)
5th Level
  • Aether Storm (KCoCaC)
  • Botanical Calling (SC)
  • Constriction (COFSA)
  • Curse of Corruption (DA)
  • Curse of Despair (KCoCaC)
  • Curse of Treachery (KCoCaC)
  • Devouring Darkness (KCoCaC)
  • Divide Self (KCoCaC)
  • Fell Onslaught (COFSA)
  • Fissure (KCoCaC)
  • Forgotten Pain (COFSA)
  • Killing Curse (KCoCaC)
  • Mind Spore (SC)
  • Mindburst Mine (KCoCaC)
  • Nemesis (COFSA)
  • Nymph's Lullaby (SC)
  • Pressure Cutter (KCoCaC)
  • Ray of Debilitation (DA)
  • Reflect Elements (GG)
  • Revelation (COFSA)
  • Shadow Stride (DA)
  • Shadow World (COFSA)
  • Shroud of Surok (COFSA)
  • Sonic Shriek (KCoCaC)
  • Spatial Manipulation (KCoCaC)
  • Tornado (KCoCaC)
  • Unmaking (KCoCaC)
  • Unstoppable Ascent (COFSA)
  • Vacuum (ATLAS)
  • Vorpal Weapon (KCoCaC)
  • Wall of Ooze (COFSA)
  • Wall of Roses (GG)
  • Wings of Night (COFSA)
6th Level
  • Acid Rain (KCoCaC)
  • Banshee's Wail (DA)
  • Beam of Annihilation (KCoCaC)
  • Blood Cartography (COFSA)
  • Dryad's Leap (SC)
  • Gorgon's Grip (COFSA)
  • Hellish Halo (COFSA)
  • Investiture of Shadow (DA)
  • Quasar (ATLAS)
  • Rain of Blood (DA)
7th Level
  • Aria of Angels (GG)
  • Call of the Alliance (GG)
  • Cruel Wind (COFSA)
  • Curse of Fertility (KCoCaC)
  • Galder's Candle (GG)
  • Hemoplague (DA)
  • Otherworldly Lair (COFSA)
  • Second Mind (GG)
  • Spreading Nightmare (COFSA)
  • Starcrossed Binding (ATLAS)
  • Twisting Corruption (KCoCaC)
  • Umbral Assault (DA)
8th Level
  • Black Hole (ATLAS)
  • Chains of Hell (GG)
  • Curse of Altered Souls (KCoCaC)
  • Immortalizing Gaze (KCoCaC)
  • Memento Mori (DA)
  • Moonfall (ATLAS)
  • Power Word: Psychosis (KCoCaC)
  • Reflective Veil (COFSA)
  • Undertow (COFSA)
9th Level
  • End of Days (COFSA)
  • Life Drain (DA)
  • Night Sky (ATLAS)
  • Strings of Fate (KCoCaC)

Extended Spell Compendium of Whuran

In the following idiom you will find all the additional spells that I am adding/allowing within any and all campaigns and stories played within the country of Whuran. It collects spells from 6 different idioms, Including The Compendium of Forgotten Secrets - Awakened by William Hudson King, Sprouting Chaos by Jonoman3000, All The Lights in the sky Are Stars by the Haven Discord server, Kibble's Compendium of Craft and Creation by KibbleTasty, The Dark Arts by Jonoman3000, and Galder's Gazetteer by Ricky L. et al.

All of the spells that I am adding have been individually reviewed, based on my own knowledge of how to balance the game and make the additional spells fun. As a result, many spells have received minor or major revisions and changes to make them more balanced, both increasing and decreasing the powers of spells all around. I am claiming absolutely no credit for any of the spells in this idiom, even the ones that I made, as all these spells were initially created or inspired by others, and I merely based my changes off of those. Thank you for reading all this, and I hope you enjoy.

The Compendium of Forgotten Secrets

The following spells are from the Compendium of Forgotten Secrets - Awakening. These spells are based around the various eldritch horrors and powers within the compendium. There are more spells in the compendium, but these are the ones I personally think are most

interesting, useful and enjoyable. Many of the spells here have been slightly changed or reworked in ways that I like personally prefer. All credit belongs to William Hudson King. The 2nd level spells Cry of Madness and Exsanguinating Ray and the 6th level spell Gorgon's Grip are my own creations.

Cantrips (0th Level)
  • Brine
  • Cheerful Song
  • Fracture
  • Grim Needle
  • Scorch
  • Seek Phrase
1st Level
  • Corruption
  • Hellfire Lash
  • Hunter's Pace
  • Malice of Arachia
  • Masterful Focus
  • Rimesworn Blade
  • Shrill Whistle
  • Siren's Kiss
  • Wanton Pounce
2nd Level
  • Barbed Assault
  • Black Pillar
  • Cry of Madness
  • Dark Lightning
  • Dissociative Edge
  • Exsanguinating Ray
  • Heartripper
  • Mend Flesh
  • Replenish
  • Shadow Step
  • Sinister Threat
  • Skystrike
  • Spell Flux
  • Suffer
  • Wolfsbane Trap
3rd Level
  • Accursed Wish
  • Almighty Assault
  • Creeping Dark
  • Crushing Tide
  • Fallen Soul
  • Frozen Lance
  • Funeral Pyre
  • Irreversible Smite
  • Luring Light
  • Resonance
  • Serpent's Bite
  • Shadow Toxin
  • Skewering Vines
  • Venomous Leviathen
4th Level
  • Blackened Heart
  • Bloodthorn
  • Cage of Briars
  • Dark Empowerment
  • Deadly Doorway
  • Forbidden Obelisk
  • Hunt
  • Invitation
  • Mark of Objection
  • Power Word: Crush
  • Serpentine Ward
  • Shadow Refuge
  • Shattersong
  • Sleepwalker
  • Slime Sphere
  • Windblade
  • Unseen Claw
  • Unspoken Agreement
5th Level
  • Constriction
  • Fell Onslaught
  • Forgotten Pain
  • Nemesis
  • Shadow World
  • Shroud of Surok
  • Revelation
  • Unstoppable Ascent
  • Wall of Ooze
  • Wings of Night
6th Level
  • Blood Cartography
  • Gorgon's Grip
  • Hellish Halo
7th Level
  • Cruel Wind
  • Otherworldly Lair
  • Spreading Nightmare
8th Level
  • Reflective Veil
  • Undertow
9th Level
  • End of Days
Part 1 | The Compendium of Forgotten Secrets

Cantrips

Brine

Conjuration Cantrip


  • Classes: Arcanist, Cleric, Druid, Oracle, Shaman, Sorcerer, Summoner, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

The ocean’s spray conceals a cold and callous nature.

You gesture, summoning a splash of saltwater to fall upon a creature or object within range. Flames are instantly quenched, and objects targeted by this spell cannot be ignited for at least one minute. If you target a creature, you can choose to have the saltwater be bone-chillingly cold. The target must make a Constitution saving throw. If they fail, they take 1d8 cold damage.

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

Cheerful Song

Enchantment Cantrip (Ritual)


  • Classes: Bard, Summoner
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (an instrument)
  • Duration: Instantaneous

A tune, sweetly sung, is worth more than all wealth or war.

You sing a happy little tune, bolstering the spirits of up to 3 friendly creatures within range. Affected creatures gain 1 temporary hit point, and can add a +1 bonus to their first attack roll, saving throw, or ability check made before the start of your next turn.

This spell can be ritually cast by any character proficient with an instrument, caster or not, providing they play the instrument. If cast this way, the spell takes the form of a three-minutes-long song.

Fracture

Evocation Cantrip


  • Classes: Arcanist, Artificer, Bard, Cleric, Oracle, Sorcerer, Summoner, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

The world is a brittle thing in the hands of a god.

You snap your fingers, generating a thunderclap of sound that can be heard up to 100 feet away. You inflict 10 thunder damage to an unattended object that you can see within range. Even if the object remains intact, it flings small shards of shrapnel at creatures within 5 feet of it. Each creature must make a Dexterity saving throw. If they fail, they take 1d4 piercing damage.

This spell’s piercing damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4), and the spell’s thunder damage also increases by 10 at each of these levels.

Grim Needle

Conjuration Cantrip


  • Classes: Arcanist, Druid, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

The shadowed planes hold many cruelties left unspoken.

You bring your hand back and push, summoning a spike of shadow and attempting to stab and push a creature within range. Make a melee spell attack roll. If you hit, the target takes 1d6 piercing damage and is shoved 5 feet directly away from you.

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

Scorch

Evocation Cantrip


  • Classes: Arcanist, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

Call on the forces on dark worlds, scorched by cinders, fires and flares. Something will surely answer.

You wave your hand outward and fling a hot flare, attempting to light an unattended object within range on fire. If you target a flammable object, it immediately ignites in a gout of flame. Choose up to two creatures within 5 feet of the burning object. Each must make a Dexterity saving throw. If a creature fails, it takes 1d8 fire damage.

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

Part 1 | The Compendium of Forgotten Secrets

Seek Phrase

Divination Cantrip


  • Classes: Arcanist, Artificer, Bard, Cleric, Oracle, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

Finding quickly is as good as knowing, in the eyes of the inexperienced.

You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search.

Level 1 Spells

Corruption

1st level Necromancy (Disease)


  • Classes: Cleric, Druid, Oracle, Shaman, Sorcerer, Warlock, Witch
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute

Slow and insidious, yet deadly all the same.

Your inflict a withering curse upon a 5-foot square of ground at a location you can see within range, withering plants and darkening the earth with fell power. At the start of each of your turns for the duration, the corruption spreads 5 feet in every direction. Whenever a creature starts its turn in a space afflicted by the curse, it must make a Constitution saving throw. If it fails, it takes 1d6 necrotic damage.

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

Hellfire Lash

1st level Transmutation


  • Classes: Artificer, Bard, Inquisitor, Summoner, Warlock
  • Casting Time: Special
  • Range: Self
  • Components: V, S, M (a whip)
  • Duration: 1 turn

The fiends below are fond of this spell, but they are far from the only ones.

The first time you take the Attack action during your turn, you can cast this spell to transform your whip into a flaming lash, striking out with scorching fury. The first time you hit with this weapon, the target takes an additional 1d8 fire damage, and you can use a bonus action to hurl the target to a location of your choosing within 10 feet of their starting location. If they impact a surface or another creature, both take an additional 1d8 bludgeoning damage.

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

Hunter's Pace

1st level Enchantment and Transmutation


  • Classes: Druid, Inquisitor, Ranger, Summoner
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 hour

A hunter does not tire or slow until prey has been caught.

You let out a hunting cry, empowering your body with speed and tirelessness. While you maintain concentration on this spell, you gain advantage on Athletics checks to jump, climb, swim, or move. You also gain advantage on saving throws against exhaustion and on checks to mitigate the effects of difficult terrain.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, your movement speed also increases by 5 feet per slot level above 1st.

Malice of Arachnia

1st level Enchantment (Curse)


  • Classes: Druid, Inquisitor, Shaman, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a weapon)
  • Duration: 1 hour

The first of the Arachi developed a clever toxin that turns the weak upon their former friends.

You coat a weapon in a enchanted deadly venom. The first time this weapon inflicts damage to a creature, the venom enters the target’s veins, cursing them with terrible hallucinations and compulsions. The cursed target must make a Constitution saving throw at the start of each of its turns for one minute. Each time it fails, choose a creature within 5 feet of it that you can see. The cursed target uses its bonus action to make a single melee weapon attack targeting the creature. Once it lands a successful attack caused by this effect, the effect ends. A creature immune to the poisoned condition cannot be affected.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the effect on the cursed target lasts for one additional successful hit using its bonus action per slot level above 1st.

Masterful Focus

1st level Enchantment


  • Classes: Artificer, Inquisitor, Paladin, Ranger
  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes

The forgotten masters of the blade swore to defend their secrets to the death, and were famed for their perfect clarity in battle.

You whisper a word and weave magic over your own mind, heightening your senses and reflexes. Until the spell ends, your attacks can result in critical hits more easily. Whenever the result of the d20 roll is 18-20, you critically strike. If you’ve made an attack with disadvantage and one of the results was in this range, you can ignore the disadvantage and critically strike regardless. Once you’ve landed a critical hit, the spell ends at the end of the current turn.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the range you can critically hit within expands by 1 (17-20, 16-20, and so on) per slot level above 1st.

Part 1 | The Compendium of Forgotten Secrets

Rimesworn Blade

1st level Evocation


  • Classes: Arcanist, Inquisitor, Ranger, Summoner, Warlock, Wizard
  • Casting Time: Special
  • Range: Self
  • Components: V, S, M (a martial weapon)
  • Duration: 1 turn

Ice can be sharper than steel, and it splinters like a sap-filled tree in winter's cold clutches.

The first time you take the Attack action on your turn, you can cast this spell to infuse your martial weapon with chilling cold and coat the exterior with brittle ice. The first time you hit with this weapon, the target takes an additional 1d8 cold damage, shattering the ice on your weapon. The target and creatures within 10 feet of the target other than you must make a Dexterity saving throw. If they fail, they take 1d8 piercing damage.

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

Shrill Whistle

1st level Evocation


  • Classes: Arcanist, Bard, Druid, Ranger, Shaman, Summoner, Witch, Wizard
  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

An arrow screaming through the air is just as deadly when silent.

You place your hand to your lips, blowing through them in a terrible note. All creatures of your choosing within range must make a Constitution saving throw. If they fail, they take 1d8 thunder damage and are deafened until the end of their next turn. This whistle is audible up to 500 feet away, even in adverse conditions.

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

Siren's Kiss

1st level Illusion


  • Classes: Bard, Cleric, Oracle, Sorcerer, Witch
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 minute

The love of a mermaid is not without consequences.

When you cast this spell, choose a creature you can see within range. An illusory veil covers you, making you appear as the perfect paramour to the target. The target must make a Wisdom saving throw. If they fail, they are charmed by you, and move to grapple you during their next turn. If they succeed, you can use your reaction to deliver a deadly corrosive touch, breaking the grapple, ending the spell, and dealing 2d10 acid damage to the target. You can immediately move up to 10 feet away without provoking attacks of opportunity.

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


Wanton Pounce

1st level Necromancy


  • Classes: Inquisitor, Paladin, Ranger, Shaman, Warlock
  • Casting Time: 1 reaction, when an enemy falls prone
  • Range: Touch (30 feet)
  • Components: S
  • Duration: Instantaneous

Enemies who cannot stand before you, are unworthy of their honor.

You instantly leap at a creature that has fallen prone and make a single melee weapon attack or unarmed strike. If you hit, you slam the target into the ground, knocking all the air out of their body. The target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw. If they fail, they are effectively poisoned until the end of your next turn due to the lack of air in their lungs. Creatures that cannot breathe are immune to this effect.

Part 1 | The Compendium of Forgotten Secrets

Level 2 Spells

Barbed Assault

2nd level Conjuration


  • Classes: Arcanist, Artificer, Cleric, Inquisitor, Ranger, Summoner, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (90 feet)
  • Components: V, S, M (a tiny silver trident)
  • Duration: Concentration, up to 10 minutes

Let's see you get mouthy with a harpoon in your neck.

You conjure three barbed harpoons of intricately twisted silver. They float in the air above your head for the spell’s duration, and fade when it ends. When you cast the spell, and as an action on each of your subsequent turns, you can make a ranged spell attack to hurl a harpoon at a target within 90 feet of you. If you miss, the harpoon fades. If you hit, the target takes 2d6 piercing damage and must make a Dexterity saving throw. If they fail, the harpoon lodges in their flesh. While a creature has been skewered by a harpoon, its speed is halved, and you can use a bonus action to manifest an ethereal chain and have it pull taut, hauling the creature 10 feet towards you for each harpoon lodged in it. The target can use an action to pull any number of harpoons out, taking 2d6 necrotic damage for each harpoon removed and causing the harpoon to fade. Once all three harpoons have faded, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional harpoon for each slot level above 2nd. If you cast this spell with a 7th level spell slot or higher, you summon eight harpoons all at once that you can send at your target simultaneously with one ranged spell attack. If this hits, the target is restrained and you can pull it to you, no matter the distance. The target can attempt to end the condition with a Strength saving throw against your spell save DC.


Black Pillar

2nd level Conjuration


  • Classes: Arcanist, Artificer, Cleric, Oracle, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small rectangular stone)
  • Duration: Until dispelled

A monument, they said to him. Thus it was built, but like no other they had seen. To this day, they regret their request.

You gesture to the ground and speak an incantation, calling a pillar of stone to rise from the earth at a location within range. The pillar is 15 feet tall, 5 feet on each side, covered in cruel spikes, and has a flat top that can be safely stood upon.

If a creature is caught between the pillar and another surface, such as a ceiling, they must make a Dexterity saving throw. If they fail, they take 2d10 bludgeoning damage and fall prone in the nearest open space. If a creature is shoved or pushed against the sides of the pillar, they take 1d6 piercing damage. The pillar can be climbed safely by making an Athletics check with a DC equal to your spell save DC. The pillar has hit points equal to fifteen times your spellcasting modifier (minimum 15) and AC 10.

Dark Lightning

2nd level Evocation and Necromancy


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

Authority is the manifestation of power over another, and power is the expression of one’s will upon the world.

You thrust out your hands, unleashing a deadly coil of lightning infused with wrathful hate towards a creature you can see within range. The target must make a Constitution saving throw. If they fail, they take 2d8 lightning damage.

If the target is below their maximum hit points, the lightning forks to another creature of your choosing within 10 feet of the target. This new target must make their own Constitution saving throw, taking 2d8 lightning damage if they fail. This process can repeat up to three times, and the same target cannot be affected twice. If a target succeeds on their saving throw and is below their maximum hit points, they take 1d8 necrotic damage instead.

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


Dissociative Edge

2nd level Transmutation


  • Classes: Artificer, Inquisitor, Paladin, Ranger, Summoner, Warlock
  • Casting Time: 1 bonus action
  • Range: Self (30 feet)
  • Components: V, S, M (any melee weapon)
  • Duration: Instantaneous

Julia claimed she’d never touched him. That was the truth. Technically.

When you cast this spell, your weapon hums with violent energy. The first time you could make a melee weapon attack before the end of your current turn, you can launch a scything blade of force from your weapon instead.

Each creature within a 5 feet wide and 30 feet long line must make a Dexterity saving throw, starting from the creature closest to you. The first creature that fails takes 2d8 force damage and suffers damage and effects as though you had hit them with a successful attack using that weapon.

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

Part 1 | The Compendium of Forgotten Secrets

Cry of Madness

2nd level Enchantment


  • Classes: Arcanist, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self (30-feet radius)
  • Components: V, S
  • Duration: Instantaneous, Special

Call forth the winds, the cries of insanity! Herald my name, Gibbeth, harbinger and saviour of the End of Times!

Drawing on the Howling Winds of Pandemonium, you send a stupefying wave of cerebral energy through the minds of those around you. All creatures in a 15-foot radius centered on you that can hear must make an Intelligence saving throw. On a failure, a creature suffers 2d6 psychic damage and staggers 10 feet away from you.

Additionally, all creatures in a 30-foot radius centered on you must make a Wisdom saving throw. On a failure, the screaming voices of Pandemonium echo in the creature's mind. The creature gains a short-term madness. On a success, a creature is unaffected and the spell ends for it.

After 24 hours, the creature makes another Wisdom saving throw. On a failure, it gains a long term madness. On a success, it stays sane, though the spell continues. The creature must make another Wisdom saving throw every 24 hours, gaining a long-term madness on a failure. If a creature fails a third Wisdom saving throw at any point, it becomes affected by an indefinite madness, and the spell ends for it. If a creature succeeds three saving throws, it is cured.

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

Exsanguinating Ray

2nd level Necromancy (Hemomancy)


  • Classes: Cleric, Inquisitor, Oracle, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous

Great Crimson, heed my call. Hunt, ravage, consume, corrupt. Feed from this land and take what was always meant to be yours. Soak these lands in your deep red beauty!

A line of crimson, necrotic energy bursts out of your hands and beings to hunt along a 15 feet wide and 60 feet long line, growing more powerful with every vessel of blood it can consume along the way. Each creature in the line must make a Constitution saving throw, starting with the creature closest to the origin of the line. On a failed save, a creature suffers 2d6 necrotic damage and the damage increases by 1d6 for the next creature in the spell's line, or by 2d6 if the damage reduced the target to 0 hit points.

The crimson energy dives onto corpses in the line.
For each corpse it consumes, the damage increases
by 2d6. Skeletal corpses are not affected. A creature resistant or immune to necrotic damage, or without blood (at the
GM's discretion) does not cause the damage to increase. Any corpses ravaged by this spell are deprived of all blood.

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


Part 4 | Kibble's Compendium

Heartripper

2nd level Necromancy


  • Classes: Cleric, Druid, Shaman, Sorcerer, Summoner, Warlock, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A plant fed with blood does not mourn, nor does it show mercy.

When you cast this spell, barbed thorns sprout from your fingertips. Make a melee spell attack roll against a creature within range. If the creature is grappled or restrained, you have advantage on the attack roll. If you hit, the target takes 2d10 piercing damage and must make a Constitution saving throw. If they fail, you grasp a vital part of their anatomy and squeeze, inflicting an additional 2d10 piercing damage and stunning the target until the start of their next turn. If the spell attack roll resulted in a critical hit, the target automatically fails their saving throw.

If you kill a creature with this spell, you can choose to fully rip out their heart, and do with it as you will. While holding the heart of a creature, all creatures within 10 feet are frightened of you.

At Higher Levels. When you cast this spell using a slot of 3rd level or higher, the piercing damage of the second phase of the spell increases by 1d10 per slot level above 2nd.


Mend Flesh

2nd level Transmutation


  • Classes: Cleric, Oracle, Paladin, Shaman, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a needle and thread)
  • Duration: Instantaneous

The body is a vessel for the soul, and the soul calls to itself.

You stitch closed an open wound or reattach a whole limb severed in the past minute. If the target is a living or undead creature, they regain hit points equal to their Constitution modifier (minimum 1). If a limb was reattached, until the creature finishes a long rest, they suffer disadvantage on all checks that require them to use the reattached limb. If the limb is a leg, their movement speed is halved during this time. If the limb is an arm, they suffer disadvantage on attack rolls with weapons held using the arm during this time.

If you use this spell solely to heal an injured or wounded creature without reattaching limbs or body parts, the creature regains hit points equal to three times
their Constitution modifier + 5.

At Higher Levels. When you cast this spell using a
slot of 2nd level or higher, the time limit for how long
ago the injury may have been sustained increases by 10 minutes per slot level about 1st, and the target regains additional hit points equal to their Constitution modifier
per slot level above 1st.

Replenish

2nd level Evocation


  • Classes: Bard, Cleric, Druid, Oracle, Paladin, Shaman, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

With the turn of the seasons, the cycle of life renews.

When you cast this spell, you touch an allied creature that you can see. The target surges with vital force, gaining 3d6 temporary hit points. These temporary hit points are lost whenever the target finishes a short or long rest. The target is also cured of the poisoned condition.

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

Shadow Step

2nd level Abjuration


  • Classes: Arcanist, Bard, Inquisitor, Oracle, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 reaction, made when you are attacked or make a saving throw
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

In shadow and shade, grave plans are made.

You wrap a cloak of shadow around you, coiling in a defensive posture. Until the start of your next turn, attacks targeting you are made with disadvantage and you gain advantage on Dexterity saving throws. The next time an attack or targeted spell would hit you, you can move up to 15 feet without provoking opportunity attacks, making the attack or spell miss. Once you do this, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose to move one additional time per two slot levels above 2nd before the spell ends.

Part 1 | The Compendium of Forgotten Secrets

Sinister Threat

2nd level Enchantment


  • Classes: Bard, Cleric, Inquisitor, Oracle, Paladin, Ranger, Warlock
  • Casting Time: 1 reaction, made when a creature enters or becomes hostile within range of the spell.
  • Range: 15 feet
  • Components: V, S, M (any weapon)
  • Duration: Concentration, up to 1 minute

The glint of steel does much to persuade and dissuade.

You unsheathe part of your weapon, or gesture threateningly with it, imbuing this simple implication with a magical compulsion. The creature can choose to end its turn immediately and be charmed by you until the spell ends or until you or your companions do something harmful to it or its allies. Otherwise, it must make a Wisdom saving throw. If it fails, the creature becomes frightened of you for the duration and you gain advantage on melee attack rolls targeting it while it is frightened. At the end of each of its turns, the creature can make another Wisdom saving throw, ending the spell if it succeeds.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell does not require concentration.

Skystrike

2nd level Evocation


  • Classes: All Classes
  • Casting Time: 1 reaction, made when you are falling or after you jump
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

Show them what happens when the sky meets the earth.

When you cast this spell, choose a point within range. You teleport to that location and instantly crash to the ground directly beneath that point, accompanied by a flash of lightning. You take no falling damage, but if you land on a creature or a space within 5 feet of a creature, it takes lightning damage equal to the amount of falling damage you would have taken. If you landed on a creature, you immediately move to the nearest open space. If you fell 30 feet or more, you are stunned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you are not stunned when falling.

Spell Flux

2nd level Abjuration


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

The best defense is to never be attacked. The second best is this.

You summon a writhing mass of unstable energy to guard your hand and arm. You gain half cover from attacks and damaging effects you can see, but you cannot use this hand to perform somatic components of spells you cast until this spell ends. If a ranged attack hits you, you can discharge the spell flux as a reaction, deflecting the attack. Make a ranged spell attack targeting a creature of your choosing within 30 feet of you. If you hit, the target takes the damage and effect of the original attack. Once you do this, the spell ends.

Suffer

2nd level Necromancy (Curse)


  • Classes: Arcanist, Bard, Cleric, Inquisitor, Oracle, Paladin, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

True misery is more than pain entering the mind; it is pain entering the soul.

You point at a creature within range and speak a terrible curse in an ancient language, commanding them to suffer. The target must make a Intelligence saving throw. If they fail, they take 2d6 necrotic damage and 2d6 psychic damage and they have disadvantage on Strength and Dexterity ability checks for 1 minute. If they succeed, they take half as much damage and do not have disadvantage.

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

Wolfbane Trap

2nd level Transmutation (Trap)


  • Classes: Artificer, Inquisitor, Ranger, Summoner
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a sharp piece of metal)
  • Duration: 8 hours

A true hunter knows patience like no other.

When you cast this spell, you place the sharpened metal on the ground, transforming it into a frostbound bear trap that occupies a 5-foot square. This trap is nearly invisible, and requires a successful Wisdom (Perception) check to detect it and a successful Dexterity (Sleight of Hand) check to disarm it. The DC for these checks is equal to your spell save DC.

The first time a creature enters the area occupied by this trap, it triggers, reveals itself, and clamps shut. The creature must make a Dexterity saving throw. If they fail, they take 2d10 piercing damage and 1d10 cold damage, and have their movement speed reduced to 0 while they are trapped.

A creature caught in the trap can be freed by using an action to make a Strength check against your spell save DC. If successful, the creature is freed from the trap. Once a creature is freed from the trap, or the trap is disarmed, the spell ends and the trap vanishes.

This trap can be attached to walls and placed on ceilings.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell duration triples for each slot level above 2nd.

Part 1 | The Compendium of Forgotten Secrets

Level 3 Spells

Accursed Wish

3rd level Conjuration


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

There is always a price for power.

You speak aloud, demanding a boon from one of the darkest planes. You instantly replicate the effects of any spell of 2nd level or lower (including cantrips) with a casting time of 1 action or bonus action that deals damage from any spell list. Each time you cast this spell, roll a d20. If the result is 1, you are struck by an unholy force, reducing you to 0 hit points and causing you to fail your first and second death saving throws immediately after the spell is cast. If you are struck down a second time due to this spell before you finish a long rest, you die and cannot be resurrected by a spell cast using a spell slot lower than 8th level.

At Higher Levels. When you cast this spell using a spell slot of 4th level, you can replicate a spell of 3nd level or lower, and the threshold for being struck down increases to a result of 3 or lower. When you cast this spell using a spell slot of 5th level, you can replicate a spell of 4th level or lower, and the threshold for being struck down increases to a result of 5 or lower. This pattern continues until the spell is cast using a slot of 7th or higher level, where no additional effect is gained and the threshold is not increased.

Almighty Assault

3rd level Evocation


  • Classes: Inquisitor, Paladin
  • Casting Time: 1 bonus action
  • Range: 5 feet
  • Components: V, M (any weapon)
  • Duration: Instantaneous

And so the wrath of the righteous shall shatter mountains.

As part of the action used to cast this spell, you make a melee weapon attack against one creature or location within the range. Depending on the damage type the weapon deals, the spell has a different area of effect:

  • Slashing. A crescent of energy races from the attack, and each creature in a 20-foot cone in the direction of the target must make a Dexterity saving throw.
  • Piercing. A pure beam of energy streams from the attack, and each creature in a 60-foot line, 5 foot wide line must make a Dexterity saving throw.
  • Bludgeoning. Explosive energy emanates from the attack, and each creature other than you within 10 feet of the target must make a Dexterity saving throw.

Creatures that fail their saving throw take 2d10 radiant damage, are pushed 10 feet back, and fall prone. A creature that was hit by another of your attacks on the same turn has disadvantage on the saving throw.

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

Creeping Dark

3rd level Transmutation


  • Classes: Arcanist, Bard, Cleric, Inquisitor, Oracle, Ranger, Shaman, Sorcerer, Summoner, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

There are nightmares that shroud even truth.

You infuse yourself with dark energies and corporeal shadows, twisting your form into a terrible caricature of yourself. Until the spell ends, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you are heavily obscured. While you are under the effects of this spell, you can move through spaces as small as one inch without squeezing. While in this form, you cannot take actions other than the Attack action. The first time you take the Attack action, your shadow unleashes a deadly slashing strike against a target within 10 feet in place of one of your attacks. Make a melee spell attack roll. If you hit, your target takes 4d6 force damage. Once you take the Attack action, or you take damage from a magical attack, the spell ends at the end of your current turn.

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

Crushing Tide

3rd level Evocation


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

The sea is a baleful mistress, and all must bow to her.

You summon a rushing wave of water that manifests in a 15 feet wide and 60 feet long line. Creatures within the area must make a Strength saving throw. If they fail, they are knocked prone and take 7d6 bludgeoning damage. If they succeed, they take half as much damage and are not knocked prone.

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

Part 1 | The Compendium of Forgotten Secrets

Fallen Soul

3rd level Conjuration


  • Classes: Arcanist, Inquisitor, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a hand from a corpse)
  • Duration: Concentration, up to 1 minute

The dead do not rest when the clash of steel sounds near.

You summon forth an ethereal, wraith-like phantom, armed with a deadly blade at a point within range to strike down your foes. When you cast this spell, and as an action on each of your subsequent turns until the spell ends, you can direct the phantom to fly up to 30 feet and attack a creature within 5 feet of it with its blade. The target must make a Dexterity saving throw. A target that is frightened makes this saving throw with disadvantage. If they fail, the phantom strikes them, inflicting 3d10 slashing damage.

Frozen Lance

3rd level Conjuration


  • Classes: Druid, Inquisitor, Paladin, Ranger, Summoner, Sorcerer
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a sharp melee weapon)
  • Duration: Instantaneous

Let speed spell doom for your enemies.

You encase your weapon in ice, transforming it into a deadly spike, and rush up to 30 feet towards a creature you can see. Make a melee spell attack against the target. If you hit, the ice spike shatters, inflicting 6d6 cold damage and knocking the target prone. If the creature does not stand during their next turn, the ice shards grow and encase them, restraining the target until the end of their following turn. If you are mounted when you cast this spell, the movement applies to your mount and your attack inflicts an additional 2d6 cold damage.

Funeral Pyre

3rd level Conjuration


  • Classes: Arcanist, Cleric, Inquisitor, Oracle, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (ash from a cremated corpse)
  • Duration: Instantaneous

The dead do not fear the flame, for within its embrace they may return to the light. The living, however, often disagree.

You call forth large spikes and stakes of burning wood from the ground around a target of your choosing within range, attempting to trap them. Large, burning stake surround the target in a 15-foot radius. The target must make a Dexterity saving throw. Creatures that are Huge or larger make this saving throw with advantage. If they fail, the target is impaled by the spikes and restrained until the start of your next turn, taking 2d8 fire damage and 3d8 piercing damage. If the target succeeds, they take half as much damage and are not restrained. The spikes fade into ash at the start of your next turn. If the target is slain by this spell, the spikes do not fade, but instead remain and become impossible to dispel.

You can choose to only restrain the target and only deal 1d8 damage with this spell. If you do, the spell lasts up to 1 minute and requires concentration. If you manage to keep your concentration for the entire minute, the spikes do not fade, but instead remain and become impossible to dispel. A creature restrained by this version of the spell can make a Strength saving throw whenever it takes any damage. On a success, it is freed. On a failure, it takes 1d8 piercing and 1d8 fire damage as it wounds itself on the spikes.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, any piercing damage increases by 1d8 per spell slot level above 3rd.

Irreversible Smite

3rd level Necromancy


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

Be sure the blade is swung with purpose and intent, for it cannot be in error without consequence.

The first time you hit with a melee weapon attack during this spell’s duration, cruel shadows creep down from your weapon and into your target’s wounds. The attack deals an extra 3d6 necrotic damage to the target. Additionally, if the target is a creature, its flesh festers and refuses to repair. Until the spell ends, the target cannot regain hit points.

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

Luring Light

3rd level Illusion


  • Classes: Bard, Cleric, Druid, Inquisitor, Oracle, Witch
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (the tooth of an aquatic predator)
  • Duration: Concentration, up to 1 minute

In the darkest depths, there is always something waiting for the curious and the foolhardy to make one final mistake.

You create a lure of light at a point you can see within range while making yourself invisible. This lure creates bright light in a 5-foot radius around itself, and moves with you. Whenever a hostile creature sees this lure light for the first time, it must make a Wisdom saving throw. If it fails, it must use all of its movement during its next turn traveling towards the lure by the safest route possible. A creature that is immune to charmed cannot be affected. If a creature touches the lure, you can use your reaction to cause a predatory phantasm to lash out and bite the creature. The target must succeed a Dexterity saving throw or suffer 4d10 magical piercing damage. Once you use this reaction, or if you attack or cast another spell, this spell ends.

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

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Resonance

3rd level Enchantment


  • Classes: Bard, Druid, Shaman, Summoner, Witch
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Stone was once no different from the dirt around it.

You sing to the inherent order within the ground around you. While you maintain concentration on this spell, you can use an action to disrupt that order. Choose a 10-foot cube within range. Creatures and objects within that square must make a Dexterity saving throw. If they fail, they sink into the ground as it softens and re-hardens, becoming restrained for as long as you maintain concentration. Each round the target can make a Strength saving throw. On a success, it frees itself and climbs out of the ground, ending the effect. Until the spell ends you can repeat this process, choosing a different 10-foot cube each time.

While you concentrate on this spell, you cannot cast any spells with verbal components.

Serpent's Bite

3rd level Transmutation


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

Venom executes much cleaner than a blade.

Your corner teeth change and massive, venomous fangs spring from your mouth. Make a melee spell attack against a target within your reach. On a hit, the target takes 3d8 poison damage, and the target must make a Constitution saving throw. If they fail, they are poisoned until the start of your next turn. Until the spell ends, you can make the attack again on each of your turns as an action.

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

Shadow Toxin

3rd level Enchantment and Necromancy (Curse)


  • Classes: Arcanist, Bard, Cleric, Inquisitor, Oracle, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

Within the web of lies, one cannot trust their eyes.

You fling a thin needle of darkness at a creature you can see within range, cursing them with corruptive magic that taints their mind and fills them with doubt. Whenever the target attempts to cast a spell that targets a creature friendly to them, they must make an Intelligence saving throw. If they fail, they take 3d8 psychic damage, their spell fails and the spell is lost. If they succeed, the corruptive magic is broken and the target is freed from the effects of this spell.

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

Skewering Vines

3rd level Conjuration


  • Classes: Arcanist, Druid, Shaman, Summoner, Witch
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Never forget the thorns of a rose.

When you cast this spell, a mass of vines coils forth from the ground around you. On the action you cast this spell, and as a bonus action on each of your turns while it remains, you can make a ranged spell attack against a target you can see within 30 feet. This attack ignores half and three-quarters cover. If you hit, the target takes 3d10 piercing damage and is lifted 5 feet into the air until the end of their next turn. They can use half their movement during their turn to free themselves of the skewering vines, returning to the ground.

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

Venomous Leviathen

3rd level Conjuration


  • Classes: Arcanist, Cleric, Druid, Oracle, Shaman, Witch
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a snake’s fang)
  • Duration: Instantaneous

The fang of the serpent is weak compared to the power of the arcane, yet one can certainly inspire the other.

You gesture to call forth an enormous, ethereal serpent from your location, which moves over to a point of your choosing within range. Then you speak, commanding the beast to snap its fangs on the location and let loose a deadly venom. Creatures within a 15-foot radius of the serpent's bite must make a Dexterity saving throw. If they fail, they take 6d6 poison damage and are poisoned for one minute. If they succeed, they move to nearest point outside the radius of the bite, take half as much damage and are not poisoned.

A creature that is poisoned by this spell can repeat their saving throw at the end of each of their 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 poison damage increases by 1d6 per slot level above 3rd.


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Level 4 Spells

Blackened Heart

4th level Necromancy (Curse)


  • Classes: Cleric, Druid, Oracle, Shaman, Sorcerer, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A vine from a rose plant)
  • Duration: Instantaneous

Corruption waits for the perfect moment to strike.

You speak an incantation, causing a powerful curse to wash over a creature. You reach out towards a living creature that you can see. The target must make a Constitution saving throw. If it fails, its body is filled with vile poison, and it takes 8d6 poison damage at the start of its next turn. If the target is reduced to 0 hit points before the start of its next turn, the poison explodes outward from it in a shower of disgusting bile. Creatures within a 10-foot radius of the target must make a Dexterity saving throw. If they fail, they take 8d6 poison damage, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of each phase of the spell increases by 2d6 per spell slot level above 3rd.

Bloodthorn

4th level Necromancy


  • Classes: Druid, Inquisitor, Ranger, Shaman, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a thorn pricked with blood)
  • Duration: Instantaneous

What if roses were red from the blood that they drew?

You imbue a single thorn with a deadly enchantment, hurling it out towards a creature that you can see within range. Make a ranged spell attack roll. If you hit, the target takes 3d10 piercing damage and you can choose an additional target for the bloodthorn to seek, repeating the attack against a different target within 60 feet of the previous one and using the thorn’s new position to determine if a target would gain the benefits of cover. You can repeat this process up to three times or until the attack misses. A creature cannot be targeted more than once.

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

Cage of Briars

4th level Conjuration


  • Classes: Cleric, Druid, Oracle, Ranger, Shaman, Summoner, Witch
  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a small woven basket)
  • Duration: 8 hours

To make a mortal crave freedom, give them a cage. To make a mortal crave order, set them free.

Coiling the will of deadly vines and plants around your hand, you create a cage of thorned briars and barbed vines that surrounds a 10-foot cube within range. The vines are thick and only allow a small amount of light and air to pass through, providing three-quarters cover to creatures within and total cover to creatures outside. You and up to two others you designate can pass through the cage at will. The thorned cage has AC 10, 200 hit points, and vulnerability to fire. A creature that hits the cage with an unarmed strike or natural weapon, such as a bite or claw, takes 2d4 piercing damage.

A creature caught within the cage can attempt to break out by cutting an opening in the cage. The creature must deal at least 30 damage to the vines in one turn to cut an opening large enough to escape through. Once attacked, the vines quickly regrow over the course of one turn, sealing everything inside once more while the spell duration lasts.

When a creature is in the cage, you can use a bonus action to attempt to restrain them. The creature makes a Strength saving throw against your spell save DC. On a failure, it takes 2d6 piercing damage and is restrained. The creature can make another Strength saving throw at the end of each subsequent turn, ending the effect on a success, but taking another 2d6 piercing damage on a failure.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cage’s hit point total increases by 40 and the duration increases by 2 hours for spell slot level above 4th.


Dark Empowerment

4th level Transmutation


  • Classes: Arcanist, Artificer, Cleric, Inquisitor, Paladin, Shaman, Sorcerer, Summoner, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Beyond material world, there are mysteries terrible to behold. Draw them in, and take them for your own.

You spread your arms wide and let dark energy fill your body, distorting your form and making you fearsome to behold. Your size increases to Large if it is smaller, and your equipment grows to suit your expanded form. If there is insufficient space, you grow as large as you safely can. While in this form, your weapon attacks inflict an additional 1d8 damage of their normal type and you gain temporary hit points equal to twice your spellcasting modifier at the start of each of your turns that last for the duration of the spell.

Part 1 | The Compendium of Forgotten Secrets

Deadly Doorway

4th level Abjuration (Trap)


  • Classes: Arcanist, Artificer, Inquisitor, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small broken key)
  • Duration: 8 hours

Life has many doors, just as death holds many keys.

When you cast this spell, you touch a doorway, gate, window, or other construction that serves as an opening between two locations. You can speak a word, phrase, or describe an action or activity that must be performed to secure safe passage through the door. The first creature that does not perform this safeguard while passing through the doorway must succeed a Charisma saving throw or take 4d10 necrotic damage and be paralyzed until the start of their next turn. A creature slain by this damage instantly withers into dust, leaving all of their clothing and possessions behind.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 2d10 per spell slot level above 4th.

Forbidden Obelisk

4th level Conjuration and Enchantment (Trap)


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

Before paper, man wrote upon stone of things that could not be spoken, using a script that could not be misunderstood. But many could not handle the truth, and wrote in their own blood instead.

You summon forth a 20 foot tall pillar, 10 feet across, covered in runic inscriptions from the depths of the earth. Any creature that can see and moves into a space within 10 feet of the obelisk cannot help but read from it. The reader must make a Wisdom saving throw. If they succeed, they gain advantage on Wisdom ability checks and saving throws for one minute. If they fail, they are struck blind for one minute. Once a creature has read from a Forbidden Obelisk, they cannot do so again until at least one hour has passed. If your concentration breaks, the obelisk remains but loses its power.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the blindness or the advantage increases to 10 minutes.

Hunt

4th level Divination (Curse)


  • Classes: Bard, Inquisitor, Ranger, Shaman, Summoner, Warlock, Witch
  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

With a shriek, the horror disappeared. But I knew it was not gone.

You curse a hostile or neutral creature to be the singular focus of your hunt. You always know where the creature is, and it can never be hidden from you. In addition, you can sense what areas are in the target’s line of sight. On a subsequent turn, you can use your bonus action to teleport to a location within 30 feet of the target as long as the location is not in the target’s line of sight. If the location is occupied or is in a solid material, such as a wall, the teleportation fails. It also fails if you and the creature are not on the same plane.

Invitation

4th level Enchantment


  • Classes: Bard, Cleric, Oracle, Warlock, Witch
  • Casting Time: 1 minute
  • Range: 10 miles
  • Components: V, S, M (ink, a quill, sealing wax, and paper)
  • Duration: Until Broken or Dispelled

It’s very improper to decline a formal invitation, even when offered by an enemy.

You write your current or a desired location and name on the paper, as well as the name, title, or description of the recipient, tying a magical compulsion to your note. A strong wind carries the letter directly to the recipient over the course of three minutes, provided they are within range. Once it arrives, the target must make a Charisma saving throw. If they fail, they open the note and are charmed by you, attempting to travel via the safest available route to the written location. If the creature encounters an obstacle that poses a threat or an obstruction, such as an environmental hazard or worried friend, the target can repeat their Charisma saving throw, ending the effect on a success. If you travel more than 1 mile from the location where you cast the spell, or if the creature takes damage, the spell ends. Once the creature arrives and greets you, the spell ends.

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Mark of Objection

4th level Abjuration


  • Classes: Cleric, Inquisitor, Paladin, Summoner
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 2 hours

It is the duty of a judge to see that the guilty are punished and the innocent left unharmed.

You touch an allied creature and place a mark upon them, granting them your protection. Whenever the target would take damage, you can use your reaction to teleport, creating a bright flash and swapping places with them. You take the the damage in their stead. The attacking creature is blinded until the start of their next turn. If this would reduce you to 0 hit points, you are reduced to 1 hit point instead, and the spell ends. You can place this mark upon multiple creatures at once, provided you expend an appropriate spell slot for each.

Power Word: Crush

4th level Evocation


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

The material world is fragile.

You speak a word of overwhelming power. Choose an object or construct that you can see within range that is Large or smaller. If you choose a non-magical object, it instantly crumples and disintegrates into dust. If you choose a magical object, it temporarily loses any magical properties for one minute, but it cannot be destroyed by a second casting of this spell. If you choose a construct, it takes 30 force damage. Artifacts and incredibly powerful magical objects are immune to this effect. If the spell has no effect, you regain the spell slot or resource expended to cast it.

Serpentine Ward

4th level Transmutation


  • Classes: Artificer, Cleric, Inquisitor, Oracle, Ranger, Witch
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a living snake)
  • Duration: 1 hour

The Serpent Empress had a way with her guards that made them endlessly reliable.

When you cast this spell, you throw the serpent to a point within range and empower it with magical energy. The serpent freezes and becomes still, waiting to strike. An uninformed creature cannot recognize the ward as a living creature until it moves. Whenever a hostile creature starts its turn or enters a space within 5 feet of the serpent, the serpentine ward bites at the creature. The target must make a Dexterity saving throw. If it fails, it takes 4d10 poison damage and is poisoned until the start of its next turn. The serpentine ward has 19 AC, 20 hit points, and is immune to magic. When the spell ends, the serpent attempts to return to your possession.

At Higher Levels. When you cast this spell using a slot of 5th level, the duration increases to 8 hours. When you cast this spell using a slot of 6th level, the duration increases to 1 month. When you cast this spell using a spell slot of 7th level, the duration is 1 year. When you cast this spell using a spell slot of 8th level or higher, the spell becomes permanent and cannot be dispelled.

Shadow Refuge

4th level Illusion


  • Classes: Arcanist, Bard, Inquisitor, Oracle, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

In the void, peace is cold and clarity is merciless.

You step into a shrouded space in the Astral Plane for a brief moment, gathering your power and waiting for a chance to strike. Until the start of your next turn, you cannot be targeted by spells or attacks and you are heavily obscured by magical darkness. While in the shadows, you can move up to 30 feet to a direction of your choosing as if traversing the Ethereal Plane. Your first successful attack during your next turn inflicts an additional 4d6 psychic damage and knocks your target prone. If you do not attack by the end of your next turn, you reappear at the location you are currently at.

Shattersong

4th level Evocation


  • Classes: Bard, Shaman
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (any instrument)
  • Duration: Concentration, up to 1 minute

The earth quakes, reality breaks, torn asunder by air.

You sing a discordant song infused with magical power. When you cast this spell, the vibrations you create begin to distort reality in a 10-foot radius centered on you. Creatures you choose and unattended objects within that area take 2d6 thunder damage, and damaged creatures must make a Strength saving throw. If they fail, they are knocked prone. As an action on each of your turns while maintaining concentration on this spell, you can strengthen your song, repeating the effect while increasing the affected radius by 10 feet and the thunder damage by 2d6 each time, and causing affected creatures you choose to make the Strength saving throw to avoid being knocked prone. The affected distance and damage cannot exceed an 30-foot radius or 6d6 thunder damage.

While you concentrate, you must either keep singing or keep playing to continue the song. You cannot use either verbal or somatic components (your choice).

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Sleepwalker

4th level Enchantment


  • Classes: Arcanist, Bard, Oracle, Shaman, Witch, Wizard
  • Casting Time: 1 minute
  • Range: 1 mile
  • Components: V, S, M (a small hourglass worth at least 50 gp)
  • Duration: Concentration, up to 1 hour

If the night calls on you, would you answer?

When you cast this spell, choose a creature that is unconscious that you are aware of within range. You tap into the mind of the target and begin to control their movements, forcing them to walk and act at your command. The target can only perform simple actions, such as moving or interacting with objects, and cannot speak, attack, or cast spells. Whenever the target would be awakened, the target must make a Charisma saving throw. If they succeed, they awaken. If they fail, they remain asleep and under your control. If the target takes damage, they have advantage on their saving throw.

Slime Sphere

4th level Conjuration


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

Some would think this should appear as a cube. Strange, isn’t it?

When you cast this spell, a massive sphere of adhesive slime appears, grows, and occupies a 10-foot radius centered on a point within range. Creatures within the radius must make a Dexterity saving throw. If they fail, they are trapped within the sphere and are restrained. If they succeed, the creature moves to the nearest unoccupied space outside of the radius. At the start of each of their turns, a restrained creature can use a bonus action make a Strength saving throw. If they fail, they remain restrained within the sphere and take 2d8 acid damage. If they succeed, they exit the sphere at the nearest unoccupied location and take half as much damage. Any creature that is forcibly pushed into the sphere, or enters it voluntarily, automatically becomes restrained.

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

Windblade

4th level Evocation


  • Classes: Arcanist, Druid, Ranger, Shaman, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

The quiet breeze foreshadows the coming cataclysm.

With a sweeping gesture you unleash an invisible scythe of wind in a 30-foot cone. Creatures within the area must make a Dexterity saving throw. They take 6d8 magical slashing damage on a failure, or half as much on a success. This damage ignores the resistances of unattended objects, cutting cleanly through trees and walls.

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

Unseen Claw

4th level Divination


  • Classes: Arcanist, Bard, Cleric, Inquisitor, Oracle, Shaman, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

There are techniques within the darker arts against which there is no defense.

You expand your senses and attune yourself to the shadowed planes, detecting the exact locations of all creatures within range until the end of your current turn. Choose one creature that you have detected with this spell. An umbral claw of darkness manifests and rips through the creature, inflicting 4d10 force damage. If the creature is slain, their body quickly deteriorates as negative energy overcomes them. They become a Zombie not under your control. The fallen creature leaves their equipment behind. A creature slain by this spell can be resurrected, but only after the undeath has been cured.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the force damage increases by 1d10 per slot level above 4th. When cast using a spell slot of 7th level or higher, the range becomes 1 mile, and you can control the zombie summoned this way for up to 1 minute.

Unspoken Agreement

4th level Enchantment


  • Classes: Arcanist, Bard, Cleric, Oracle, Paladin, Ranger, Shaman, Sorcerer, Witch, Wizard
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

Partnership is two minds acting with a singular purpose.

You make a simple gesture, indicating to an allied creature within range that they should perform an action and sending a telepathic message of 25 words or fewer. The target chooses to either Dash, Dodge, Attack (single weapon attack only), or Cast a Spell (a cantrip with a casting time of one action). The target uses their reaction to perform that action. You also take the same action as part of casting this spell.

If you choose to Dash, you can both move without suffering opportunity attacks. If you both attack, you attack with advantage or the target(s) you choose make their saving throw(s) with disadvantage. If you choose to Dodge, both you and your ally can immediately leap 10 feet in any direction.

Upon casting this spell, you and your ally can make use of it three times per spell slot expended.

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Level 5 Spells

Constriction

5th level Transmutation


  • Classes: Cleric, Druid, Shaman, Summoner, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A ring worth at least 100gp)
  • Duration: Concentration, up to 1 minute

The crushing grasp and merciless gaze displays an ambition that cannot be quenched with gold, but can be sated in blood.

You spin the ring on your finger and utter a sinuous word of power. Your body shifts and twists, becomes eerily serpentine. You strike forward, attempting to overwhelm a creature within range. Make a melee spell attack. If you hit, your grapple your target using the body part you attacked with and squeeze them, dealing 5d10 bludgeoning damage. Until the spell ends, the grappled target is also restrained. As a bonus action on each of your subsequent turns while you have restrained the creature, you can continue to crush the target. The creature must make a Strength saving throw. If they fail, they take an additional 3d10 bludgeoning damage. If the target escapes the grapple, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, each instance of bludgeoning damage increases by 1d10 per spell slot level above 5th.

Fell Onslaught

5th level Evocation (Curse)


  • Classes: Inquisitor, Shaman, Warlock
  • Casting Time: Special
  • Range: Self
  • Components: V, S, M (a martial melee weapon)
  • Duration: 1 minute

Bring them death by a thousand cuts!

The first time you take the Attack action during your turn, you can cast this spell to make your weapon glow with eldritch power and cleave the fabric of reality with every swing. The first time you hit during this turn, your attack inflicts an additional 2d10 necrotic damage, and the target becomes afflicted by a malignant curse. Until the spell ends, whenever you take the Attack action, you can choose to attack the cursed creature regardless of distance or obstacles, and these attacks deal an additional 1d10 force damage, ignore cover, and cannot suffer disadvantage.

Forgotten Pain

5th level Enchantment (Curse)


  • Classes: Bard, Cleric, Inquisitor, Oracle, Paladin, Shaman, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Suffering felt, even long ago, is easily magnified. A cut hand becomes a severed arm, and a broken bone becomes a broken mind.

You call back to dark times, inflicting an ancient magical torture upon a foe. The creature must make a Charisma saving throw, taking 4d6 damage of the type most recently inflicted upon it on a failure, or half as much damage on a success. While you maintain concentration on this spell, you can use a bonus action to force the target make another Charisma saving throw, taking 4d6 damage of the type of damage again if they fail, or half as much damage on a success.

Nemesis

5th level Divination


  • Classes: Inquisitor, Oracle, Paladin, Ranger, Summoner, Witch
  • Casting Time: 1 minute
  • Range: Unlimited
  • Components: V, S, M (a small trinket and a drop of your blood)
  • Duration: 8 hours

A vow to kill another must be sworn in blood, and held close to an icy heart. When the fire dies, so must one’s mercy.

You declare a challenge, and describe a creature that you have damaged or has damaged you, either physically, emotionally or mentally, within the past year. You must have a direct personal connection of some sort with the creature.

That creature becomes marked by your magic, and it feels a sense of impending doom that grows the closer you get to it. You become supernaturally alert towards any sign of your quarry or information that would aid your search, gaining advantage on all checks made to discern the target’s location or path of travel. The first time the target sees you, they must make a Wisdom saving throw. If they fail, they are frightened until the end of their next turn, and must attempt to flee via the safest route they are aware of during their next turn. Once the target has seen you, the spell ends. A creature immune to frightened takes 2d10 psychic damage when they see you instead.

At Higher Levels. When you cast this spell using a slot of 6th level, the duration increases to 1 month. When you cast this spell using a spell slot of 7th level, the duration is 1 year. When you cast this spell using a spell slot of 8th level or higher, the spell becomes permanent and cannot be dispelled, lasting until you meet your Nemesis.

Part 1 | The Compendium of Forgotten Secrets

Shadow World

5th level Illusion


  • Classes: Arcanist, Bard, Cleric, Shaman, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self (60 feet)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The Inverse is real, and the nightmares are coming.

You call forth a portal to a shadowy plane that influences the world within range, crafting the umbral power into a new landscape of your choosing. The terrain you create can be opaque, but is only half-formed and thus only creates difficult terrain rather than true walls or surfaces. At the start of each of your turns while you maintain concentration on this spell, you can use an action to create one of the following effects:

  • Tendrils: Dark coils of shadow form and attempt to grasp one creature that you can see within range. The target must make a Strength saving throw. If they fail, they are restrained until the start of your next turn.
  • Spikes: Dangerous needles of shadow skewer forth from the ground, stabbing at up to three creatures you can see within range. Each must make a Dexterity saving throw. If they fail, they take 3d10 piercing damage.
  • Nightmares: Horrible visages form around you and rush outward. All creatures within range that can see you must make a Wisdom saving throw. If they fail, they are frightened of you until the start of your next turn.

Shroud of Surok

5th level Illusion


  • Classes: Shaman, Warlock, Witch
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a lit candle)
  • Duration: 10 minutes

When the light dies, so will hope.

You extinguish the candle, plunging the area around you into darkness. All fires and other non-magical light sources within range are extinguished instantly. Magical light sources are fully enclosed in magical darkness. An inky spherical shroud covers the area within range, blocking sunlight and lightly obscuring the area within. Any light that remains is reduced to a 20 foot radius, and all dim light is reduced to darkness.

Revelation

5th level Divination (Ritual)


  • Classes: Cleric, Druid, Oracle, Paladin, Ranger, Shaman, Sorcerer, Witch
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a piece of fulgurite)
  • Duration: Concentration, up to 1 minute

In the center of the storm, there is a place of calm and majesty. Look within to find the seal.

Your eyes turn bright blue and your mind clears, opening to the world around you. You gain complete awareness of all objects, creatures, and magical effects within range. You can clearly hear all sounds made, and can shift your awareness to any point within range as a bonus action. While your awareness is shifted, you are rendered deaf and blind to your normal senses. You can return to your normal senses as a bonus action.

While you maintain concentration on this spell, whenever you perform an action that would force a creature to make a Dexterity, Wisdom or Charisma saving throw, you can use a free action to focus your attention to that creature and disturb their movements, causing it to have disadvantage on the saving throw. Additionally, you can use your reaction to aid an ally, causing it have advantage on these saving throws.

Unstoppable Ascent

5th level Evocation


  • Classes: Arcanist, Artificer, Druid, Shaman, Sorcerer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

The sky calls to us, seeking our return to its embrace.

You attempt to hurl a creature into the air, shifting them through the Ethereal Plane. Make a melee spell attack against a creature within range. If you hit, you grasp the target and throw them up to 150 feet directly upward. The creature passes through obstacles unimpeded and unharmed. If the final destination is impeded, the creature is moved to the nearest open space and takes force damage equal to the number of 5-foot increments it was moved. If the creature is an ally, it can choose to get hit. All damage it would take from falling is reduced by 100 until the start of your next turn.

Part 1 | The Compendium of Forgotten Secrets

Wall of Ooze

5th level Conjuration


  • Classes: Arcanist, Sorcerer, Summoner, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A sticky substance)
  • Duration: Concentration, up to 1 hour

When you stare into a shining slime, are you seeing a reflection, or a self that could be?

You summon a wall of colorful ooze at an unoccupied space within range. The wall appears on a solid surface within range and lasts for the duration. You can choose to make the wall up to 60 feet long, 15 feet high, and 5 feet thick, or have it appear and enclose a 15-foot cube while being up to 5 feet thick. The wall heavily obscures vision through it, but is slightly transparent. Creatures and objects can pass through the wall, but if they do, their movement speed is halved until the start of their next turn. Ranged attacks that would pass through the wall automatically miss and damage the wall instead. The Wall of Ooze has AC 5, immunity to poison and acid damage, and 120 hit points.

When the wall appears, each creature within the area must make a Strength saving throw to break free from the thick slime, exiting into the nearest unoccupied space if they succeed. Creatures that fail, or creatures that end their turn within the wall, take 4d8 acid damage. Whenever a creature strikes the wall with a melee attack or passes through the wall for the first time during a turn, the creature takes 2d8 acid damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the acid damage of each phase increases by 1d8 and the wall gains 20 additional maximum hit points per slot level above 5th.

Wings of Night

5th level Illusion


  • Classes: Cleric, Inquisitor, Warlock, Witch
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A feather)
  • Duration: Concentration

Black skies conceal what grim intent reveals.

You call forth large wings of mist, smoke, and shadow that attach to your back and heed your commands, granting you a flying speed of 60 feet and lightly obscuring you.

As an action while you have these wings, you can choose to unleash the power trapped within them, ending the spell by transforming the wings into a torrent of nightmarish energy. Creatures within 30 feet of you must make a Charisma saving throw. If they fail, they take 6d10 psychic damage and become frightened of you until the end of your next turn. If they succeed, they take half as much damage and are not frightened.

Level 6 Spells

Blood Cartography

6th level Necromancy (Hemomancy, Ritual)


  • Classes: Arcanist, Bard, Cleric, Oracle, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a corpse or vial of blood and a parchment)
  • Duration: Instantaneous

The blood always remembers.

You draw blood from the vial or corpse and cast it upon the parchment. The blood flows together, forming a clear map of every location that the former owner of the blood has traveled within the past month. The path the creature took is highlighted, and the time spent in each location is indicated by the thickness of the blood-markings. The blood-map dries within one minute, and becomes permanent and impossible to dispel.

Gorgon's Grip

6th level Transmutation


  • Classes: Arcanist, Cleric, Oracle, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an empty hand)
  • Duration: Instantaneous

Rumors say that the Serpent Empress was once a mere medusa, though few remnants linger of her mortal past.

You grab hold of a creature's neck and call forth an eldritch power, making your eyes glow green as they turn to slits, while a snake-like hiss can be heard around you. Make a melee spell attack against a target. On a hit, you take poison damage equal to twice the remaining hit points of the creature. The creature is immediately fully petrified.


Hellish Halo

6th level Evocation


  • Classes: Arcanist, Cleric, Oracle, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an obsidian talisman worth 100 gp)
  • Duration: 1 minute

She shall arrive upon a chariot of steel bearing a talisman of stone, and the fire that once brought life to the world shall reap what it has sown.

You summon a massive halo of flame that surrounds you, igniting the air around your body and infusing you with burning vitality. Whenever a creature enters a space within 10 feet of you for the first time during a turn, or starts their turn there, the target takes 5d10 fire damage. Whenever a creature takes damage from this effect, you gain temporary hit points equal to half the damage dealt. You can choose to suppress or reignite this flaming halo as a bonus action.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire damage increases by 1d10 per slot level above 6th.

Part 1 | The Compendium of Forgotten Secrets

Level 7 Spells

Cruel Wind

7th level Evocation (Weather)


  • Classes: Arcanist, Cleric, Druid, Oracle, Shaman, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The cruel wind does not sing, but it screams a lullaby.

You wave your hands and call forth an ominous wind. All creatures within range other than you must make Constitution saving throws at the start of each of their turns. If they fail, they take 6d6 cold damage. If a creature dies while within range, they let loose a terrible scream. Each creature within 30 feet of the dying creature must make a Charisma saving throw. If they fail, they take 4d6 psychic damage. Creatures with full cover, such as within a house or underground, are not affected. This spell will affect the allies of the caster.

Otherworldly Lair

7th level Conjuration and Transmutation


  • Classes: Cleric, Oracle, Sorcerer, Warlock, Witch
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a token tied to an Alrisen)
  • Duration: 48 hours

Beyond the world, there are things that wait and watch. Call to them, greet them, and invite them in. But beware, for they may accept your invitation.

You invoke the power of the Alrisen whose token you bear to transform an area around you. The area can be as small as a 30-foot cube or as large as 120-foot cube.

The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. Creatures that have been marked by the Alrisen whose token you have used are also immune to the effects. Finally, you can choose to allow creatures at the time of their entry.

The entire lair pulses with eldritch power. Dispel magic cast on the area removes only one of the following effects if it succeeds, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

If you can cast this spell in the same area every day for a year, the spell lasts until dispelled.

  • Difficult Terrain. You can fill any number of 5-foot squares on the ground with difficult terrain. This terrain appears in a manner fitting for the Alrisen, such as the grasping hands of the dead, eerie tentacles, burning stakes of wood, or semisolid bars of radiant light. The obstacles move aside for and close behind creatures that are immune to this effect.
  • Otherworldly Inscriptions. You can fill any number of 5-foot squares on the ground that are not filled with difficult terrain with murals, runes, scratchings, etchings, or other sigils. A creature that steps on a sigil takes 1d6 damage of a type fitting to the Alrisen patron, as the defensive magic unleashes scorching fire, chilling ocean water, radiant energy, or the cruel necrotic power of the grave. To a creature immune to this effect, the inscriptions whisper in eerie voices or recount the stories of heroes from distant worlds.
  • Eldritch Servants. You can call forth up to eight servants from the Alrisen whose token you have used to cast the spell. These servants are the potential familiars listed for warlocks who have chosen the Pact of the Chain feature, or other creatures with a CR of 1 or lower. If any creature not immune to this effect enters the warded area, the eldritch servants fight until they have drive off or slain the intruders. The servants also obey your spoken commands (no additional actions required) that you issue while in the area. If you do not give any commands and no intruders are present, the servants do nothing other than patrol and dwell within the lair. The servants cannot leave the otherworldly lair. When the spell ends, they disappear.
  • Deadly Trap. Choose one spell that you can cast with a duration of “Instantaneous” that deals damage and has a casting time of one action or bonus action. You can decide on a trap that will cause the spell to be cast, triggering when a creature takes an action that you specify when you create the lair, such as touching a certain object or speaking a certain phrase. Once the trap triggers, it cannot do so again until at least one hour has passed.

Spreading Nightmare

7th level Enchantment (Curse)


  • Classes: Bard, Druid, Oracle, Warlock, Witch
  • Casting Time: 10 minutes
  • Range: 1 mile
  • Components: V, S, M (a corrupt halm of grass, which the spell consumes)
  • Duration: 8 hours

There is a horrifying beauty to terrible things.

When you cast this spell, choose one creature that you have seen or that you are familiar with that is sleeping within range. The target must make a Wisdom saving throw. If they fail, they awaken and are frightened of all other creatures that they can see. If another creature sees them while they are frightened, that creature must also make a Wisdom saving throw, becoming frightened if they fail. This process repeats infinitely. If an affected creature goes for 10 minutes without seeing another creature, or takes damage, they are no longer frightened and cannot be affected again.


Part 1 | The Compendium of Forgotten Secrets

Level 8 Spells

Reflective Veil

8th level Abjuration


  • Classes: Arcanist, Bard, Shaman, Warlock, Wizard
  • Casting Time: 1 bonus action or 1 reaction when you would take damage
  • Range: Self
  • Components: S, M (A spell casting focus that you are in direct contact with)
  • Duration: Instantaneous

“When in doubt, return to sender.”

You wave your hand in front of you, conjuring an invisible barrier of pure arcane energy to shield yourself. When you cast this spell, an invisible barrier permeates your flesh until the end of your next turn. If you would take damage during that time, the damage is reduced to 0, and if the source of the damage was another creature, that creature takes the full amount of the damage as force damage instead. Enemies do not know you cast this spell until the damage has been reflected at least once to any creature.

This spell cannot reflect any effects from spells of 10th level or higher, and cannot reduce more than 150 damage at once. Power words cannot be reflected.


Undertow

8th level Conjuration


  • Classes: Cleric, Druid, Warlock, Witch
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (Any herb or plant grown in water, which the spell consumes)
  • Duration: Concentration, up to 1 minute

In the deepest abyss below the ocean waves, the darkness whispers of sailor’s graves.

Calling on an ancient force and speaking an eldritch phrase, you open a portal to a watery abyss in the ground on a 10 by 10 foot square within range, which attempts to abduct any entities above before immediately sealing shut. Any items that aren't worn or carried fall into the abyss, and are lost. If this opens under the the feet of any creatures, the target(s) must make a Dexterity saving throw. If they fail, they fall in and are immediately dragged 60 feet down into the depths by a fierce current. If they succeed, they still dive down, but fall only 20 feet into the water.

They begin to drown, and must make a Constitution saving throw at the start of each of their turns. Each turn that they fail, they gain one level of exhaustion. Six levels of exhaustion will immediately kill any creature. A creature cannot move normally while in this abyss. Instead, they must use their action to attempt to ascend. The creature must make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. If they succeed, they swim 20 feet towards the surface. If they reach the surface or you lose concentration on the spell, the spell ends and they are ejected prone at the point they departed from. If they die, they do not return.


Level 9 Spells

End of Days

9th level Conjuration and Illusion


  • Classes: Arcanist, Cleric, Oracle, Shaman, Warlock, Wizard
  • Casting Time: 1 hour
  • Range: 10 miles
  • Components: V, S, M (a sphere of obsidian the size of a human head worth at least 1,000 gp.)
  • Duration: 72 hours

One day will be the final day, but we will not know it until it has already ended.

Drawing energy out of the orb, you summon a massive sphere of magical darkness far above the world that moves perfectly in tune with the rise and set of the sun. In effect, it is always night within the range of this spell, and all natural sunlight that would be cast upon that area is blocked by the sphere. The material component used to cast this spell must be placed at a point where the sky is clearly visible, and if it is moved more than 5 feet in any direction, the spell immediately ends.


Part 1 | The Compendium of Forgotten Secrets

All The Lights in the sky Are Stars

All of the following spells are taken from the All the Lights in the Sky are Stars compendium. Again I have made minor changes to some of the spells. All credit for all of these belongs to various people of the Haven Discord server. Like before, all of the spells mention which classes can cast of conjure them.

Similar to the Compendium of Forgotten Secrets, I did not select all of the spells from the idiom, but only ones I personally liked. I don't know what else to write here. I really like turtles and I am very munf. Bear.



Cantrips (0 Level)
  • Neon Spark
  • Twinkle
1st Level
  • Gravity Pulse
  • Starlight Shroud
2nd Level
  • Dazzling Flash
  • Gleaming Eye
  • Irradiating Pulse
3rd Level
  • Frozen Rings
  • Guiding Light
  • Lucky Stars
4th Level
  • Celestial Pyre
  • Field of Stars
  • Ionizing Wind
5th Level
  • Vacuum
6th Level
  • Quasar
7th Level
  • Starcrossed Binding
8th Level
  • Black Hole
  • Moonfall
9th Level
  • Night Sky

Cantrips

Neon Spark

Evocation Cantrip


  • Classes: Arcanist, Artificer, Cleric, Druid, Oracle, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

All those little glistening lights are so pretty to watch.

You release a cloud of shimmering gas at a creature you can see within range. The creature must succeed on a Constitution saving throw or take 1d8 radiant damage, have disadvantage on Dexterity (Stealth) checks and it cannot benefit from being invisible until the start of your next turn.

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

Twinkle

Evocation Cantrip


  • Classes: Arcanist, Bard, Cleric, Druid, Sorcerer, Witch
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

Twinkle twinkle, little star, show them how bright you are!

You create sparkling lights originating from your hand, dazzling nearby creatures. Every creature within a 10 foot cone originating from your hand must makes a Constitution saving throw. On a failure, they take 1d4 radiant damage and become blinded until the start of their next turn.

The sparkles of light last up to 10 minutes and generate magical bright light in a 5-foot radius and dim light in a 5-foot radius around it.

This spell's damage increases by 1d4 when you reach 5th level (248), 11th level (3d4), and 17th level (4d4).

Level 1 Spells

Gravity Pulse

1st level Evocation


  • Classes: Arcanist, Artificer, Inquisitor, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (15 feet)
  • Components: V, S
  • Duration: Instantaneous

A temporary anomaly within the existence of Time and Space is all. Quit making it convoluted.

You concentrate gravity around your body. Each creature within 15 feet of you must make a Strength saving throw. On a failure, a creature takes 2d8 bludgeoning damage and is pulled up to 10 feet toward you. On a successful save, it takes half as much damage and is not pulled toward you.

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.

Starlight Shroud

1st level Abjuration


  • Classes: Arcanist, Artificer, Bard, Cleric, Druid, Oracle, Paladin, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

May the skies protect us!

Ghostly starlight surrounds your body, casting dim light in a 20-foot radius. The first time you take damage after casting this spell, the starlight explodes outward and the spell ends. Each creature within 10 feet of you must make a Dexterity saving throw, taking 1d10 radiant 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.

Part 2 | All the Lights in the Sky are Stars

Level 2 Spells

Dazzling Flash

2nd level Evocation


  • Classes: Arcanist, Artificer, Bard, Oracle, Paladin, Sorcerer, Witch, Warlock
  • Casting Time: 1 action
  • Range: Self (30 feet radius)
  • Components: V, S
  • Duration: Instantaneous

Let us daze them in our brilliant radiance!

You release a burst of light. Each creature within 30 feet of you must make a Constitution saving throw. On a failure, a creature takes 3d8 radiant damage and is blinded until the end of its next turn. On a success, it takes half as much damage and is not blinded.

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

Gleaming Eye

2nd level Enchantment


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

People always say my eyes twinkle like no other.

You imbue your eyes with an endearing twinkle that distracts even the most hardened of hearts.

When you cast this spell, you can target a creature within 30 feet of you that you can see with a brilliant wink. The target must make a Wisdom saving throw or have disadvantage on the next attack roll or ability check they make before the start of your next turn. On each of your turns until the spell ends, you can use your bonus action to repeat this effect, targeting the same creature or a different one.

A creature that can not see you or that can not be charmed is unaffected by this spell.

Irradiating Pulse

2nd level Evocation


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

Space isn't all that empty, after all.

You hurl a ball of glowing violet energy towards one creature within range, which bursts into a pulse of invisible radiation on impact. Make a ranged spell attack against the target. On a hit, it takes 4d6 radiant damage and must
make a Constitution saving throw or be poisoned for 1 minute. The target can repeat this save 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 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.

Level 3 Spells

Frozen Rings

3rd level Conjuration


  • Classes: Arcanist, Cleric, Druid, Oracle, Shaman, Sorcerer, Summoner, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a shard of ice or glass of water)
  • Duration: Concentration, up to 1 minute

The beauty of the cosmos is cold, clear, and always moving.

You form a 5-foot thick ring of dust and ice that circles around you, with the outer edge of the ring 10 feet away from you. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

As a bonus action on your turn, you can increase or decrease the ring's radius from you by 5 feet, to a maximum distance of 20 feet away from you. The ring retains its 5-foot thickness, but its radius grows or shrinks.

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

Lucky Stars

3rd level Divination


  • Classes: Arcanist, Bard, Oracle, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a rabbit's foot or other lucky charm)
  • Duration: Concentration, up to 1 minute

Why choose one when you can have multiple?

You create three small stars that circle around your head. Whenever you make an attack roll, an ability check, or a saving throw, you can spend expend one star to roll an additional d20. You can choose to expend one of your stars after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also expend one star when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.

Part 2 | All the Lights in the Sky are Stars

Guiding Light

3rd level Divination (Ritual)


  • Classes: Cleric, Druid, Oracle, Paladin, Ranger, Witch
  • Casting Time: 1 minute
  • Range: Special
  • Components: V, S, M (a piece of flint, which the spell consumes)
  • Duration: 8 hours

Twinkle twinkle, little star, and please bring me back home.

You can cast this spell only at night. You speak the name of a creature or location known to you to be the target of this spell. The target must be on the same plane of existence as you, and cannot be under more than 100 feet of dirt or stone. A shining star appears high in the sky above the target's location, visible only at night. Your familiarity with the target determines the accuracy of the star's location. The DM rolls a d100 for this, and consults the table.

Star Location
Target Familiarity Mishap Similar Target Off Target On Target
Very familiar 01-05 06-13 14-24 25-100
Seen casually 01-33 34-43 44-53 54-100
Viewed once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False description 01-50 51-100 - -

Familiarity. "Very familiar" is a creature or place you have met with or been to very often, a creature or place you have carefully studied, or a creature or place you can see when you cast the spell. "Seen casually" is someone or someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a creature or place you have seen once, possibly using magic. "Description" is a creature or place whose location and appearance you know through someone else's description, perhaps from a map.

"False description" is a creature or place that doesn't exist. Perhaps you scried an illusion, or you are attempting to locate a familiar creature or location that no longer exists.

On Target. The star appears directly over the target.

Off Target. The star will appear a random distance away from the target's location in a random direction. Distance off target is 1d10 × 1d10 percent of the distance between you and the target. For example, if the target was 120 miles away from you, and the DM rolled a 5 and 3 on the two d10s, then the star would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.

Similar Target. The star appears over a different target that's visually or thematically similar to the target. Generally, the star appears over the closest similar target, but since the spell has no range limit, it could conceivably wind up anywhere on the plane.

Mishap. The star appears in your hands and then explodes. Each creature within 30 feet of the star must make a Dexterity saving throw. A creature takes 2d10 radiant damage on a failed save, or half as much on a success.

Level 4 Spells

Celestial Pyre

4th level Necromancy


  • Classes: Bard, Cleric, Oracle, Paladin, Witch
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (100 lbs of firewood and a 300 gp gem, which the spell consumes)
  • Duration: Until Dispelled or Triggered

May the dead guide our lives until they stand with us again.

You can cast this spell only at night. You memorialize a dead creature you touch, turning it into a constellation, provided that it has been dead no longer than 1 day. The target's body dissolves into stardust and rises into the sky.

Days spent under the influence of this spell do not count against the time limit of spells such as Raise Dead, allowing the spell to effectively extend the time limit on reviving the target. A resurrection spell that usually requires a body can be cast targeting this constellation instead, provided the spell is cast at night and the caster can see the target's constellation. Once the target is revived, the spell ends.

Field of Stars

4th Level Conjuration (Trap)


  • Classes: Bard, Druid, Ranger, Shaman, Summoner, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You conjure four motes of starlight into existence, each in an unoccupied space you can see within range. Each mote provides dim light in a 5-foot radius and lasts for the duration or until it explodes. When a creature moves within 5 feet of a mote or moves away from a mote within 5 feet of it, the mote explodes. Each creature within 5 feet of the mote must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one.

Alternatively, this spell can summon other explosives.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional mote for each slot level above 4th.

Ionizing Wind

4th level Evocation


  • Classes: All Classes
  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

Where I'm from, the wind whispers of lightning and death.

A blast of electrified wind erupts from your hand. Each creature in a 40-foot cone must make a Strength saving throw. On a failed save, it takes 6d8 lightning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

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

Part 2 | All the Lights in the Sky are Stars

Level 5 Spells

Vacuum

5th level Conjuration


  • Classes: Arcanist, Artificer, Bard, Cleric, Druid, Inquisitor, Oracle, Ranger, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a sealed container)
  • Duration: Concentration, up to 1 minute

You draw all the air out of a creature within range. The target must make a Constitution saving throw. On a failed save, it takes 6d8 bludgeoning damage and begins suffocating. On a successful one, it takes half as much damage and does not begin suffocating. The target can repeat the saving throw at the end of each of its turns, ending the spell on a success.

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

Level 6 Spells

Quasar

6th level Evocation


  • Classes: Arcanist, Cleric, Oracle, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (100 foot line)
  • Components: V, S
  • Duration: Instantaneous

You produce a beam of radiance in a line, 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A target takes 10d8 radiant damage and is blinded for 1 minute on a failed save, or half as much damage and is not blinded on a successful one.

A creature blinded by this spell makes a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Level 7 Spells

Starcrossed Binding

7th level Abjuration (Ritual)


  • Classes: Bard, Cleric, Oracle, Witch
  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (two stone rings made from the same meteorite and a diamond worth at least 3000 gp)
  • Duration: Until Dispelled

I would do anything for love, I'd run right into Hell and back.

You adorn two willing creatures within range, bonding them together across time and space. As long as the two creatures remain on the same plane of existence, each creature gains a +1 bonus to its AC and saving throws, and is immune to the charmed condition. Additionally, each target knows the direction and distance to the other, and if one of them travels or is transported to a different plane, the other knows to which one they went.

The spell ends if one of the creatures is killed. A creature can only benefit from this spell once in its lifetime. This spell can only be dispelled by a wish spell.

Level 8 Spells

Black Hole

8th level Transmutation and Conjuration


  • Classes: Arcanist, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a purely black gemstone worth at least 200gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You condense gravity into an immeasurably dense orb at a point you can see within the spell's range. The orb fills a 10-foot radius sphere around it with darkness, which no light, magical or mundane, can illuminate.

When a creature enters within 30 feet of the orb for the first time on a turn or starts its turn there, it must make a Strength saving throw or be pulled 10 feet toward the orb. When a creature enters within 5 feet of the orb for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 10d10 bludgeoning damage on a failed save or half as much on a successful one.

The orb's gravitation makes moving away from it incredibly difficult. While within 10 feet of the orb, a creature moving away from the orb must spend 4 feet of movement for every 1 foot it moves. While within 30 feet of the orb, a creature moving away from the orb must spend 2 feet of movement for every 1 foot it moves. In addition, unsecured objects that are completely within the area of effect are automatically pulled into orb. Small nonmagical objects that come within 5 feet of the orb are immediately destroyed.

Moonfall

8th level Conjuration


  • Classes: Arcanist, Cleric, Druid, Oracle, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Instantaneous

They said they feared nothing but the heavens falling on their head. So I did just that.

You materialize a minor moon from its place in the stars to use as an instrument of doom. A large stone moon of 100-foot radius appears 1500 feet above a point you can see within range. The spell fails if you cannot see a point in the air where the moon could appear, or if the sky is obstructed.

The moon falls 500 feet at the start of each of your turns. Each creature in the moon's path as it falls must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage as small rocks fall from the moon. On a successful save, a creature takes half as much damage and gains 10 feet extra movement for that turn. Each creature also makes a Wisdom saving throw. On a failure, they are frightened of the falling moon until the end of their next turn.

Once the moon collides with the ground, each creature within 100 feet of the point of collision takes 12d12 bludgeoning damage. The spell deals maximum damage to structures. The moon then breaks into pieces, leaving a 100-foot radius impact crater which becomes difficult terrain until cleared, with each 5-foot diameter portion requiring at least 1 minute to clear by hand.

Part 2 | All the Lights in the Sky are Stars

Level 9 Spells

Night Sky

9th level Illusion


  • Classes: Arcanist, Bard, Cleric, Druid, Oracle, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self (1-mile radius)
  • Components: V, S
  • Duration: 1 hour

Oh beautiful night, so dark yet so bright, may you always be there, right by my side. So full of mystery, full of my dreams, show me a world that is not what it seems.

With a wave of your hand, you force the sky above you to clear and become night, in a radius of 1 mile. Within the spell's area, spells that can be cast only at night (such as create undead) can be cast regardless of time of day. When you cast this spell, choose one of the following effects. On each of your turns until the spell ends, you can use your action to choose an effect, selecting the same effect or a different one.

Dreamland. The terrain within the spell's area shapes to your desires. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. You can end this effect as an action on your turn.

Grim. You imbue false life into a corpse you can see within the spell's area. It rises as a skeleton if you choose a pile of bones, or a zombie if you choose a fleshy corpse. On each of your turns, you can use an action to mentally command any creature you made with this spell if the creature is within the spell's area (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature reverts to a corpse or pile of bones when the spell ends.

Shooting Star. A star streaks across the sky. One creature of your choice who can see the star gains 25 temporary hit points. While the creature has these hit points, it immune to fear.

Slumber. You inflict drowsiness on a creature of your choice within the spell's area. If the target has less than 50 hit points, it fall unconscious until the spell ends, it takes damage, or someone uses an action to shake or slap it awake.

Star Storm. Ten stars fall from the sky. Each star hits a creature of your choice within the spell's area. Each star deals 1d4 + 1 force damage to its target (roll damage for each star separately). The stars all strike simultaneously, and you can direct them to hit one creature or several. Each time you use this effect, the sky grows darker. After the 10th use, the sky above becomes entirely dark, and you can no longer use this effect.

Part 2 | All the Lights in the Sky are Stars

Sprouting Chaos Player's Companion

The next few spells are all taken from the Sprouting Chaos Player Compendium. These spells are mostly left untouched, with only a very few balancing changes. All credit for all of these belongs to Jonoman3000. The 5th level spell Nymph's Lullaby is my own creation.

The spells are all centered around plants, blights, spores and other elements of nature. Most of this here is for druids and other characters that are based around nature in some way, but everyone can have a look. All of the spells mention which classes can conjure or cast them.

Cantrips (0 Level)
  • Bonding Vine
  • Mold Plant
  • Piercing Thorn
  • Thorn Shield
1st Level
  • Bridge of Branches
  • Gaea's Hand
  • Overgrowth
  • Rapport Spores
  • Slicing Leaves
2nd Level
  • Arm of the Wild
  • Sporecaller's Smite
3rd Level
  • Engulfing Thorns
  • Fell
  • Stinging Thorns
4th Level
  • Cloud of Spores
  • Skewering Branch
  • Tree Strike
5th Level
  • Botanical Calling
  • Mind Spore
  • Nymph's Lullaby
6th Level
  • Dryad's Leap

Cantrips

Bonding Vine

Conjuration Cantrip (Trap)


  • Classes: Arcanist, Druid, Shaman, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a seedling)
  • Duration: 1 minute

Life is always tied to the earth.

You conjure a small vine with a reach of 5 feet. Whenever a creature enters its reach, you may use your reaction to have the sprout attempt to grasp at its heels. The target must succeed on a Dexterity saving throw or have their speed reduced to zero until the start of their next turn.

Mold Plant

Transmutation Cantrip


  • Classes: Arcanist, Bard, Druid, Shaman, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 hour

Ask nicely, and nature may bend to your will.

You choose a non-magical plant that you can see within range and that fits within a 10-foot cube. You manipulate it in one of the following ways:

  • Change the color of the plant.
  • Cause the plant to shape itself into a form you designate. The plant’s branches and leaves may twist into words, create images, or shape into patterns.
  • If the plant you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the plant to become normal terrain if it is difficult terrain.

If you cast this spell multiple times, you can have no more than two of its effects active at a time.

Piercing Thorn

Transmutation Cantrip


  • Classes: Arcanist, Druid, Shaman, Sorcerer, Summoner, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a rose thorn)
  • Duration: Concentration, up to 1 minute

A brier, a moment, a prick. Then, pain.

You imbue a thorn with magic and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 piercing damage, and the thorn lodges itself into the creature until it is triggered.

If the creature is hit by a spell of 1st level or higher, the thorn absorbs some of the spell’s magical power and explodes into a rain of thorns, dealing 1d4 piercing damage to the creature. All creatures within a 5 ft radius of the creature must succeed on a Dexterity saving throw or take 1d4 piercing damage as well.

This spell's initial damage and explosion damage increases by 1d4 when you reach 5th level (3d4/2d4), 11th level (5d4/3d4), and 17th level (6d4/5d4).

Thorn Shield

Conjuration Cantrip


  • Classes: Cleric, Druid, Oracle, Shaman, Witch
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

The thorns of a plant protect their flower. And I consider myself just that.

You conjure a wooden shield covered in thorns in one of your hands. This shield provides the same bonuses as a normal shield. You need proficiency with shields to be able to cast this cantrip. Whenever you successfully shove a creature with your thorn shield, that creature takes 1d8 piercing damage. If you let go of the shield, it wilts away into nothing.

Part 3 | Sprouting Chaos

Level 1 Spells

Bridge of Branches

1st level Conjuration (Ritual)


  • Classes: Arcanist, Artificer, Bard, Cleric, Druid, Oracle, Ranger, Shaman, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self (20 feet)
  • Components: V, S, M (a tree branch)
  • Duration: 1 hour

Walk across the line of life and meet it on the other side.

You cause large branches to sprout from a surface, creating a makeshift bridge up to 20 feet in length. The bridge can hold up to 600 pounds at once. The bridge has AC 10 and 50 hit points. If the bridge is reduced to zero hit points, the entire bridge collapses and immediately withers away.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bridge’s length increases by 10 feet, its weight limit increases by 100 pounds, and its hit points increase by 25 for each slot level above 1st.

Gaea's Hand

1st level Conjuration


  • Classes: Arcanist, Druid, Oracle, Ranger, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The wild takes care of its own.

You conjure a makeshift arm made of weeds and branches that sprouts out of a point you can see within range. When within 5 feet of the arm, you may give it a one-handed melee weapon to fight with (no action required). The weapon given to it must be a weapon of a size you could wield.

As a bonus action on your turn, you may command the arm to strike a foe within 5 feet of it. Make a melee spell attack. On a hit, the target takes 1d4+your spellcasting ability modifier bludgeoning damage. If a weapon was given to the arm, it instead uses that weapon’s damage die and type.

Overgrowth

1st level Necromancy


  • Classes: Arcanist, Bard, Druid, Shaman, Sorcerer, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

The circle of life always renews itself.

You energize a 10-foot-radius area of thick overgrowth centered on a point within range. The sphere spreads around corners, and its area is heavily obscured and difficult terrain. It lasts for the duration or until it is destroyed.

If the overgrowth is lit on fire, it burns away immediately. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage, or half damage on a successful one.

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

Rapport Spores

1st level Enchantment and Transmutation


  • Classes: Cleric, Druid, Oracle, Warlock, Witch
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a fungal spore)
  • Duration: 1 hour

The Drow use shriekers as clever guardians, to keep an eye on things. But these work almost just as good.

You enchant the spore and multiply it, creating intelligent spores which cover a 30-foot radius of spores extending from your position. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. For the duration, affected creatures can communicate telepathically with one another while they are within 60 feet of each other.

Slicing Leaves

1st level Transmutation


  • Classes: Arcanist, Artificer, Cleric, Druid, Inquisitor, Oracle, Ranger, Shaman, Witch, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (leaves)
  • Duration: 1 minute

A true druid knows the difference between a leaf and a blade. And when there is none.

You touch up to 6 leaves and imbue them with magic, hardening them and making their edges razor sharp. You or someone else can make a ranged spell attack with one of the leaves by throwing it with a range of 60 feet. If someone else attacks with a leaf, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes slashing damage damage equal to 2d4 + your spellcasting ability modifier. Hit or miss, the spell then ends on the leaf.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of leaves you can effect with this spell increases by 2 and their damage increases by 1d4 for each slot level above 1st.

Part 3 | Sprouting Chaos

Level 2 Spells

Arm of the Wild

2nd level Transmutation


  • Classes: Arcanist, Bard, Cleric, Druid, Oracle, Ranger, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a tuft of sturdy grass)
  • Duration: Concentration, up to 1 minute

Looks like this land and I are coming to an understanding.

You transform one of your arms into an stretching vine whose end sticks to any surface that it touches. The arm cannot be used to wield any objects, cast spells with somatic components, or use weapons. On every turn for the duration, including the turn that you cast the spell, you can make either of the following actions:

Grab Creature. As a bonus action, you extend your vine arm forward, attempting to pull one creature you choose within 20 feet of you. The target must succeed on a Dexterity saving throw or be pulled 15 feet directly towards you.

Grab Surface. As a bonus action, you extend your vine arm forward, pulling yourself to a hard surface such as a wall or ceiling within 20 feet of you. If this movement would cause you to be suspended above the ground, you remain so until you take an action or the concentration ends.

Sporecaller's Smite

2nd level Evocation (Disease)


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

Great Old Ones, come to my aid, and silence the mockery of life these mortals have created!

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon is followed by a trail of spores, and the attack deals an extra 2d6 poison damage damage to the target. Additionally, the target must succeed on a Constitution saving throw or be stunned until the start of your next turn as pacifying spores enter its body. Creatures immune to disease will suffer from the effects, though an effect that removes disease will end the stun.

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

Level 3 Spells

Engulfing Thorns

3rd level Necromancy and Conjuration


  • Classes: Cleric, Druid, Oracle, Ranger, Shaman, Sorcerer, Summoner, Warlock, Witch
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a rose thorn)
  • Duration: Concentration, up to 1 minute

Pain brings strength. That's nature for you.

Channeling old, natural forces into the thorn, you speak an incantation. Thorny vines begin rapidly growing along a line 5 feet wide and 15 feet long, emanating from you in a direction you choose, engulfing everything they touch.

At the start of each of your turns, the length of the line increases by 5 feet in the same direction. For the duration, these vines turn the ground in that area to difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained by the vines until the spell ends. A creature that starts its turn in the area and is already restrained by the vines takes 2d6 piercing damage and is pulled 5 feet in the direction that the vines are growing.

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


Fell

3rd level Evocation


  • Classes: Arcanist, Artificer, Druid, Paladin, Ranger, Shaman, Sorcerer, Warlock Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (piece of an axe blade)
  • Duration: Instantaneous

TIMBEEEEER!

You cause a non-magical tree to fall, damaging all creatures in its path. You choose the direction that the tree falls, and the area that it effects changes depending on the height of the tree. You cannot target a tree with a diameter greater than 5 feet. Each creature within the line of the trunk must succeed on a Dexterity saving throw or take 7d8 bludgeoning damage. The tree then remains on the ground, providing partial cover for those behind it.


Stinging Thorns

3rd level Conjuration


  • Classes: Arcanist, Bard, Cleric, Druid, Inquisitor, Oracle, Ranger, Shaman, Warlock, Witch
  • Casting Time: 1 action
  • Range: 20-foot cone
  • Components: V, S, M (a rose thorn)
  • Duration: Concentration, up to 1 minute

I'll show you a thorns effect alright.

You shoot forth a burst of thorns from your hands which pierce through your enemy’s defenses, making them vulnerable to attacks. Each creature in a 20-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 4d6 piercing damage, and until the start of your next turn they take an additional 1d6 piercing damage whenever they are hit by a weapon attack. On a successful save, a creature takes half damage and suffers no other effect.


Part 3 | Sprouting Chaos

Level 4 Spells

Cloud of Spores

4th level Conjuration (Disease)


  • Classes: Druid, Shaman, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a fungal spore)
  • Duration: Concentration, up to 1 minute

Society is a blight upon nature. But nature will be a blight upon society today.

You conjure a 10-foot radius cloud of hallucinogenic spores centered on a point you can see within range. The cloud spreads around corners, and its area is lightly obscured. It lasts for the duration or until a strong wind disperses it, ending the spell.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 poison damage and becomes poisoned until the start of their next turn. A poisoned target is incapacitated and its speed is reduced to 0 while it hallucinates. On a successful save, a creature instead takes half damage and suffers no other effects. Creatures are affected even if they hold their breath or do not need to breathe. Creatures immune to disease will suffer from the effects, though an effect that removes disease will allow a creature to move.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.

Skewering Branch

4th level Conjuration and Evocation


  • Classes: Arcanist, Druid, Ranger, Shaman, Sorcerer, Summoner, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a tiny branch or twig from a tree, which the spell consumes)
  • Duration: Until dispelled or broken

Pruning a branch can save a tree.

You cause a thick branch to shoot out of the ground along a line 5 feet wide and 30 feet long. Each creature in the line must succeed on a Dexterity saving throw or be pushed along the length of the branch as it grows in a direction of your choice. If the branch impacts a hard surface, such as a wall, it immediately stops and skewers all creatures that were pushed against that wall.

Each creature that fails their saving throw takes 3d12 piercing damage and is restrained, skewered and pinned to the surface. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check (the creature’s choice) against the spell’s saving throw DC. On a failed save, a creature takes an additional 2d12 piercing damage. On a success, the creature is no longer restrained.

Tree Strike

4th level Transmutation


  • Classes: Bard, Cleric, Druid, Shaman, Sorcerer, Witch
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small twig)
  • Duration: Concentration, up to 1 minute

According to rumors, willows are the best choices to cast this spell on.

You cause a tree to grasp at a creature within 10 feet of it with its branches, pulling and constricting that creature. The target must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage, be pulled to the tree, and be restrained. At the start of each of its turns, the restrained creature takes 2d8 bludgeoning damage. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature frees themselves.

Level 5 Spells

Botanical Calling

5th level Conjuration


  • Classes: Arcanist, Druid, Shaman, Summoner, Witch, Wizard
  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Why would I call in a devil? Do you know how dangerous that is? No no no, this is a much better idea. What could go wrong with a simple plant?

You call forth a plant creature to serve you. Choose an area of plant life that fills a 10-foot cube within range. A plant creature of challenge rating 5 or lower appears in an unoccupied space within 10 feet of it.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature. It has its own turns. lt obeys any verbal commands that you issue to it (no action required by you). If you do not issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the plant creature does not disappear. Instead, you lose control of it, it becomes indifferent or hostile toward you and your companions depending on its type, and it might attack. An uncontrolled creature cannot be dismissed by you. After 1 hour, it will go off on it's own seeking a natural environment.

The DM has the creature's statistics.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Part 3 | Sprouting Chaos

Mind Spore

5th level Enchantment (Disease)


  • Classes: Cleric, Druid, Oracle, Shaman, Witch
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Until Dispelled

The clergy of Moander may be a bit... unsightly, but power takes no preference to beauty.

You place a magical spore in someone’s brain. The creature must succeed on a Constitution saving throw or become affected by a Mind Spore. On a successful save, the creature knows that it has been targeted by a spell. On a failed save, it is completely oblivious as the spore enters its brain.

Another creature can attempt to discover the spore by looking into the affected creature’s eyes. They must make an Intelligence (Investigation) check against your spell save DC. On a successful check, they discover the spore, which causes yellowish green specks to appear in the eyes. After discovery, it can be removed with anything that removes a disease.

At first, the spore has no effect on the target. However, it slowly grows over time, infecting the target’s brain and eventually giving you control over them. The effects are listed below in the order they are given:

After 10 days. You always know the general location of the infected creature while on the same plane of existence, though you do not know any specifics about that location.

After 30 days. As a bonus action, you can read the infected creature’s surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) as long as you are on the same plane of existence. If you perform a 1 hour ritual, you gain access to any of that creature’s thoughts since your first cast the spell. If the spell is dispelled at this point, the creature takes 5d10 psychic damage, as the spore has partially melded with their brain.

After 1 year. You gain the ability to cast Suggestion on the infected creature, without expending a spell slot or material components, as long as you are on the same plane of existence. The creature automatically fails the saving throw. If the spell is dispelled at this point, the creature takes 10d10 psychic damage, as the spore has near completely melded with their brain.

Nymph's Lullaby

5th level Enchantment


  • Classes: Bard, Cleric, Druid, Oracle, Summoner, Witch
  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Concentration, up to 8 hours

Not all singing sirens live in the sea.

You begin to sing a beautiful, gentle, and lovable lullaby.
For two turns, you can only move 10 feet per round.

If you can keep singing until the end of your next turn, your verbal song ends, though it continues into the dreams of all who heard you. All creatures within 50 feet of you immediately fall asleep, and will stay asleep until the spell ends or you lose concentration. This spell will also affect creatures immune to sleep magic. Undead and constructs are immune. A sleeping creature can be woken up as normal.

Level 6 Spells

Dryad's Leap

6th level Transmutation


  • Classes: Druid, Shaman, Witch
  • Casting Time: 1 action
  • Range: 400 feet
  • Components: V, S
  • Duration: 10 minutes

The Dance of the Forest allows dryads to relieve some of the boredom of their punishment.

You choose up to ten Large or larger inanimate plants that you can see within range. For the duration, you and up to ten other creatures of your choice within range can step into one of these plants and exit from any of the other plants targeted by this spell by using 5 feet of movement. Each creature may only use this ability once per round.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the range increases by 200 feet and the maximum number of plants and creatures chosen increases by 2 for each slot level above 6th.

Part 3 | Sprouting Chaos

Kibble's Compendium of Craft and Creation

Following are all the spells from KCoCaC, Kibble's Compendium of Craft and Creation. The credit all belongs to KibbleTasty. I love the crafting mechanics and additions from KCoCaC, but some of the spells are a bit odd, overpowered or weak in my opinion, so I change a few more around.

Since I do not use the Occultist class, any Occultist spells have instead been given to the Witch. I did add a few additional spells myself: Radiant Crunch, Undermine, Curse of Fertility, Curse of Treachery, Ritual of Rain, Immortalizing Gaze, Power Word: Psychosis, all Burst Mines except Fire- and Thunderburst, Scrutinize, Unearth and Weather Ward.

Cantrips (0 Level)
  • Arcane Bolt
  • Firehand
  • Freeze
  • Ice Weapon
  • Touch of Decay
1st Level
  • Arctic Breath
  • Awaken Rope
  • Befuddling Curse
  • Binding Curse
  • Blood Curse
  • Bind Item
  • Crashing Wave
  • Crippling Agony
  • Ethereal Obstruction
  • Haunting Gale
  • Inky Corruption
  • Lightning Tendrils
  • Radiant Crunch
  • Rotting Curse
  • Returning Weapon
  • Scrutinize
  • Shrapnelburst Mine
  • Unearth
2nd Level
  • Alacrity
  • Boiling Blood
  • Cold Snap
  • Crackling Arc
  • Disorient
  • Fling
  • Familiar Form
  • Glimpse of the Future
  • Overcharged
  • Poison Dart
  • Psychic Drain
  • Thunderburst Mine
  • Unstable Firebomb
3rd Level
  • Cruel Puppetry
  • Crushing Singularity
  • Delve Mind
  • Erosive Bubble
  • Fireburst Mine
  • Flaring Cyclone
  • Flash Freeze
  • Frostburst Mine
  • Haulage Shot
  • Mutate
  • Rain of Spiders
  • Ritual of Rain
  • Spider Bite
  • Terrific Transportation
  • Undermine
  • Vortex
  • Water Blast
  • Wither
4th Level
  • Aerial Barrage
  • Dazzleburst Mine
  • Dimension Cutter
  • Entomb
  • Geyser
  • Ice Spike
  • Orbital Stones
  • Repair
  • Stinging Swarm
  • Summon Horror
  • Thunder Orb
  • Venomburst Mine
  • Weather Ward
5th Level
  • Aether Storm
  • Curse of Despair
  • Curse of Treachery
  • Devouring Darkness
  • Divide Self
  • Fissure
  • Killing Curse
  • Mindburst Mine
  • Pressure Cutter
  • Sonic Shriek
  • Spatial Manipulation
  • Tornado
  • Unmaking
  • Vorpal Weapon
6th Level
  • Acid Rain
  • Beam of Annihilation
7th Level
  • Curse of Fertility
  • Twisting Corruption
8th Level
  • Curse of Altered Souls
  • Immortalizing Gaze
  • Power Word: Psychosis
9th Level
  • Strings of Fate

Cantrips

Arcane Bolt

Evocation Cantrip


  • Classes: Arcanist, Sorcerer
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Some call it an off brand Eldritch Blast. I call them rude.

You shoot a jolt of pure arcane energy out of your hand at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.

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


Firehand

Evocation Cantrip


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

Lay the world in ash, one tough at a time.

You cause your fists to erupt in flames. For the duration, your fists become a set of simple natural weapons that deal 1d6 fire damage. You are proficient in these weapons. They have the Light property.

For the duration, any flammable object you attempt to hold catches fire. If you end your turn grappling another creature with your hands, it takes 1d6 fire damage. You can end this spell early (no action required).


Part 4 | Kibble's Compendium

Freeze

Transmutation Cantrip


  • Classes: Arcanist, Druid, Oracle, Sorcerer, Warlock, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

I would make a pun, but she threatened to kill me.

You instill a deadly chill into your hand. Make a melee spell attack against the target. On hit, the target takes 1d8 cold damage, and the target makes a Constitution saving throw. On a failure, ice covers the target and they freeze over. The target's movement speed falls to zero and they cannot take bonus actions until the start of your next turn.

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


Ice Weapon

Transmutation Cantrip


  • Classes: Artificer, Druid, Witch
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a drop of water that was once snow)
  • Duration: 1 minute

People have a tendency to forget how dangerous icicles are.

You conjure a weapon formed from magical ice from the air. You have proficiency with this weapon. When you form it and as a bonus action while wielding it, you can morph the weapon into different forms that take on the following properties. If you lose or discard the weapon, you can reform it in your hand as a bonus action.

Weapon Damage Properties
Ice Spear 1d6 Thrown (30/90)
Ice Sword 1d6 Versatile (1d8)
Ice Lance 1d8 Two-Handed, Reach
Ice Hammer 1d10 Two-Handed, Heavy
Ice Dagger 1d4 Finesse, Thrown (30/90)

Regardless of it's form, the weapon deals cold damage. You can end the spell early, letting the weapon melt to a harmless splash of water (no action required). You can have up to three ice weapons formed from this spell at a time. After forming a fourth, the first created one melts away.

Touch of Decay

Necromancy Cantrip (Disease)


  • Classes: Cleric, Druid, Oracle, Shaman, Sorcerer, Warlock, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (powdered remains of a dead animal)
  • Duration: Instantaneous

They left me to rot and wither away, so I decided to return the favor.

You wreathe your hand in an ominous, dark green, necrotic decay that causes anything you touch to wither and die. Make a melee spell attack against the target. On hit, the targets takes 1d6 necrotic damage, and they begin to flake and decay. The first time they take damage from another source before the start of your next turn, they take an additional 1d6 necrotic damage. Targets with an immunity to disease are immune to this effect.

Both the initial and secondary damage of the spell increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Level 1 Spells

Arctic Breath

1st level Evocation


  • Classes: Arcanist, Cleric, Druid, Oracle, Ranger, Shaman, Sorcerer, Summoner, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self (20-foot cone)
  • Components: V, S
  • Duration: Instantaneous

When a frost giant sneezes, one ought to take cover.

A blast of freezing arctic wind blasts out from you in a direction that you choose. Each creature in the range must make a Dexterity saving throw. On a failed save, the creature takes 2d8 cold damage and their speed is reduced by 10 feet until the end of their next turn. On a successful save, the creature takes half as much damage and is not slowed.

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.

Part 4 | Kibble's Compendium

Awaken Rope

1st level Transmutation


  • Classes: Arcanist, Artificer, Bard, Inquisitor, Ranger, Witch, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M ( 10 to 60 feet of cord rope, worth at least 1 cp.)
  • Duration: Instantaneous

Very useful if you want them to get over here.

As an action, you touch a rope of 10 to 60 feet long and issue a single command to it, selecting form the following options.

  • Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope.

  • Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object.

  • Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object. On a failure, the object is pulled from the creature.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but has a DC 20, an AC of 16, and resistance to bludgeoning, piercing and slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 20, an AC 20, and 20 hit points.

Befuddling Curse

1st level Enchantment (Curse)


  • Classes: Bard, Oracle, Shaman, Warlock, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute

Blink once, see twice.

You befuddle a creature's mind, causing them to see things doubled. The target creature must make a Intelligence saving throw. On a failure, it takes 2d8 psychic damage and it views all things as if they are doubled, effectively blinding the creature. On a successful save the creature takes half as much damage and is not blinded.

Each time the creature takes damage it can repeat its saving throw against the effect.


Binding Curse

1st level Conjuration (Curse)


  • Classes: Cleric, Inquisitor, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute

Who'd have thought that stupidity could tie someone down?

You bind a creature to a point within 5 feet of them, causing glowing chains of light to tie them to that point. For the duration of the spell if the creature attempts to move away from that point, it must make an Intelligence saving throw. On a failure, it is unable to move more than 5 feet away from from that point until the start of their next turn.

If a creature starts its turn more than 10 feet from the binding point, they must make a Strength saving throw. On a failure, the creature is crassly dragged 5 feet back toward the binding point and it falls prone.


Blood Curse

1st level Necromancy (Curse, Disease, Hemomancy)


  • Classes: Cleric, Shaman, Warlock, Witch
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of rotten meat)
  • Duration: Concentration, up to 1 minute

The deadliest curses are those that reach within.

Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. Creatures immune to the poisoned condition are still susceptible to this curse. The target must make a Constitution saving throw. On a failure, it takes 1d12 poison damage and becomes poisoned for the duration.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. On a failure, they take an extra 1d6 poison as the curse continues to ravage them.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 1st. All targets must be within 20 feet of each other when you target them.

Bind Item

1st level Abjuration


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

I found a way to never forget where I leave my keys.

You touch an item weighing no more than 100 pounds and form a link between you and it. Until the spell ends, you can recall it to your hand as a bonus action.

If another creature is holding or wearing the item when you try to recall it, they make a Strength saving throw to retain possession of the item, and if they succeed, the spell fails. They make this save with advantage if they have had possession of the item for more than 1 minute.

Part 4 | Kibble's Compendium

Crashing Wave

1st level Evocation


  • Classes: Arcanist, Druid, Sorcerer, Shaman, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a joint bone)
  • Duration: Concentration, up to 1 minute

Even the smallest droplet is mighty when within a wave of sufficient size.

You spread your arms wide, and a wave of water sweeps out from you. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or fail by 5 or more, it is additionally knocked prone. On a successful save, the creature takes half as much damage and is not knocked back.

If there is a source of water of at least 5 cubic feet within 5 feet of you when you cast the spell, you can displace that water, increasing the range of the spell to a 20-foot cone.

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


Crippling Agony

1st level Necromancy (Curse)


  • Classes: Cleric, Oracle, Warlock, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a joint bone)
  • Duration: Concentration, up to 1 minute

Cruelty is a toy best handled with care.

You curse a foe with crippling pain. Choose one creature that you can see within range to make a Constitution saving throw. If the target fails, it becomes crippled with horrific pain and agony. Whenever the creation takes an action or moves more than half of it's movement speed, the crippling pain causes it to take 1d6 necrotic damage.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.


Haunting Gale

1st level Evocation


  • Classes: Bard, Cleric, Inquisitor, Oracle, Ranger, Shaman, Sorcerer, Summoner, Warlock, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A voice is carried on the wind, said to be the tortured cries of a woman betrayed.

A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the distance pushed increases by 5 feet for each level above 1st.


Ethereal Obstruction

1st level Abjuration


  • Classes: Arcanist, Bard, Cleric, Inquisitor, Oracle, Sorcerer, Witch, Wizard
  • Casting Time: 1 reaction, when you would take damage from an attack
  • Range: Self
  • Components: V, S
  • Duration: 1 round

Reality is just a heartbeat away from disappearing.

You flicker between the Material and the Ethereal Plane. Until the start of your next turn, each time you take damage from an attack, you roll a d4. On a 2, you gain resistance to the incoming damage. On a 4, you take no damage.


Inky Corruption

1st level Necromancy


  • Classes: Artificer, Druid, Inquisitor, Warlock, Witch
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a piece of rotten meat)
  • Duration: 1 round

The crimson hunts in its own manner.

You shroud your hand, a weapon you are holding, or a natural weapon, in dark, ichorous miasma. After casting this spell you make a melee spell attack, unarmed strike or a melee weapon attack with a weapon made of a conductive material (such as metal). On a hit, the target takes 1d8 acid damage and must make a Constitution saving throw. On a failure, the target is poisoned until the end of your next turn.

Any Small nonmagical plants that touch the miasma wither away instantly. This spell deals 10 damage to any structure. If it breaks a structure, the acid corrodes a hole where it hit.

The spell ends after dealing damage or at the start of your next turn if it was not used.


Lightning Tendrils

1st level Evocation


  • Classes: Arcanist, Druid, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 bonus action
  • Range: Self (20 feet)
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute

Control the storm within yourself before you conjure your own tempest.

Crackling beams of blue energy leap from your hands. For the duration of the spell as an action, you can direct them toward a creature within range. The target makes a Dexterity saving throw, taking 1d12 lighting damage on a failure, or half as much on a success.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d12 and the range increases to 30 feet. When you cast it using a 5th- or 6th-level spell slot, the damage increased to 3d12 and the range increases to 60 feet. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d12 and the range increases to 120 feet.

Part 4 | Kibble's Compendium

Radiant Crunch

1st level Evocation


  • Classes: Arcanist, Cleric, Oracle, Paladin, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (two empty hands)
  • Duration: Instantaneous

Good and bright walk hand in hand. A deva taught me that.

You channel pure light into your hands, then slam them together on an enemy like the fangs of a beast closing. Make a melee spell attack against a creature within range. On a hit, the creature takes 2d10 radiant damage and is blinded until the start of your next turn. The flash of light that appears will shine bright light in a 15 foot radius. Invisible creatures within range are revealed for one round.


Rotting Curse

1st level Necromancy (Curse)


  • Classes: Arcanist, Cleric, Oracle, Witch, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute

Life is a curse. Let undeath set you free.

You place a corrupt mark on a creature, causing decay to sprout within and fester as it begins to rot. For the duration of the spell, every time the creature takes damage, it takes an additional 1d4 necrotic damage, and the effect of all healing on the creature is halved.

The target creature has disadvantage on any Charisma checks for social interaction during the effect of the spell.


Shrapnelburst Mine

1st level Transmutation and Evocation (Ritual, Trap)


  • Classes: Artificer, Inquisitor, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (any Tiny nonmagical item and multiple Tiny screws, nails or shards of glass or metal, which are destroyed by the activation of the spell)
  • Duration: 8 hours

Controlled destruction truly works wonders.

You set a trap by infusing the sharp bits of metal or glass with magic, and fitting them into an item. You can set this item to detonate when a creature comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 30-foot radius sphere centered on the item must make a Constitution saving throw. A creature takes 2d6 piercing damage on a failed save, or half as much damage on a success. If a creature is in the area of effect of more than one mine during a turn, they take half damage from any shrapnelburst mines beyond the first.

A magical mine must be set 5 or more feet from another mine, and cannot be moved once placed: any attempt to move it results in it detonating unless the caster that set it disarms it with an action.


Scrutinize

1st level Divination


  • Classes: Arcanist, Bard, Cleric, Druid, Inquisitor, Oracle, Shaman, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

I've done my research on you. Let's see now...

Choose a creature you can see within range. An unwilling creature makes a Intelligence saving throw to resist the spell. On a success, the creature resists the spell and knows they were targeted by divination magic. On a failure, a creature is unaware of the spell, and you learn a piece of information of your choice about the creature from the following list:

  • State of Life. If the creature is alive, dead, or undead. This can reveal those affected by Feign Death or similar magic.
  • Charmed. Whether or not the creature under a charm.
  • Emotional State. The dominant emotion in the creature.
  • Madness. Whether the creature is currently affected by any sort of madness or insanity.
  • Shapechanger. If the creature is a shapechanger or lycan.
  • Alignment. Whether the creature is Good, Neutral, Evil, Chaotic, Lawful or Unaligned. Creatures that are currently deceiving or manipulating you will not be revealed through the casting of this spell.
  • Killer. If the creature has killed in the last 24 hours.
  • Caster. If the creature can cast at least one spell, and the highest level spell they can cast.
  • Cursed. If the creature is cursed, and what the general nature of the curse is. Any spell marked as Curse can be detected, except for those that specify otherwise.
  • Infected. If the creature is sick, and whether the disease can be healed through mundane means, or only magical. Any spell marked as Disease can be detected, except for those marked otherwise.

An Oracle can cast this spell without expending a spell slot.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you learn one addition piece of information for each slot level above 1st.


Unearth

1st level Necromancy (Ritual)


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

I think this land will serve me just fine.

Your magic reaches deep into the earth beneath, searching for corpses kept there. You touch an area of loose stone or earth on the ground. The spell fails if you are on a plane where humanoids are not native.

If there are any corpses within 1 mile, buried or otherwise not sealed within a container or structure, one emerges from the earth at an unoccupied point within 10 feet of you.

At Higher Levels. When you cast this spell with a spell slot of 2nd or higher, the spell unearths an additional corpse for each slot level above 1st.


Part 4 | Kibble's Compendium

Level 2 Spells

Alacrity

2nd level Transmutation


  • Classes: Arcanist, Bard, Paladin, Sorcerer, Witch, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (the hand of a broken clock)
  • Duration: 1 round

Breath in angel dust, and learn to fly.

You conjure forth positive energy and inhale deeply, granting yourself a surge of short-lived power. Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, you gain an additional reaction, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.


Boiling Blood

2nd level Necromancy (Curse) (Hemomancy)


  • Classes: Inquisitor, Oracle, Shaman, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Why stab 'em with a knife when you can kill 'em from within?

Targeting a creature that has taken slashing or piercing damage in the last minute, you cast a curse, taking control of its life forces and in an attempt to make its blood heat and boil. The target creature must make a Constitution saving throw. On a failure, its blood heats up. At the start of each turn while affected, it takes 5d4 fire damage and is crippled with agony, making all traversed terrain difficult terrain for it.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.

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


Cold Snap

2nd level Evocation


  • Classes: Arcanist, Cleric, Oracle, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet (20-foot radius)
  • Components: V, S
  • Duration: Instantaneous

Us sirens can do so much more than just sing, you know? Our ice cold touch makes us excellent hunters too. Don't worry though. I won't drag this out long. I'm not in the mood to play with my food.

Twirling ice cold energy around you hand, you direct you fingers downward, sending a crippling blast of frost down at a point you choose within range. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed, a creature takes 4d8 cold damage and partly freezes over, halving their movement speed until the start of your next turn. On a success, the target takes half as much damage and is not stuck in ice.

If a creature is already slowed or charmed by another effect and fails the saving throw, they are frozen solid, becoming restrained for 1 minute. A restrained creautre can make a Strength saving throw at the end of each of their turns, breaking free on a success.

The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn.

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


Crackling Arc

2nd level Conjuration


  • Classes: Arcanist, Druid, Shaman, Sorcerer, Summoner, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Almost as dangerous as the speed of lightning is it's conductivity.

You channel pure lightning through arcane means, creating three arcs of lightning to strike on targets within range. You can direct them at one target or several. Make a ranged spell attack for each arc. On a hit, the target takes 1d6 lightning damage. While you maintain concentration, you can attack with a new bolt as an action on each your turns.

After a bolt of lightning hits a target, the lightning arcs through, seeking a new target behind them. You can select a new target in a cone behind the original target from your position, no more than 15 feet away. You make a new ranged spell attack for each creature you target. Each bolt can chain in this manner three times. If a bolt cannot strike a new target behind an affected creature, it disappears.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot above 2nd.


Part 4 | Kibble's Compendium

Disorient

2nd level Enchantment and Illusion


  • Classes: Arcanist, Bard, Inquisitor, Shaman, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a mobius strip)
  • Duration: 1 minute

Ever wondered what the world would look like upside down and inside out? Wanna find out?

Targeting a creature with you can see, you flip their perception of reality. The target creature must make a Wisdom saving throw or become disoriented. A disoriented creature has disadvantage on all attack rolls, and at the start of their turns they move 10 feet or up to its speed, whichever is less, in a random direction before their speed becomes zero until the start of their next turn.

At the end of each of its turns, the target can make another Wisdom saving throw, On a success, the spell ends, but if the target fails by 5 or more, it falls prone.


Fling

2nd level Evocation


  • Classes: Arcanist, Artificer, Paladin, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

They keep going on and on about some kind of Force, but I just can't figure out what they mean.

You manipulate arcane energies to yank a Large or smaller creature in a direction that you choose. The target creature makes a Strength saving throw. On a failure, you can fling them 40 feet straight up or 20 feet in any direction.

If you fling them straight up, they immediately fall, taking 4d6 falling damage and landing prone. If you fling them any other direction, they take 2d6 falling damage and fall prone. If their movement is stopped early by a creature or object, both the target and creature or object takes 3d6 bludgeoning damage.


Familiar Form

2nd level Transmutation


  • Classes: Arcanist, Summoner, Witch, Wizard
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a piece of fur, feather, or scale from your familiar, which the spell consumes)
  • Duration: 1 hour

Me and my cat are truly one and the same. No, I will not sleep in your lap.

You assume the form of the familiar that provided the material component to the spell. The transformation lasts for the duration, or until you drop to 0 hit points, or die. Your game Statistics are replaced by the Statistics of the chosen creature, though you retain your Alignment and Intelligence, Wisdom, and Charisma scores.

You assume the hit points of the new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. If the excess damage reduces your normal form to 0 hit points, you are knocked unconscious. You can use an action to revert to your normal form at any time.

You are limited in the actions you can perform by the nature of your new form, and you cannot speak, cast spells, or take any other action that requires hands or speech. Your gear melds into the new form. You can not activate, use, wield, or otherwise benefit from any of your equipment.

Glimpse of the Future

2nd level Divination (Chronomancy, Ritual)


  • Classes: Arcanist, Cleric, Oracle, Shaman, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (A token or trinket of emotional value to the target)
  • Duration: 10 minutes

I can show what lies ahead. Just remember that you may not like it.

You give a creature within range a glimpse of their future. Once any of the events foreseen occur, the spell ends. Roll a d4 to determine outcome:

d4 Effect
1 The target foresees an action to come. Roll a d20 and record the value. Until the duration of the spell ends, they can replace one of their rolls with the value rolled.
2 The target sees their own death. If they are reduced to zero hit points by an attack or failed saving throw during the duration, they instead evade the attack or pass the saving throw if they are not otherwise incapacitated prior to being targeted.
3 They see a future victory, growing confident. They gain 10 temporary hit points and are immune to the frightened condition for the duration of the spell.
4 The target sees an ambush or surprise. The first time they would be surprised they are not, or the first time an attack would be made against them with advantage, it is instead made with disadvantage.

An Unavoidable Death

In the case of number 2, passing the save will not always be enough to make them not be reduced to zero hit points. Somethings they are reduced to zero by something like falling damage that has no save or attack. Sometimes life is a bummer.

Part 4 | Kibble's Compendium

Overcharged

2nd level Evocation


  • Classes: Artificer, Sorcerer, Summoner
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of metal once used in a lighting rod)
  • Duration: 10 minutes

Don't worry, this won't electrocute you. Probably. I'm almost certain. I think.

You channel conductive energies into a willing creature. The energy is harmless to the creature, but it escapes in dangerous bursts to other nearby creatures. Every time that the original target strikes another creature with a melee attack, is struck by another creature with a melee attack, or ends their turn while grappling or being grappled by another creature, they deal 1d6 lightning damage to that creature.

Once this spell has discharged six times (dealing up to 6d6 damage), the spell ends.


Poison Dart

2nd level Conjuration


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

If you thought the spider's bite was bad, just wait until they start spitting.

You conjure a dart of pure poison and shoot it at a creature you can see within range. Make a ranged spell attack. On a hit, the creature takes 3d12 poison damage and must succeed on a Constitution saving throw or be poisoned until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Psychic Drain

2nd level Enchantment


  • Classes: Arcanist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

Truely powerful wizards can do much better than throw fire or raise zombies. They can siphon your very mind to empower themselves.

You draw on the psychic energy of another creature you can see to sustain yourself. The target must make a Intelligence saving throw. On a failure, it takes 3d8 psychic damage and you gain temporary hit points equal to half the amount of psychic damage dealt.

If this spell reduces a creature to 0 hit points, it gains three levels of exhaustion.

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


Thunderburst Mine

2nd level Transmutation and Evocation (Ritual, Trap)


  • Classes: Artificer, Inquisitor, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (any Tiny nonmagical item, which is destroyed by the activation of the spell)
  • Duration: 8 hours

I've always liked things that go off with a big BANG!

You set a magical trap by infusing unstable, vibrating sound waves into an item. You can set this item to detonate when a creature comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 10-foot radius sphere centered on the item must make a Constitution saving throw. On a failure, a creature takes 3d8 thunder damage and is launched 10 feet away from the origin of the blast. On a success they take half as much damage and are not launched away. If a creature is in the area of effect of more than one mine during a turn, they take half damage from any thunderburst mines beyond the first.

A magical mine must be set 5 or more feet from another mine, and cannot be moved once placed: any attempt to move it results in it detonating unless the caster that set it disarms it with an action.


Unstable Firebomb

2nd level Evocation (Trap)


  • Classes: Arcanist, Artificer, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet (20 ft radius)
  • Components: V, S, M (A ruby worth at least 10 gp)
  • Duration: Instantaneous

I don't know if this is a good idea, or a GREAT one!

You throw your gemstone to a point within range as you channel highly unstable evocative magic into it, rolling 3d6. For each die that rolls a 6, you roll an additional d6, and the radius of the spell expands by 10 feet (the base radius is 20 feet). These new d6's are also subject to the same rule, meaning that this blast can grow very large.

Each creature within the final range of the spell must make a Dexterity saving throw. On a failed save, they take fire damage equal to the total value of the rolled dice. On a success, the target takes half as much fire damage. You can choose to detonate the explosion while the gem is still in the air. This spell affects all creatures within radius, including the original caster and their allies. This spell does not work with the Careful Spell Metamagic option.

Alternatively, you can target any ruby within range without being in direct contact with it. If you cast the spell this way, the spell will not take effect the current turn, but the next.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can roll an additional 1d6 damage die upon the casting of the spell for each slot level above 2nd.


Part 4 | Kibble's Compendium

Level 3 Spells

Cruel Puppetry

3rd level Necromancy (Curse, Ritual)


  • Classes: Cleric, Oracle, Shaman, Witch
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small humanoid doll worth at least 15 gp and something from the target creature (such as blood, hair, or scales), both of which the spell consumes)
  • Duration: Concentration, up to 1 minute, Special

Let me show you, what real torture looks like.

You attempt to bind a creature's soul to a doll, binding the creature to the doll in a sympathetic link. The target must make a Charisma saving throw. On a failure, the creature becomes bound to the doll. On a successful save, the creature is not bound and the spell ends. When a creature is first bound, you can choose to silence them or not. If you do, the target cannot speak for 1 minute after being bound.

As part of casting the spell when the creature fails the save, and on subsequent turns using your action until the spell ends, you can perform one of the following actions:

  • Move. You force the doll to move, and make the target move up to 20 feet in a direction of your choice that it can move in.
  • Immobilize. You hold the doll perfectly still, causing the target to be restrained until start of your next turn.
  • Twist. You bend the doll in a specific manner. The target's body twists in the way you direct to the best of it's ability. You can use this to make the target perform simple tasks, such as make them kneel or grab an object. Alternatively, you can break a limb.
  • Suffocate. You squeeze the doll, causing the target to take 2d6 bludgeoning damage.
  • Lacerate. You stab the doll with a sharp tool or weapon, dealing 3d6 piercing damage. You can do this three times before the dolls falls apart.
  • Execute. You rip the doll in half, ending the spell, destroying the doll, and dealing 7d6 necrotic damage.

Each time after the first you use an action to manipulate the doll after the effect takes place, the creature can repeat the saving throw with disadvantage, ending the effect on a successful save.

Once a creature has been affected by this spell, they cannot be effected again for 24 hours. A creature knows when they are bound to a doll, and then have advantage on rolls trying to locate it.

As long as the doll is intact, you can end concentration at any time. If you try to take control over the same target, you can use the same doll. The target is able to make a Charisma saving throw each time you attempt to control them.

At Higher Levels: When you cast this spell with a 5th level spell slot or higher, the range of the spell becomes unlimited as long as the target is on the same plane of existence as the caster, and you can control the target three times before they can make a saving throw again. If you cast this spell using
a 7th level spell slot, the target only gets one saving throw,
after which they are bound to the doll for a full minute.
If you use a 9th level spell slot, the target is bound to the
doll until dispelled. You can only have one doll active at once.

Crushing Singularity

3rd level Transmutation


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

A strong enough grip can make the whole world collapse.

Straining your arm as strong arcane energy flows through it, you distort gravity in a local area. You create an overwhelming gravitational singularity at a point within range that lasts until the start of your next turn. When you cast this spell, any creature within 20 feet of the point must make a Strength saving throw. Creatures that fail their saving throw are moved to the closest available space adjacent to the singularity and take 3d6 bludgeoning damage, and an extra 1d6 bludgeoning damage for each other creature that fails the saving throw as they slam into each other, up to a maximum of 6d6 bludgeoning damage.

While within 15 feet of the singularity, moving away from the singularity requires twice as much movement. If a creature ends its turn within 15 feet of the singularity, it must make a Strength saving throw. On failure, they take 2d6 bludgeoning damage and are dragged back to the closest available spot to the center of the singularity.


Delve Mind

3rd level Enchantment (Ritual)


  • Classes: Arcanist, Bard, Cleric, Inquisitor, Oracle, Witch, Wizard
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: S, M (An item touched by the target in the past 12 hours)
  • Duration: Concentration, up to 1 minute

Now... tell me who you are. Nay, show me instead.

You delve into a creature’s mind, forcing it to make a Intelligence saving throw. On a failure, for the duration or until you end the spell, you gain access to its memories from the past 12 hours and are able to recall things it remembers as if they are your own memories, but these memories contain only things the target creature remembers.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can delve an additional 12 hours further back into the creature’s memories for each slot level above 3rd.


Part 4 | Kibble's Compendium

Erosive Bubble

3rd level Conjuration


  • Classes: Arcanist, Druid, Shaman, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet (20-foot radius)
  • Components: V, S
  • Duration: Instantaneous

Let this be a lesson to all those who think that death by water is more peaceful than fire.

You blast a 20-foot area with a blob of acidic water. A creature in the radius must make a Dexterity saving throw. On a failure, it takes 4d8 acid damage and becomes covered in acid. On a success, it takes half as much damage and is not covered in acid. While covered in acid, the target takes 1d8 acid damage at the end of each of its turns. The target or a creature within 5 feet of the target can use its action to clear away the acid, end the damage. The acidic bubble damages the environment, killing wildlife and damaging structures.

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


Fireburst Mine

3rd level Transmutation and Evocation (Ritual, Trap)


  • Classes: Artificer, Inquisitor, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (any Tiny nonmagical item, which is destroyed by the activation of the spell)
  • Duration: 8 hours

Out of all the traps that I can make, those that explode with fire remain the most reliable.

You create a magical trap by infusing flaring, explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 20-foot radius sphere centered on the item must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one mine during a turn, they take half damage from any fireburst mines beyond the first.

A magical mine must be set 5 or more feet from another mine, and cannot be moved once placed: any attempt to move it results in it detonating unless the caster that set it disarms it with an action.


Flaring Cyclone

3rd level Conjuration


  • Classes: Arcanist, Bard, Paladin, Ranger, Shaman, Sorcerer, Summoner, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of ashes from a forest fire)
  • Duration: Concentration, up to 1 minute

Let the flames rage in unison with the wind!

Targeting a point you see, you call forth a raging cyclone made of whipping flames, 10 feet wide and 30 feet high.

A creature not entirely inside the cyclone’s radius, but within 30 feet of its center feels the intense draw of the raging cyclone. When a creature starts its turn inside the cyclone’s radius or enters it for the first time during a turn, it must make a Strength saving throw. On a failed saving throw, it takes 3d6 fire damage. If it is entirely inside the cyclone’s eye, it is also flung 15 feet upwards and lands 15 feet in a randomly determined horizontal direction. On a success, the creature takes half as much damage and is not flung.

If a creature starts its turn less than 15 feet away from the cyclone's eye, it must make a Strength saving throw. On a failure, it takes 1d6 fire damage and is pulled 10 feet toward the center of it.

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


Flash Freeze

3rd level Evocation


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

In the name of the Frostmaiden, the eternal cold will reign.

Speaking an ancient occult phrase, you cause a freezing wind to ripple outward. Each creature in a 30-foot cone must make a Constitution saving throw, On a failure, a creature takes 4d8 cold damage and is restrained by ice until the start of your next turn. On a successful save, the target talks half as much damage and is not restrained.

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


Frostburst Mine

3rd level Transmutation and Evocation (Ritual, Trap)


  • Classes: Artificer, Inquisitor, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (any Tiny nonmagical item, which is destroyed by the activation of the spell)
  • Duration: 8 hours

Excellent for when you're being hunted and you need your chasers to slow down.

You create a magical trap by infusing ice cold energy into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 20-foot radius sphere centered on the item must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save and has their movement speed halved for the next three turns. On a success, it takes half as much damage and is not slowed. If a creature is in the area of effect of more than one mine during a turn, they take half damage from any frostburst mines beyond the first.

A magical mine must be set 5 or more feet from another mine, and cannot be moved once placed: any attempt to move it results in it detonating unless the caster that set it disarms it with an action.


Part 4 | Kibble's Compendium

Haulage Shot

3rd level Transmutation


  • Classes: Arcanist, Artificer, Inquisitor, Ranger, Wizard
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a piece of ammunition)
  • Duration: Concentration, up to 1minute

Some people wonder what the point of this is. But it is surprisingly useful to shoot someone with a bow and then promptly be able to punch them in the face. Also it's funny.

You magically bind a willing creature within range to a piece of ammunition. When the piece of ammunition is fired, the target is teleported to the target destination. You can fire the ammunition at a creature, object, or at a point within the normal range of the weapon. When attacking a creature or object, the target is teleported to within 5 feet of the target, regardless of whether the attack did hit or miss.

If you cast this spell to a Large or larger piece of ammunition (such as a ballista bolt), you can bind up to 4 creatures to the piece of ammunition.


Spider Bite

3rd level Transmutation


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

It's easier to eat when the prey doesn't resist...

You prick a target with a tiny magical fang of pure venom. Make a melee spell attack against a creature within reach. On a hit, the target takes 4d12 poison damage and must succeed on a Constitution saving throw or be poisoned for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw, ending the effect on a success.

If you miss with the melee spell attack, you can concentrate to maintain the attack for another attempt until the end of your next turn. You may do this multiple times.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot above 3rd.

Mutate

3rd level Transmutation (Ritual)


  • Classes: Arcanist, Artificer, Cleric, Druid, Ranger, Shaman, Sorcerer, Summoner, Warlock
  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (something from a creature relevant to your specific transformations)
  • Duration: Concentration, up to 10 minutes, Special

Man... into monster. Monster... into god!

You manipulate the nature of your body with magic, grotesquely shifting and changing. You temporarily gain new properties. You can select three of the following properties:

  • Amorphous. Your body becomes malleable. You have advantage on saves and checks against grapples and the restrained condition, you do not suffer disadvantage from squeezing into smaller spaces, and you can squeeze through openings two sizes smaller than you.
  • Limbed. You grow one additional appendage. This appendage serves as an arm and hand, though it can take the shape of an arm, tentacle, or similar appendage.
  • Lanky. You extend the length of your limbs, increasing the reach on melee attacks, spells, and object interactions by 5 feet, and you gain 10 feet movement speed.
  • Tough. Your flesh hardens. Your base AC becomes 14 + your Dexterity modifier if it is not already higher.
  • Adaptive. You grow more resilient, adapting against one external threat. You gain advantage on a type of saving throw of your choice.
  • Aquatic. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You now breathe water, and gain a swimming speed equal to your walking speed. You can take the Dash and Hide actions as a bonus action and have advantage on Strength and Dexterity saving throws while you are in water.
  • Rejuvenating. Your body's regeneration quickens considerably. You regain hit points equal to your proficiency bonus at the start of each of your turns.
  • Sized. You can grow one size larger or smaller.
  • Endowed. You change your current looks, shifting your body into a different shape and silhouette. You can also change your voice. Your gender cannot change.
  • Bellicose. You grow a natural weapon. This weapon can have the statistics of any martial melee weapon without the thrown property and takes on a form vaguely reminiscent of it. You have proficiency with this weapon and are considered to be holding it. You can use your spellcasting modifier in place of your Strength or Dexterity modifier for attack and damage rolls with this natural weapon. The weapon's attacks count as magical and you have +1 to attack and damage rolls with it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can select one additional property from the list of options, up to a maximum of four. If you cast this spell with a spell slot of 5th level or higher, it no longer requires concentration. If you cast this spell with a 7th level spell slot or higher, the effects last 24 hours. If you cast this spell in this manner on yourself with the same effects for 1 month, the effects become permanent. Once the effects become permanent, this spell no longer affects you.


Part 4 | Kibble's Compendium

Rain of Spiders

3rd level Conjuration


  • Classes: Cleric, Druid, Oracle, Summoner, Witch
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a spider leg)
  • Duration: Concentration, up to 1 minute.

Now most people would have mixed feelings about this spell. I don't. I love this. And you can't stop me anyway.

A vertical column of spiders begins to rain down in 20 foot radius, 40 foot high cylinder, centered on a location you specify. A Swarm of Spiders (Monster Manual, pg. 334) descends onto each creature within the cylinder.

This swarm is considered to be climbing on the target creature and moves with them, even if they leave the affected area, and it takes its turn immediately after the affected creature's turn. A creature can use its action to attempt to remove them, making a Strength (Athletics) or Dexterity (Acrobatics) check against the spell save DC of the caster.

The swarm will attack the creature it fell on if it can, or move to chase them if it has been knocked off of them. The spiders are friendly only to the caster of the spell. Any spiders that remain when the spell ends disappear.


Ritual of Rain

3rd level Transmutation (Ritual, Weather)


  • Classes: Arcanist, Cleric, Druid, Oracle, Sorcerer, Witch
  • Casting Time: 1 minute
  • Range: Self (1-mile radius)
  • Components: V, S, M (a dozen rune-marked stones; 10 gp of gem dust, which the spell consumes)
  • Duration: 1 hour

Many had tried to tame the weather before, though only few use this power for noble needs.

You must be outside to cast this spell. You perform a ritual, channeling natural and divine energy into the circle of stones, which become marked with primordial runes empowered by the dust. When the ritual completes, the weather within 1 mile of the stones is changes to one of the two ways below.

Sinister Storm. Dark, ominous clouds bring on constant rain and roaring thunder, carrying calamitous omen with them. An uncovered creature in the storm cannot roll with advantage. Additionally, an Augury spell cast in the area will always reveal Woe, regardless of he action.

Peaceful Precipitation. Light rain showers cover the land as a gentle breeze flows by, making for a beautiful rainy sight. An uncovered creature in the rain cannot roll with disadvantage. Additionally, an Augury spell cast in the area will always reveal Weal, regardless of he action.

Terrific Transportation

3rd level Abjuration


  • Classes: Arcanist, Artificer, Witch, Wizard
  • Casting Time: 10 minutes
  • Range: Self (10-foot radius sphere)
  • Components: V, S, M (an ornate brass key worth at least 100 gp, and a satchel or bag worth at least 1 sp)
  • Duration: Instantaneous

You want to know my handiest spell? Well, have you ever stored an entire campsite in you bag? Would you like to?

Weaving an enchantment, you compress all objects of your choice within range into the satchel or bag used in the casting the spell. The contents become harmlessly compressed and stored in an magical state of miniaturized suspension within the valise. The weight of the miniaturized stored items is divided by hundred. The bag can store all items that fit in the radius when the spell is cast, but cannot store any items larger than Medium. Items cannot be individually removed from the bag. The process can be reversed by casting the spell again, at which point all items are deposited from the bag in the arrangement stored.

If the bag is destroyed, the contents of the bag are instantly emptied onto the ground, with each item taking 4d4 force damage, dealing no damage to anything else. If the bag is broken, the key used as a material in casting the spell breaks.


Vortex

3rd level Evocation


  • Classes: Bard, Inquisitor, Oracle, Shaman, Sorcerer, Witch, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S, U (This spell causes you to gain a short term madness)
  • Duration: Instantaneous

Me? MAD?! You call me crazy?! You wanna see what madness looks like? You want to know?! Then go and have a look!

You strain your arm and draw on unknown eldritch energies, creating a violent, howling vortex that attempts to drag and consume everything in a in a 30-foot cone, tossing everything within the area. Creatures in the area take 2d6 bludgeoning damage and must succeed a Strength saving throw or be pulled 20 feet towards the center of the vortex.

Any creature that ends up at the origin of the vortex is dragged within and is subjected to the madness of the Far Realm for a brief moment. Each creature must make a Wisdom saving throw. On a failure, it takes 5d6 psychic damage and is frightened for 1 minute. On a success, the creature takes half as much damage and is not frightened. A frightened creature can make a new Wisdom saving throw at the end of each of their turns, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range of the cone and the pulling distance increase by 20 feet, and all damage dealt increases by 2d6 for every two slot levels above 3rd.


Part 4 | Kibble's Compendium

Undermine

3rd level Transmutation


  • Classes: Arcanist, Cleric, Druid, Shaman, Witch, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (the barb of a chwidencha, the leg of a remorhaz or a tooth of a dragon that can burrow)
  • Duration: 1 hour

Quick before the hyena comes.

You touch a willing creature, causing it to change. It grows spikes and barbs over its body, its hands become claw-like and its legs turn into thin but strong bards. The target suffers -3 to their Charisma score due to the monstrous appearance, but gains a burrowing speed of 30 feet for the duration.

Water Blast

3rd level Evocation and Conjuration


  • Classes: Arcanist, Druid, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a wet ball of clay or mud)
  • Duration: Instantaneous

Why throw with fire when this is both safer and better?

You conjure a massive ball of chilling water before hurling it at a point you choose within range. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d12 cold damage on a failed save and if it is Large or smaller, it must make a Strength saving throw or be knocked prone. On a successful save a creature takes half as much damage and cannot be knocked prone. If there is a source of water of at least 20 cubic feet within 20 feet of you when you cast the spell, you can displace that water, increasing the range of the spell to a 30-foot radius.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each level above 3rd.


Wither

3rd level Necromancy (Curse)


  • Classes: Cleric, Oracle, Shaman, Sorcerer, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of powdered bone and sand)
  • Duration: 1 round or 1 minute

Me? Using black magic? Oh that wasn't black magic, dear. But this... is.

You curse a target, sending pure negative energy into them through a mark on their skin. The dark energy tears the moisture from its body, sapping it of life and vitality. The target must make a Constitution saving throw or take 4d10 necrotic damage and becoming withered until the end of your next turn. On a success, the target takes half as much damage and is not withered. A withered creature gains vulnerability to fire damage. Any fire immunity becomes resistance, and fire resistance is lost.

If you cast this spell on a target that is already withered, the effect lasts for 1 minute instead.

Level 4 Spells

Aerial Barrage

4th level Transmutation and Evocation


  • Classes: Arcanist, Bard, Paladin, Sorcerer, Summoner, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Let it rain death from above!

You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th.


Dazzleburst Mine

4th level Transmutation and Evocation (Ritual, Trap)


  • Classes: Artificer, Inquisitor, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (any Tiny nonmagical item, which is destroyed by the activation of the spell)
  • Duration: 8 hours

A glimmer of hope, the shine of potential... Oh how I love the brilliance of luminosity!

You create a trap by infusing pure, magical radiance into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 20-foot radius sphere centered on the item must make a Constitution saving throw. On a failure, a creature takes 4d8 radiant damage and is blinded for the next three rounds. On a success, the creature takes half as much damage and is not blinded. If a creature is in the area of effect of more than one mine during a turn, they take half damage from any dazzleburst mines beyond the first.

A magical mine must be set 5 or more feet from another mine, and cannot be moved once placed: any attempt to move it results in it detonating unless the caster that set it disarms it with an action.


Dimension Cutter

4th level Evocation


  • Classes: Paladin, Ranger
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, M (a melee weapon you are proficient with worth at least 1cp)
  • Duration: Instantaneous

With each slash, reality will break at the seems.

You flourish a weapon you are proficient with and swing it through the air, slashing apart the dimensional space. Each creature in a 20-foot cone takes 6d6 force damage.


Part 4 | Kibble's Compendium

Entomb

4th level Transmutation


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

I do sometimes wonder how those ancient people get stuck in glaciers. Then I remember that wizards exist.

You attempt to encase Large or smaller creatures you can see within ice. You create a cube of ice up to 15 feet in every direction. Any creatures caught in the ice must make a Strength saving throw or become restrained for the duration. On a success, the creature moves the nearest unaffected space. Creatures with a size of Huge or greater automatically succeed. At the end of each of their turns, a target takes 2d6 cold damage and can make another Strength saving throw. On a success, the target moves 5 feet in the ice towards the end of the cube. If a target manages to leave the ice block, the spell ends on the target.

Each 5 by 5 foot cube of ice can be attacked individually. If such a 5 by 5 foot segment cube takes more than 15 fire or bludgeoning damage from a single damage roll while restrained, the ice breaks in that area and any targets there are freed, ending the spell for those targets. Any other type of damage must exceed 30 damage in order to break the ice. The ice is immune to cold damage.

You have to maintain focus on this spell to keep the ice strong. If you break concentration, the ice begins to melt with a speed based on the current environment, and all Strength saving throws are made with advantage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th as the ice gets colder.


Geyser

4th level Conjuration


  • Classes: Arcanist, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a flask filled with bubbling water)
  • Duration: 2 rounds

Sure is Faithful.

You cause a disruption in the earth, pulling nearby ground water upward on a point you can see within range.

At the start of your next turn, a massive eruption of scalding hot water blasts upwards from the ground, covering a 10 feet area. Creatures above the location of the blast must make a Dexterity saving throw or take 6d6 bludgeoning damage and be knocked 90 feet into the air. On a successful save, creatures talk half as much damage, and are instead knocked 30 feet away from the point of the blast or 30 feet upwards (their choice).

Creatures within 30 feet of the blast but not right above it must make a Dexterity saving throw. On a failure, they take 4d6 acid damage as the boiling hot water falls on top of them. On a successful save, creatures talk half as much damage.

This explosion affects all creatures in the radius, including the original caster and their allies.


Ice Spike

4th level Evocation


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

Oh ice, pierce them through!

You create a lance of ice that shoots up from the ground to impale a creature within range. The target must make a Dexterity saving throw. The target takes 4d8 piercing damage and 4d8 cold damage on a failed save. The target takes only the 4d8 cold damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level or higher, you can create a second spike. When you cast this spell using a spell slot of 7th or 8th level, you can create a third spike. Additional spikes can target the same or different creatures.


Orbital Stones

4th level Transmutation


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

Standing stones have long been used to mark graves and burial sites. Such as your own soon.

You lift three inanimate Small or Medium sized rocks or similar objects from within 20 feet of you, causing them to defy gravity and slowly circle you. With all three stones orbiting, you have three-quarters cover. With at least one stone remaining, you have half cover.

As a bonus action while at least one stone remains in orbit, you can magically fling a stone at a target within 60 feet. Make a ranged spell attack roll. On a hit, the targets takes 3d10 bludgeoning damage and is knocked 10 feet backwards.


Repair

4th level Transmutation


  • Classes: Artificer, Inquisitor, Oracle, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (materials for repair such as wood, stone or metal worth at least 10cp)
  • Duration: Instantaneous

I get that you're trying to help, but Cure Wounds isn't gonna cut it for my golem. Let me do it.

You touch a construct or inanimate object, causing it to regain 10d6 hit points. This causes any parts or material that has broken away from the construct or object to reattach, repairing it to the condition it was in before being damaged.

If the damage or overall state of the construct or object is the result of age, you can instead repair to the condition it was in 10d6 years ago, if it was previously in a better condition during that time (the condition can only improve).

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points or the years restored increase by 2d6 for each slot above 4th.


Part 4 | Kibble's Compendium

Stinging Swarm

4th level Conjuration


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

I send the locusts on a wind, such as the world has never seen! On every leaf, on every stalk, until there's nothing left of green!

You conjure a magical swarm of flying insects that fill a 10 foot cube within range. For the duration of the spell, the swarm is magically replenished and cannot be destroyed. The swarm attacks plant life in the area it is in, destroying all flora in three rounds before moving to a new area.

As a bonus action, you can direct the swarm to move up to 30 feet. If the swarm enters another creature’s space, it will stop to swarm them, harassing and stinging them repeatedly, and it cannot be moved until the start of your next turn. Any creature in the area of the swarm takes 2d4 magical piercing damage and must make a Constitution saving throw, taking an additional 2d12 poison damage on failure.

If your concentration on this spell breaks, the swarm loses it's magical properties. It will remain in the area, no longer under your control. It will continue to attack plants and creatures alike. The swarm is vulnerable to fire damage and has 25 hit points.


Summon Horror

4th level Conjuration


  • Classes: Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a book with an ornate cover filled with the records of madmen worth at least 400 gp)
  • Duration: Concentration, up to 1 hours

Behold the depravity of nightmares made reality.

You call forth a twisted horror. It manifests in an unoccupied space that you can see within range. This manifested form used the Horror Spirit stat block. When you cast the spell, choose Star, Sea, or Void Form. The creature takes on elements of the selected type, which determine certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, and it takes its turn immediately after yours. It obeys your verbal commands (no action required). If you do not issue any command, it takes the Dodge action and uses its movement to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th or higher, use the higher level whenever the spell’s level appears in the stat block.


Horror Spirit

Medium Aberration, Neutral Evil


  • Armor Class 11 + the spell level (Natural Armor)
  • Hit Points 25 + 5 for each spell level above 4th
  • Speed 30 ft., swim 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 16 (+3) 8 (-1) 6 (-2)

  • Damage Resistances Bludgeoning, Piercing and Slashing from nonmagical attacks
  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Frightened
  • Skills Perception +5, Stealth +9
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Understands the languages of the caster
  • Challenge -------- Proficiency Bonus Equals the caster

Grasping Tentacles (Sea Form Only). If the aberration hits the same creature two or more times on its turn, the target is grappled (escape DC equals your spell save DC). Creatures that start their turn grappled by the aberration take 7(2d6) acid damage. It can grapple a number of creatures this way equal to your proficiency bonus.

Fatal Destiny (Star Form Only). Creatures of your choice that start their turn within 5 feet of the aberration must succeed on a Wisdom saving throw against you spell save DC or become transfixed by the aberration. Transfixed creatures are unable to move away and have disadvantage on attacks against creatures other than the aberration.

Actions

Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down). The aberration can use Fold Space in place of one attack (Void only).

Tentacle. Melee Weapon Attack: your spell attacks modifier to hit, reach 10 ft, one target. Hit: 1d8 + 3 + the spell’s level bludgeoning damage.

Fold Space (Void Form Only). The aberration teleports up to 30 feet. Creatures within 5 feet of its destination takes 7 (2d6) force damage. It can bring one willing creature within 5 feet of it along when teleporting this way. That creature takes 1d6 psychic damage when it does so.

Part 4 | Kibble's Compendium

Thunder Orb

4th level Evocation


  • Classes: Arcanist, Artificer, Bard, Wizard
  • Casting Time: 1 action
  • Range: 5 feet (120-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You might wanna cover your ears for this one. I sort of let myself go.

You create a Tiny orb of thundering sound and energy that hovers within range, and designate a target creature within 120 feet. For the duration of the spell, at the end of each of your turns, the orb grows one size and moves 30 feet directly toward the creature. If the orb reaches the target, it will detonate, dealing 6d6 thunder damage and an extra 1d6 damage for each round since you cast the spell to the target. This explosion is audible up to 100-300 feet away. The spell ends after the detonation.

If the orb does not reach the target after four rounds, it grows to a Huge size and detonates where it is, releasing a massive thunderclap that can be heard up to a mile away. Creatures within 60 feet of the explosion are deafened and must make a Constitution saving throw. On a failure, they each take 12d6 thunder damage and are stunned for 1 minute. On a success, a creature takes half as much damage and is not stunned. A deafened or stunned creature can make another saving throw at the end of each of it's turns, ending both effects on a success. This explosion affects all creatures in the radius, including the original caster and their allies.


Weather Ward

4th level Abjuration (Ritual, Weather)


  • Classes: Arcanist, Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (5 square feet of wood and stone, and 50 gp of primordial dust, which the spell consumes)
  • Duration: 24 hours

I dreamt of rain, of gardens, in the desert sand. And I learnt how to make it so. With my new creation, the sun will shine, the rain will fall, and the winds will howl. At last, this barren land of sand will see life once more!

You construct a magical shrine that is 5 by 5 feet in size at a point in the ground. The shrine protects a 5 mile radius of land against weather changes. Alternatively, the spell can be cast on a previously constructed shrine, reactivating it.

When the totemic ward first takes effect, it will continue the weather in that area on that moment. The shrine cannot become active if used when a heavy storm is currently active.

For the duration, magic cannot affect the area's weather. Spells such as Control Weather, Acid Rain and Ritual of Rain have no effect. Likewise, unnatural clouds and winds cannot be created or manipulated, which means spells such as Call Lighting and Tornado will also fail. Any spell marked as Weather of 8th level and below will fail when in range of an active ward.

The shrine is a magical object with an AC of 12 and 50 hit points. It is resistant to non-magical damage. If the shrine is destroyed, the spell ends early.


Venomburst Mine

4th level Transmutation and Evocation (Ritual, Trap)


  • Classes: Artificer, Inquisitor, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (any Tiny nonmagical item, which is destroyed by the activation of the spell)
  • Duration: 8 hours

What happens when you combine a Giant Spider's poison, with a bomb?

You create a magical trap by infusing lethal, acidic venom into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 20-foot radius sphere centered on the item must make a Dexterity saving throw. On a failure, a creature takes 2d8 acid damage and 2d8 poison damage and is venom-struck for three rounds. On a success, it takes half as much damage and is not venom-struck. If a creature is in the area of effect of more than one mine during a turn, they take half damage from any venomburst mines beyond the first.

A magical mine must be set 5 or more feet from another mine, and cannot be moved once placed: any attempt to move it results in it detonating unless the caster that set it disarms it with an action.


Venom-Struck Condition
  • A Venom-Struck creature has disadvantage on Attack rolls, Ability Checks and Death Saving Throws.
  • Curing this condition requires a cure or healing power that removes disease and illness, and requires at least 1 minute of focus.
Part 4 | Kibble's Compendium

Level 5 Spells

Aether Storm

5th level Evocation


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

I may be an advocate of peace, and beauty! But that doesn't mean that I will turn a blind eye towards that which is so clearly wrong!

Drawing on the power of celestials and angels, you conjure a storm of swirling aether to erupt on a point of your choice within range. A dark yet beautiful cloud full of twirling golden glitters fills the fills a 15-foot radius, 40-foot high cylinder. When the storm appears, each creature within its area takes 6d4 force damage.

A creature takes 1d4 force damage for each 5 feet they move through the storm. If a creature ends their turn within the aether storm, they take 6d4 force damage. On your turn, you can move the storm 20 feet in any direction as a bonus action.

The positive energy of the storm has a rejuvenating effect on flora in the radius. Dying plants and crops return to a more youthful and vivacious from, and slowly regain health.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage a creature takes from the storm appearing or ending their turn in it increases by 2d4, and the damage for moving through it increases by 1d4 for each slot level above 5th.


Curse of Treachery

5th level Enchantment (Curse)

  • Classes: Bard, Cleric, Oracle, Warlock, Witch
  • Casting Time: 1 action
  • Range: Self (60 feet)
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute

Let's put that self-proclaimed loyalty to the test...

Channeling thoughts of lies and deceit, you place a powerful mark on a creature, cursing them with feelings of restlessness and paranoia. The creature makes an Intelligence saving throw. On a failure, it does not know you placed the mark on them and it will be indifferent towards you unless provoked. On a success, the creature knows you placed the mark and it will be hostile, considering you to be major threat.

Regardless of its awareness to the mark, the creature will be overcome by feelings of scorn and cynicism to its allies, recalling back to every ill moment with its companions. While the mark persists, the creature will believe its allies are conspiring against it and it will be hostile towards its allies at the behest of the DM.

If the creature is not outright hostile to you, you can make suggestions on how and why it should turn against it allies in ways you propose. With the right words, the creature may even become an ally for the duration.


Curse of Despair

5th level Enchantment (Curse)


  • Classes: Bard, Cleric, Warlock, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute.

Let the grip of anguish tear them apart.

You imbue a mark of negative energy on the skin of a target, cursing them and causing an overwhelming sense of powerlessness and impotence to wash over them. The creature's morale sinks and they feel as though they cannot succeed on anything.

Any time the creature attempts to attack, cast a spell, or use an action that deals damage, it must make a Wisdom saving throw. On a failure, they complete their action, but their action does no damage to any target.


Devouring Darkness

5th level Necromancy


  • Classes: Arcanist, Cleric, Oracle, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, U (A connection to an entity of darkness)
  • Duration: Concentration, up to 1 minute

The darkness has always sung to me. Today, I join the choir!

Calling on a dark god or an ancient entity, you begin a dark, melodic chant, causing a large, circular shadow to appear beneath you, 30 feet in radius. You are rooted to the ground for the duration, and can only move 10 feet per turn while singing. Casting other spells with long verbal components is very difficult while the chant continues.

Dark tendrils burst out from the enormous shadow in all directions, and attempt to strike creatures of your choice within range. These creatures must make a Dexterity saving throw. On a failure, they take 3d8 necrotic damage, and the shadows begin to twist and drain their life force. They are tethered to the darkness for the duration, and slowly begin turning to stone. Their movement speed is reduced by 10 feet. On a success, the creature avoids the dark tendrils and is not tethered. The tether breaks if a creature manages to leave the range of the spell.

On subsequent turns, you can use your bonus action to further drain tethered creatures. All affected creatures must make a Constitution saving throw. On a failure, a creature takes 3d8 necrotic damage and further turns into stone. Their movement speed is halved. Any creature that fails the Constitution saving throw against this effect two times is petrified and fully turned to stone. The dark tendrils will release these creatures. Creatures that die to this spell of fall to 0 Hit Points fully turn to stone immediately.

While you maintain concentration, you can also use your bonus action to assault any untethered creatures within range of the spell. These creatures must make a Dexterity saving or become tethered and take damage. While you are chanting, you are vulnerable to radiant damage.

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


Part 4 | Kibble's Compendium

Divide Self

5th level Conjuration


  • Classes: Arcanist, Artificer, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (A bejeweled mirror worth at least 100gp)
  • Duration: Concentration, up to 1 minute

I no longer need a mirror to admire myself. God, I'm amazing!

You create an exact duplicate of yourself in an empty space you can see within 30 feet of you. When you cast this spell and at the start of each of your turns for the duration, you can switch places with your duplicate.

The duplicate has all of your stats, abilities, and equipment (including magic items). It acts on your initiative and has its own actions, though it shares its concentration on this spell. If either of you lose concentration on this spell, the spell ends.

Your current hit points are divided between you and the duplicate and it shares all other resources and abilities with you (including limited magic items). Usage of ammunition or other items by either you or the duplicate depletes the resource for both of you.

You duplicate can take any action you can take, but it can deal a maximum of 15 damage on its turn. Any additional damage dealt is nullified. When dealing area of effect damage, the damage is split between all targets equally up to the maximum.

If either you or the duplicate is reduced to zero hit points, the spell ends and you become the copy that was not reduced to zero hit points. When the spells ends, if both you and the duplicate are still present, you decide which is you and the other vanishes. Anything copied during the spell vanishes.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the starting hit points of you and the duplicate both increase by 10 (up to a maximum of you and the duplicate starting with your current hit points) and the maximum damage the duplicate can deal during its turn increases by 10 for each slot level above 5th.


Fissure

5th level Transmutation


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

One minute, I held the key, next the walls were closed on me.

You rend the earth asunder in a 60-foot long and 5-foot wide line, targeting an area of dirt, sand, or rock at least 10 feet deep. Creatures in the line must make a Dexterity saving throw. On a success, the creature avoids the ravine but falls prone. On a failure, a creature falls into the suddenly opened crevice in the ground, falling into it before it snaps shut, crushing them. Creatures that fail the saving throw take 5d10 bludgeoning damage from the fall and crushing. The creature is buried in 10 feet of rubble, and any creature without a burrowing speed requires 60 feet of movement to extract themselves from the loose rubble to return to where they failed the saving throw. If they end their turn while buried, they take an extra 1d10 bludgeoning damage.


Killing Curse

5th level Necromancy (Curse)


  • Classes: Cleric, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature, such as blood, hair, or scales, which the spell consumes)
  • Duration: Concentration, up to 1 minute

Despite my pleading, they sentenced me to burn at the stake. But I did not die. And now, my witchcraft is fueled by hatred alone.

Drawing on forces of fury, hatred, and agony, you place a mark on a creature and curse them to die. The target's current hit points and their hit point maximum are reduced by 3d10 + 10. If this causes a creature to have zero hit points, the creature dies.

For the duration of the spell, the target cannot regain hit points from any source or spell slot lower than the slot used to cast this spell, and any death saving throw is automatically considered a 1.

At the start of a creature's turn while they are under the effect of this spell, they make a Constitution saving throw. On a failure, their current hit points and their hit point maximum are reduced by 1d10 +10. On a successful save, the spell ends. A creatures hit point maximum will be restored after the next long rest.


Mindburst Mine

5th level Transmutation and Evocation (Ritual, Trap)


  • Classes: Artificer, Inquisitor, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (any Tiny nonmagical item, which is destroyed by the activation of the spell)
  • Duration: 8 hours

No need to blow up their body. I'll blow up their brain instead!

You create a magical trap by infusing aberrant, unknowable magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 20-foot radius sphere centered on the item must make a Intelligence saving throw. On a failure, a creature takes 7d8 psychic damage and is stunned for 1 minute. On a success, the creature takes half as much damage and is not stunned. A stunned creature can make another saving throw at the end of each of it's turns, ending the effect on a success. If a creature is in the area of effect of more than one mine during a turn, they take half damage from any mindburst mines beyond the first, but have to make an Intelligence saving throw for each mine.

A magical mine must be set 5 or more feet from another mine, and cannot be moved once placed: any attempt to move it results in it detonating unless the caster that set it disarms it with an action.


Part 4 | Kibble's Compendium

Pressure Cutter

5th level Evocation


  • Classes: Arcanist, Cleric, Druid, Oracle, Paladin, Ranger, Shaman, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self (60 foot line)
  • Components: V, S, M (a flask filled with holy water)
  • Duration: Instantaneous

Those who claim the pen to be sharper than the sword tend to forget how sharp the ink can be.

Pouring the water into your hand, you slash your hand over the surface, unleashing a blast of highly pressurized water. The liquid transforms in a 60-foot long and 15-foot wide line, slashing through everything in its path. Each creature in the path of the line must make a Dexterity saving throw, taking 10d6 slashing damage on a failure. On a successful save, a creature takes half as much damage. The water cuts cleanly through walls and trees less than 2 feet thick.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.


Sonic Shriek

5th level Evocation


  • Classes: Arcanist, Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (120 foot radius)
  • Components: V, S
  • Duration: Instantaneous

The silence after is far more deafening than the sound itself.

You emit a sonic blast covering a massive area. Each creature in a 120-foot radius must make a Constitution saving throw. A creature takes 6d8 thunder damage on a failure, or half as much on a success. A creature automatically succeeds on its saving throw if it is deafened. This spell will affect the allies of the caster. This spell affects wildlife in the area. Birds will drop dead from the sky.

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


Spatial Manipulation

5th level Transmutation


  • Classes: Arcanist, Bard, Sorcerer, Summoner, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (120 foot radius)
  • Components: V, S
  • Duration: Instantaneous

A new vantage is all the advantage I need.

You can swap the position of up to five creature you can see within range, including yourself. An unwilling creature can make a Charisma saving throw, preventing their swap on success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can swap an additional two creatures for each level above 5th.


Tornado

5th level Conjuration (Weather)


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

First a breeze. Then a gale. Then a storm. Then your death.

A enormous, raging tornado erupts, filling a 20-foot radius cilinder of 60 foot high centered on a point within range.

Any creature that starts its turn within the tornado must make a Strength saving throw. On a failure, the creature takes 4d8 bludgeoning damage and is flung 20 feet away and 40 feet up. On a successful save, the creature takes half as much damage as is not moved.

As a bonus action, you can move the tornado up to 30 feet in any direction. Any ranged weapons attacks against a target within 60 feet of the tornado have disadvantage, and any ranged attacks within 20 feet automatically miss.


Unmaking

5th level Necromancy


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

Let this be a lesson to the frailty of life!

You point at a creature within range, and attempt to make it's skeleton rip out of it's body. The creature must make a Constitution saving throw. The target takes 7d12 necrotic damage on a failed save, or half as much damage on a successful one.

If this damage kills the target creature, it's flesh sloughs of it's skeleton and collapses into a pile. The remaining bones become an animated Skeleton, hostile to all living creatures, attacking the closest target.

Vorpal Weapon

5th level Transmutation


  • Classes: Artificer, Inquisitor, Summoner
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a weapon worth at least 1 cp)
  • Duration: Concentration, up to 1 hour

The sharpness of the sword is not in the edge of the blade, but in the hand of the warrior. Although in this case...

You touch a weapon and imbue it with power. Until the spell ends, the weapon becomes indescribably sharp, ignoring resistance to slashing damage and gaining the Siege property, dealing double damage to inanimate objects and structures. If the weapon has a modifier of less than +3 to attack and damage rolls, its modifier becomes +3 to attack and damage rolls for the duration of the spell.

Additionally, if a critical strike with this weapon would leave a creature with less than 50 hit points, you can choose to decapitate the target creature, instantly killing it.

Part 4 | Kibble's Compendium

Level 6 Spells

Acid Rain

6th level Conjuration (Weather)


  • Classes: Arcanist, Druid, Shaman, Witch, Wizard
  • Casting Time: 1 action or 1 minute
  • Range: 300 feet
  • Components: V, S, M (any rusted object)
  • Duration: Concentration, up to 1 hour

Spare me your simple plagues and infections. I got something better. Or... much worse.

Drawing on the forces of nature and corruption, you call forth a large, dark green, ominous cloud 100 feet above the ground on a point you see. If you cannot see a point in the sky where this cloud could manifest, the spell fails.

Highly acidic rain begins falling within a 200-foot radius centered on a point you choose within range. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 6d4 acid damage and become covered in acid. On a successful save, a creature takes half the initial damage and is not covered in acid.

A creature rakes 3d4 acid damage if it ends its turn while covered with acid. The target or creature within 5 feet of it can end this damage by using its action to clear away the acid.

If you cast this spell with a casting time of 1 minute, you render yourself and up to five others immune to the effects of the rain. This spell is devastating to all nature affected by it. Plants will die, crops wilt away, trees and bushes suffer heavily. Any magical plants in the area suffer maximum damage each turn they are affected by the rain. If you maintain concentration for at least 1 minute, damage is visible to all affected flora. If you maintain your concentration for the full hour, all plantlife in the area is dead.


Metal suffers too while within the rain. For each minute in the rain, metal visibly begins to rust. Any weapon, armor, tool or construct (including buildings and creatures) suffers 15 acid damage every minute.


Beam of Annihilation

6th level Evocation


  • Classes: Arcanist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: S
  • Duration: Concentration, up to 3 rounds

This is what it means to go even further beyond!

You unleash a beam of pure energy, selecting acid, cold, fire, or lightning energy. It blasts outward in a 60-foot long and 10-foot wide line that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam’s energy type or taking half as much on a successful save.

While you are concentrating on this spell, your speed is zero. At the start of each of your turns, you can use your action to maintain the beam and redirect it, rotating it up to 90 degrees in any direction. Any creature the beam passes through while rotating must make a Dexterity saving throw or, take 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save. A creature can only be damaged by the beam once per turn, unless they deliberately walk back into it after being struck..

If you do not use your action maintain or redirect it, the spell ends early.


Part 4 | Kibble's Compendium

Level 7 Spells

Curse of Fertility

7th level Enchantment (Curse)


  • Classes: Cleric, Witch
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Until Dispelled, Special Concentration

I do so hate killing others. They're far more useful alive. And I just can't help myself but have fun with all of them, hihi!

You place a powerful mark on a creature, cursing them with feelings of competence and confidence, making them feel beautiful, strong, and alive. The magic energizes the creature, making them regain 5d10 hit points immediately. The creature makes an Intelligence saving throw. On a failure, it does not know you placed the mark on them. On a success it knows you placed the mark. Creatures of the opposing gender of the caster have disadvantage on their saving throw.

The curse continuously fills the target with feelings of strength, allure and grandeur, making them more reckless and brash, yet also very appealing and interesting. The creature suffers -2 to both their Wisdom and Intelligence scores, but gains +4 to their Charisma score. This can push a creature's Charisma score above 20.

Activation. While the mark remains on the target and is within 120 feet of you, you can use your action to activate the mark, making it glow. The cursed creature makes a Charisma saving throw. Creatures of the opposing gender of the caster have disadvantage on their saving throw. On a failure, the target regards you as their perfect paramour and the source of their happiness and strength, becoming completely enamored with you. The creature is charmed and regards you as an ally, doing anything in it's power to defend and aid you. It will follow your proposals as if under the Suggestion spell. While you influence the creature this way, you must maintain concentration on the mark to keep it active.

If the creature takes 40 damage or more, they snap free from your influence. The mark will remain. You can use your action to activate it again, forcing the creature to make another Charisma saving throw or fall under your control once more.

A Word of Warning. Creatures that are influenced by the activated form of this curse consider you their perfect partner and will stop at nothing to make you recognize them. If any creature attempts to seduce you, allure you or even just compliments you, the cursed target will immediately consider them competition and will not hesitate to attack them.

Removal. Because of the powerful positive feelings caused by this curse, removing it takes incredible willpower. Any spell of level 6 or below cannot remove this curse. Trying to remove the mark in any way other than a Wish spell requires a creature to pass a DC 25 Charisma check. The target of the curse can attempt to remove the curse themselves. On a failure, the cursed creature will attack whoever attempted to remove the curse, believing them to be an enemy. If the cursed creature tried to remove the curse itself, it takes 10d6 psychic damage. This damage cannot kill the creature.

Twisting Corruption

7th level Conjuration


  • Classes: Oracle, Warlock, Witch
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, U (Casting this spell gives the caster a long term madness.)
  • Duration: Concentration, up to 1 minute

GHARBLAHARBLE!

Drawing on the strange forces from the Far Realm, you target a point you can see within range and call forth strange outgrowths from the ground. Twisting tendrils and gnarled tentacles of oddly shaped, blueish colored energy and half finished matter erupt from the ground in a 60 foot radius. All creatures of your choice must make a Dexterity saving throw or be restrained as the suspicious manifestations grasp them and begin consuming and corrupting their minds.

At start of each restrained creature's turn, it takes 2d10 bludgeoning damage and 2d10 psychic damage. Each time a creature takes psychic damage from this spell, it must make a Wisdom saving throw or gain a short term madness.

A creature restrained by the tendrils can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (it's choice) against your spell save DC. On a success, the creature is freed. Alternatively, a tendril can also be destroyed by dealing 20 damage to it, freeing a creature. The tendrils are immune to all damage besides force, lighting, necrotic, thunder and radiant.

Creatures of your choice that end their turn within the radius while not restrained must make a Dexterity saving throw or become restrained by the tendrils.

Any creature slain by this spell is dragged into the Astral Sea, making them very hard to locate or revive.

Part 4 | Kibble's Compendium

Level 8 Spells

Curse of Altered Souls

8th level Necromancy and Transmutation (Curse)


  • Classes: Witch, Shaman
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from each creature (such blood, hair, or scales) the spell targets, which the spell consumes.)
  • Duration: Concentration, up to 1 hour

An absolute favorite in the world of domination and submission. Though typically less desired by those on the receiving end.

Honing your witchcraft to incredible levels, you cast a overwhelmingly potent curse to directly influence the essence of life in two beings. You grab a hold of the souls of two individual creatures. Both targets must make a Charisma saving throw. A creature can choose to fail this saving throw. If either creature succeeds on their saving throw, the spell ends. You regain your action, but cannot cast any spells for the remainder of your turn.

If both targets fail their saving throws, their souls will swap for the duration of the spell. The soul controls the body it inhabits. The creatures gain the Strength, Dexterity and Constitution scores and any actions belonging to the new body (besides legendary actions or legendary resistances), but retain their own Wisdom, Intelligence and Charisma scores, as well as any spellcasting (if it has spellcasting, innate or otherwise). Both creatures have disadvantage on all attack rolls and all Strength, Dexterity, and Constitution saving throws for 1d4 turns after swapping bodies.

Limitations. If the caster of the spell takes any damage, a swapped creature can choose to repeat the Charisma saving throw. On a success, both souls snap back to their bodies. If the creature's CR, or character level if it has no CR, is higher than the CR or character level of the body of the creature it is in, it has advantage on the saving throw.

If a creature dies while while it's soul is swapped, the souls return to their original bodies. If a soul was in a dying creature that returns to a living body, or if the creatures whose souls are swapped move more than 300 feet apart, both creatures takes 5d10 necrotic damage.

Permanence. If you manage to keep your concentration for the entire duration of the spell, the swap becomes permanent. Creatures with legendary resistance can choose to suffer 3 levels of exhaustion to end the spell at any time.

Immortalizing Gaze

8th level Transmutation and Necromancy


  • Classes: Cleric, Druid, Oracle, Sorcerer, Warlock, Witch
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Beauty has a price. As does power. So let me offer you an... all-inclusive deal.

You call forth a dark power and utter an ungodly word, striking a bargain with a an unknowable creature. For the duration of the spell you gain the eyes of a medusa. All creatures within a 30 foot cone of where you direct your gaze during a turn must make a Constitution saving throw. A creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. A creature that fails the saving throw by 5 or more is immediately petrified.

If a creature saves against the effects of this spell two times, they are immune to the effects for 1 hour.

Thread with Care. Any allies that can see your eyes at any point while you maintain concentration are subjected to the spell. Moreover, if you see your own reflection, such as in water or a mirror, you suffer the effects yourself.

Alternative Casting. When you cast this spell, you can choose to permanently surrender an 8th level spell slot. You will lose the slot forever. In return, the spell no longer requires concentration, you gain a permanent +4 to your Charisma score (this can push your maximum score above 20) and the effects become permanent and can no longer be dispelled. After 5d10 + 50 years, you will become a medusa.

Power Word: Psychosis

8th level Enchantment


  • Classes: Arcanist, Bard, Oracle, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A disease of the mind, it can control you. It's too close for comfort.

You speak a word in an ancient, forbidden language while pointing at a creature within range. If the creature has 300 hit points or fewer, it gains an indefinite madness.

Alternative Casting. You can instead choose to speak the word loud and clear so that all creatures nearby can hear you. The word send a flash of insanity through the mind of all nearby entities. Creatures within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failure, they suffer a long-term madness. On a success, they suffer a short-term madness. This casting of the spell will affect allies within range.

Curing Madness. A calm emotions spell can temporarily suppress the effects of madness, while a lesser restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, remove curse or dispel evil might also prove effective. A greater restoration spell or more powerful magic is required to rid a creature of indefinite madness.

Part 4 | Kibble's Compendium

Level 9 Spells

Strings of Fate

9th level Divination


  • Classes: Arcanist, Bard, Cleric, Oracle, Witch, Wizard
  • Casting Time: 1 action.
  • Range: Self
  • Components: V, S, M (a spool of silk thread).
  • Duration: Concentration, up to 1 minute.

Fear the power you do not see.

You reach out and grasp the imperceptible threads of fate, subtly manipulating them. Whenever a creature within 60 feet of you makes an attack roll, saving throw, or ability check, you can use your reaction to tweak their fate, altering the value of the roll. You can choose to manipulate fate after the die is rolled, but before the outcome is determined. You can alter the roll of the die to an number on the list below.

d20 Tweaked Fates
1 7, 13, or 19
2 12, 18, or 20
3 17, 16, or 19
4 11, 14, or 18
5 13, 15, or 18
6 9, 14, or 16
7 1, 15, or 17
8 10, 16, or 20
9 6, 11, or 19
10 8, 12, or 17
11 4, 9, or 13
12 2, 10, or 15
13 1, 5, or 11
14 4, 6, or 20
15 5, 7, 12
16 3, 6, or 8
17 3, 7, or 10
18 2, 4, or 5
19 1, 3, or 9
20 2, 8, or 14

When you alter a roll, you can choose to cast aside subtlety and yank on the threads of fate. Select any value of the d20 as the outcome. The backlash causes you to take 1d6 necrotic damage multiplied by the difference in the value selected from the value rolled. The spell ends immediately after.

Why These Numbers?

The numbers you can pick are the adjacent sides of a d20 to the number rolled. This represents literally nudging the die of fate.

Part 4 | Kibble's Compendium

Dark Arts Player's Compendium

Upcoming are the spells from the Dark Arts Player Compendium. All credit belongs to Jonoman3000 (and everyone else who helped as usual). The spells revolve around necromancy and shadow magic, with the new addition of so-called hemomancy, or blood magic. I selected nearly all spells from the compendium with a few exceptions that were too similar to already existing spells from other homebrew.

Hemomancy

Certain spells included in this supplement have the special tag: Hemomancy. Such a spell has an additional cost when it is cast: your own hit points. When you cast a spell with this tag, you must spend a number of hit points during the casting of the spell. Spending hit points in this way causes you to take necrotic damage equal to the amount spent, which cannot be reduced through any means. The number of hit points you can spend is based on the spell’s level, and is shown in the table below. You may not use temporary hit points to cast hemomancy spells.

Hemomancy Spell Table
Spell Level Minimum Cost Maximum Cost
1st 1 10
2nd 4 15
3rd 7 20
4th 10 25
5th 13 30
6th 16 35
7th 19 40
8th 22 45
9th 25 50

When you cast a spell with the hemomancy tag, you must spend a number of hit points that is between the minimum and the maximum amount. For example, if you are casting a spell of 2nd level, you must spend at least 4 hit points and at most 15 to cast it.

Cantrips (0 Level)
  • Bloodletting
  • Dueling Shadows
  • Lacerate
  • Life Thread
  • Umbraturgy
1st Level
  • Blackblood
  • Blackflame
  • Cruorwhip
  • Reaper's Scythe
2nd Level
  • Aura of Shade
  • Blood Seal
  • Clinging Shadows
  • Dome of Night
  • Ichorous Smite
  • Hand of the Grave
  • Necromantic Burst
  • Sanguine Lacing
  • Vampire's Kiss
3rd Level
  • Animate Blood
  • Bloodsight
  • Beacon of False Life

  • Flicker
  • Maiming Curse
  • Tides of Blood
  • Umbral Form
4th Level
  • Coldblood Shards
  • Draining Thread
  • Rapid Replication
  • Rend Shadows
  • Sanguine Sanctum
  • Wall of Bones
5th Level
  • Curse of Corruption
  • Ray of Debilitation
  • Shadow Stride
6th Level
  • Banshee's Wail
  • Investiture of Shadow
  • Rain of Blood
7th Level
  • Hemoplague
  • Umbral Assault
8th Level
  • Memento Mori
9th Level
  • Life Drain

Cantrips

Bloodletting

Necromancy Cantrip (Hemomancy)


  • Classes: Cleric, Oracle, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Take what you need! Give nothing back!

You touch a creature and spend one hit point, opening a wound where you touch. Make a melee spell attack against the target. On a hit, the target takes 1d12 necrotic damage. If this damage reduces the target to 0 hit points, you gain temporary hit points equal to half the damage dealt. These temporary hit points last for up to 1 minute.

The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).


Dueling Shadows

Transmutation Cantrip


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

I know what lurks in the shadows.

Choose two creatures within range that are within 5 feet of each other. Each target must succeed on a Dexterity saving throw or take 1d4 necrotic damage as their shadows lash out at each other. If one of the creatures moves before the start of your next turn, both targets must repeat the saving throw as the shadows lash out again, dealing another 1d4 necrotic damage.

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


Part 5 | The Dark Arts

Lacerate

Necromancy Cantrip


  • Classes: Arcanist, Cleric, Oracle, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Split 'em up, and watch their life drain away...

Two bolts of necrotic energy shoot from your fingertips towards a single creature within range. Make two ranged spell attacks against the target. On a hit, the target takes 1d4 necrotic damage. If both bolts hit the target, they strike simultaneously as a single instance of damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage it took. The target’s hit point maximum returns to normal after 10 minutes.

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

Life Thread

Necromancy Cantrip


  • Classes: Arcanist, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 bonus action
  • Range: 5 feet
  • Components: V
  • Duration: 1 minute

We are bonded forever until death. So die already.

You create a binding thread that ties your soul to the soul of creature within 5 feet of you. If that creature moves more than 5 feet away from you, it must succeed on a Charisma saving throw or take 2d6 necrotic damage, and the spell ends. The spell also ends if you move more than 5 feet.

The spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

Umbraturgy

Transmutation Cantrip


  • Classes: Arcanist, Bard, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Up to 1 hour

Let us dance in the shadows until the dawn is dusk!

You compel shadows to create one of the following effects at a point you can see within range:

  • The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 hour.
  • You cause shadows to conceal up to 2 creatures within a 15-foot radius area of dim light or darkness. They can hide as a bonus action on their turn while they are in the area.
  • The shadow of a creature or object becomes either blurred or unblurred, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Level 1 Spells

Blackblood

1st level Transmutation and Abjuration (Hemomancy)


  • Classes: Cleric, Druid, Oracle, Sorcerer, Witch
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

Let's share everything equally. Even our pain.

You transform a portion of your blood into a poisonous substance. As you cast this spell, you must spend a number of hit points. You gain a number of temporary hit points equal to the amount spent. For as long as these temporary hit points last, whenever a creature hits you with an attack while within 5 feet of you they take 1d8 poison damage and become poisoned until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Blackflame

1st level Transmutation


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

A black flame always hungers.

You choose a flame that you can see within range and that fits within a 5-foot cube. The flame momentarily changes color into a deep black, and then lashes out at surrounding creatures. Each creature within a 10-foot radius extending from the flame must make a Dexterity saving throw. A creature takes 1d6 necrotic damage and 2d6 fire damage on a failed save, or half as much damage on a successful one.

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

Cruorwhip

1st level Necromancy (Hemomancy)


  • Classes: Cleric, Oracle, Sorcerer, Witch, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

A true priestess of Loviatar does not need a weapon to punish the weak.

You slice into your own flesh, then create a whip out of your own blood in your free hand. By spending a number of hit points, you create a whip similar in size and shape to a normal whip. If you let go of the whip, it disappears, but you can recreate it again as a bonus action. You can use your action to make a melee spell attack with the whip. For every three hit points spent in the casting of this spell the reach increases by 5 feet, with a minimum health cost of three hit points. On a hit, the target takes 2d6 necrotic damage.

At Higher Levels. For every two spell slots above 1st, the damage of the spell increases by 1d6.


Part 5 | The Dark Arts

Reaper's Scythe

1st level Necromancy


  • Classes: Inquisitor, Oracle, Paladin, Summoner, Warlock
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a piece of a scythe blade)
  • Duration: Concentration, up to 1 minute

Death makes the whole world kin.

You create a scythe out of necrotic energy in your free hands. The scythe is a large weapon, requires both hands to wield, and lasts for the duration. If you let go of the scythe, it disappears, but you can conjure it again as a bonus action.

You can use your action to make a melee spell attack with the scythe. On a hit, the target takes 2d4 necrotic damage, and you gain temporary hit points equal to half the damage dealt.

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


Level 2 Spells

Aura of Shade

2nd level Illusion


  • Classes: Arcanist, Artificer, Bard, Druid, Inquisitor, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a deep black stone)
  • Duration: 1 minute

The darkness will hide both sins and secrets.

You create a 15-foot radius sphere of shadow magic centered on a point within range. The area appears to be wreathed in swirling shadows and darkness, and is easily identifiable when it is in an area of bright or dim light. The sphere spreads around corners, and each creature that ends their turn within the area becomes invisible. This invisibility ends for a creature if they attack, cast a spell, or leave the area. Anything they are wearing or carrying is also invisible as long as they themselves are.


Blood Seal

2nd level Necromancy and Abjuration (Hemomancy, Ritual)


  • Classes: Cleric, Inquisitor, Oracle, Paladin, Sorcerer, Witch
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (an ornate dagger worth at least 25 gp)
  • Duration: 1 hour

My life is yours now.

You cut a large wound in your own flesh to create a protective seal on another creature within range. As you cast the spell, you spend a number of hit points and the target gains 2d8 + the number of hit points spent as temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gains 1d8 additional temporary hit points for each slot level above 2nd.


Clinging Shadows

2nd level Transmutation


  • Classes: Arcanist, Bard, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (bat fur)
  • Duration: Concentration, up to 1 minute

Let their own darkness hold them down.

You choose an area of dim light or darkness that you can see within range and that fits within a 20-foot cube. Each creature within the area must succeed on Strength saving throw or be restrained by shadows until the spell ends. A creature restrained by the shadows can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Until the spell ends, you can use an action on each of your turns to cause a tendril of shadow to reach out and grab a creature within 15 feet of the area. The creature must repeat the saving throw. On a failed save, the creature is pulled into the area and becomes restrained.

If the area becomes bathed in bright light, the spell has no effect until the bright light fades.


Dome of Night

2nd level Transmutation (Ritual)


  • Classes: Arcanist, Bard, Druid, Inquisitor, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (owl feathers)
  • Duration: Concentration, up to 1 minute

A favorite of cosmologists and astronomers everywhere.

You create a 15-foot radius dome of magical darkness that lasts for the duration. A creature with darkvision cannot see through the walls of the dome, and nonmagical light cannot illuminate it. The dome is filled with dim light, and the inside of the dome shows an accurate representation of the night sky, including the current location of the stars and moon.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.


Ichorous Smite

2nd level Necromancy (Hemomancy)


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

Let your righteous blood purify those sinners from within!

You imbue a weapon with a portion of your life force, spending a number of hit points as you cast the spell. The first time you hit with a melee weapon attack during this spell’s duration, the attack deals additional necrotic damage equal to 2d4 + the number of hit points spent.

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


Part 5 | The Dark Arts

Hand of the Grave

2nd level Necromancy (Trap)


  • Classes: Bard, Cleric, Oracle, Warlock, Witch, Wizard
  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (hand of a humanoid)
  • Duration: 24 hours

With a little help, the dead will be hand in hand with the living.

When you cast this spell, you bury a humanoid hand into a patch of loose earth at least 5 feet in diameter to conceal it. The area is nearly undisturbed and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The hand animates when a Medium or smaller creature walks over the area of earth. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the spell could be set to affect aberrations or Drow), or alignment. You can also set conditions for creatures that don't trigger the spell, such as those who say a certain password.

When the hand animates, it attempts to grab whatever creature triggered it. That creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage and become restrained as the hand grasps it with an inhumanly strong grip. The creature can use an action on its turn to make a Strength check against your spell save DC, freeing itself on a success. Once the hand has animated for 1 hour, the spell ends. If the creature dies while restrained, the hand pulls it underground, burying it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell will last until dispelled.


Necromantic Burst

2nd Necromancy


  • Classes: Arcanist, Artificer, Cleric, Inquisitor, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

To redraw the map, the blood of soldiers must be the ink.

You cause the corpse of a creature to explode into a burst of necrotic energy. Choose a corpse within range. The creature and everything it is wearing and carrying, except magic items, are reduced to black dust. The creature can be restored to life only by means of a reincarnate, true resurrection, or a wish spell. Each creature within 10 feet of the target must succeed on a Dexterity saving throw or
take 3d8 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can explode an additional corpse at the same time for each slot level above 2nd.


Sanguine Lacing

2nd level Transmutation (Hemomancy)


  • Classes: Cleric, Inquisitor, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: Varies (see below)
  • Components: V, S
  • Duration: Instantaneous

Blood runs thicker than water.

You cut yourself and collect your blood, forming it into a rope that you can use to either pull yourself to a location, or pull an object or creature to you. As you cast the spell, you must spend a number of hit points. Then, you immediately send the rope to grab a target that you can see within a range equal to 5 times the number of hit points spent. Once you grab a target, you can either pull yourself to a location within 5 feet of the target, or you can attempt to pull the target to a location within 5 feet of you. In order to pull the target to you, it must weigh less than 100 pounds, and if it is a creature it can make a Strength saving throw to avoid being pulled. If you pull yourself to a target, you move in a straight line towards the target and take opportunity attacks as normal.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of weight you can pull increases by 100 pounds for each slot level above 2nd.


Vampire’s Kiss

2nd level Enchantment (Hemomancy)


  • Classes: Cleric, Oracle, Sorcerer, Warlock, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Varies (see below)

Come closer. I don't bite~

You scratch open a wound in your own body. Streaking your lips with blood, you kiss another humanoid. As you cast the spell, you must spend a number of hit points. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 10 minutes for every hit point spent on the casting of the spell, ending early if you or your companions do anything harmful to it. The charmed creature falls hopelessly in love with you. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour for every hit point spent. If you use a spell slot of 8th level or higher, the spell lasts until dispelled, unless the target takes damage, upon which the target can make another Wisdom saving throw. If you cast this spell at the higher levels, the hit points required increase incrementally.


Part 5 | The Dark Arts

Level 3 Spells

Animate Blood

3rd level Necromancy (Hemomancy)


  • Classes: Oracle, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 bonus action
  • Range: Self (120-foot radius)
  • Components: V, S, M (droplets of blood)
  • Duration: Concentration, up to 10 minutes

Do not mourn the blood you've spilled. Use it, make it your armor and weapon.

You animate droplets of your own blood to act under your command. For every three hit points spent in the casting of this spell, you create a droplet of animated blood.

As you cast the spell, and as a bonus action on each of your turns thereafter, you can mentally command the droplets to move as long as they are within 120 feet of you. The droplets have a speed of 30 feet, and a climbing speed of 15 feet.

As an action on your turn, you can choose to see and hear from the location of one of the blood droplets until the end of your turn, becoming blinded and deafened to your own surroundings. Additionally, you may instead use your action to cause one of the droplets to explode in a burst of necromantic energy, destroying the droplet and damaging surrounding creatures. Each creature within 5 feet of the droplet must make a Dexterity saving throw. A creature takes 6d4 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.


Bloodsight

3rd level Necromancy (Hemomancy)


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

The eyes of a God of Death show how limited life is.

You slash yourself on your face and dab the blood in your eyes, causing your eyes to take on a crimson hue. For the duration, you can see the life force of nearby creatures. The range of this vision is a number of feet equal to 5 times the number of hit points spent on this spell. When a creature is at full health, they appear perfectly normal, but as they become more wounded a red aura begins to surround them. You can notice when a creature’s current hit points are below 1/2 or 1/4 of their hit point maximum. If a creature is below 1/2 of their hit point maximum, you can see them even through walls and invisibility.

At Higher Levels. If you cast this spell using a spell slot of 4th level, the duration is 1 hour. If you use a slot of 5th level, the duration is 8 hours. A 6th level slot grants you 24 hours, a 7th level slot grants you 1 week, and an 8th level spell slot 1 year. If you use a 9th level spell slot, the spell will last until dispelled. Using a spell slot of 5th level or higher grants a duration that does not require concentration.


Beacon of False Life

3rd level Necromancy


  • Classes: Arcanist, Cleric, Oracle, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (alcohol or distilled spirits)
  • Duration: Concentration, up to 1 minute

Let this be a respite for the undead.

Necromantic energy emanates from you in a 30-foot radius area. Until the spell ends, the area moves with you, centered on you. While within the area, you and every creature that you have under your control (such as through an animate dead spell) gains 2d4 temporary hit points at the start of each of their turns. These temporary hit points last until they leave the area.


Flicker

3rd level Transmutation (Chronomancy)


  • Classes: Arcanist, Bard, Cleric, Inquisitor, Shaman, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (displacer beast fur)
  • Duration: Concentration, up to 1 minute

What? You thought I was just gonna stand there and take it?

Your body begins to flicker in and out of existence as shadow magic envelops you. For the duration of the spell, you can use your bonus action to teleport 5 feet. Additionally, when you are targeted by an attack you can use your reaction to attempt to teleport out of harm's way. Roll a d20. On a roll of 11 or higher, the attack automatically misses, and you teleport 5 feet. Otherwise, the attack is made as normal and you teleport 5 feet shortly after.


Maiming Curse

3rd level Necromancy (Curse, Disease)


  • Classes: Cleric, Oracle, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a flake of skin or bone from an undead)
  • Duration: Instantaneous

Hurt him, injure him, break him. Do whatever it takes. Just remember, we need him alive.

You place a dark mark on a creature, transferring a weakening disease into their body. The target must make a Constitution saving throw. On a failed save, it takes 8d4 necrotic damage, or half as much damage on a successful save. The damage cannot reduce a target to 0 hit points. If the target fails the saving throw, it cannot take reactions for the next minute as the disease clouds its brain. Any effect that removes a disease allows a creature to remove the secondary effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.


Part 5 | The Dark Arts

Tides of Blood

3rd level Necromancy (Hemomancy)


  • Classes: Oracle, Shaman, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: 1 round

People can drown pretty much anywhere.

You draw out your own blood as well as the blood of corpses within 20 feet of you. You may choose to spend a number of hit points, and you may also gain the hit points needed from corpses within the radius, not including those of constructs, elementals, and undead. Each corpse that had a hit point maximum greater than or equal to 5 in life gives 5 hit points towards the casting, and then cannot be used to cast this spell again.

As a bonus action on your next turn, you can release the blood. Each creature within 20 feet of you must make a Dexterity saving throw. On a failed save, they take 4d6 + the number of hit points gained or spent as necrotic damage. On a successful save, they take half as much damage.

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


Umbral Form

3rd level Transmutation


  • Classes: Arcanist, Inquisitor, Sorcerer, Summoner, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of black ink)
  • Duration: Concentration, up to 1 minute

A thief's dream come true.

You transform a willing creature you touch, along with everything it’s wearing and carrying, into an animated shadow for the duration. The spell ends if the creature drops to 0 hit points.

While in this form, the target has an AC of 18, its only method of movement is a walking and climbing speed of 20 feet, and it cannot jump or otherwise remove itself from the surface it moves on. This movement is completely noiseless, and allows the target to move up, down, and across vertical surfaces and upside down on ceilings. The target can enter and occupy the space of another creature. It has advantage on Dexterity saving throws, Dexterity (Stealth) checks, and is always hidden in darkness. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target cannot fall and remains on the surface it was on even when stunned or otherwise incapacitated.

While in the shadowy form, the target cannot talk or manipulate objects, and any objects it was carrying or holding can not be dropped, used, or otherwise interacted with. The target cannot attack or cast spells.


Level 4 Spells

Coldblood Shards

4th level Necromancy and Transmutation (Hemomancy)


  • Classes: Arcanist, Inquisitor, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Shot through the heart. And I was to blame.

Opening your veins to the air, your draw out your blood and let it freeze. You create congealed coldblood shards by spending 5 hit points for each you make. They slowly circle by your shoulders for the duration.

You can hurl two shards per turn as a bonus action on each of your turns. You can target one creature or multiple. Make a ranged spell attack for each shard. On a hit, the target takes 2d6 piercing damage damage and must make a Constitution saving throw. On a failure, the target suffers from Congealing Blood. It takes an additional 1d6 necrotic damage and their blood begins to congeal within them, making all terrain count as difficult for them. On a success, they do not suffer any effects.

A creature with Congealing Blood will take 1d6 necrotic damage at the start of each of their turns and can make another Constitution saving throw. On a success, the spell ends for that creature.

(This spell was made by my loving boyfriend Chris.)


Draining Thread

4th level Necromancy (Hemomancy)


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

Let our hearts bond as I consume your entire existence. Your soul is mine!

You open a wound on your body, shooting out a thread of blood between yourself and a creature within range. As you cast the spell, you must spend a number of hit points. The creature must then succeed on a Dexterity saving throw or take 7d6 + the number of hit points spent as necrotic damage. If this damage brings the target to 0 hit points, you regain health equal half the damage dealt as blood drains through the thread back into your body.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.


Part 5 | The Dark Arts

Rapid Replication

4th level Conjuration


  • Classes: Druid, Shaman, Summoner, Witch, Wizard
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (a poison or venom)
  • Duration: Concentration, up to 10 minutes

Who would win? One Giant Spider, or one hundred tiny ones?

You transform up to ten bats, rats, or ravens, three quippers, five insects, or one poisonous snake within range into swarms of shadowy replicas for the duration. Each creature becomes a swarm, as per the Monster Manual.

Each creature obeys your verbal commands and acts on your tum each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains a swarm for the duration, until it drops to 0 hit points, or until you use an action to dismiss it.


Rend Shadows

4th level Transmutation and Conjuration


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

Hope in the shadow of fear is man's most powerful motivator.

Choose up to 4 creatures within range. Each creature has their shadow forcibly ripped from their body, conjuring a Shadow (Monster Manual pg. 269) in an unoccupied space next to them. As long as the shadow is separate from their body, they do not cast a shadow. A shadow created through this spell reforms with its host when it drops to 0 hit points or when the spell ends, and it disappears if its host dies. If its host dies, a new shadow does not rise from the corpse.

The shadows seek only to attack the creature they were separated from, and disappear when that creature is killed. Roll initiative for the shadows as a group, which has its own turns. They spend their turns attacking their host, without any thought for strategy or tactics.

At Higher Levels. When you cast this spell using certain higher level spell slots, you can target more creatures: twice as many with a 6th-level slot and three times as many with an 8th-level slot.


Sanguine Sanctum

4th level Abjuration (Hemomancy, Ritual)


  • Classes: Cleric, Oracle, Paladin, Sorcerer
  • Casting Time: 1 action
  • Range: Self (15-foot radius hemisphere)
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Just give me a chance to protect you. Just let me try. I'd give my life for you. I'd give you my death too.

You pierce your own chest, and drag out your blood. It transforms into a 15-foot-radius protective dome that forms around and above you and remains stationary for the duration. The dome can be damaged, and it has a number of hit points equal to 20 + double the amount of hit points spent in the casting of this spell. Any creature within the dome cannot be targeted by creatures outside the dome, and vice versa. Spells and attacks that would pass or extend through the dome instead hit the dome, dealing it damage, and do not extend farther. As long as the dome lasts you can use your action to spend a number of hit points and add this amount to the dome’s current hit points.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature 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 are barred from passing through it.

The dome is semi-transparent. It can be seen through, but things seen through the walls appear distorted and blurred with the red color of the dome.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the dome’s base hit point value increases by 10 for each slot level above 4th.


Wall of Bones

4th level Conjuration


  • Classes: Arcanist, Ranger, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a skeletal hand)
  • Duration: Concentration, up to 10 minutes

THE MOST EXCELLENT TOOL TO CAPTURE ANY HUMAN!

A wall of writhing bones and skeletons springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of three 10-foot by 10-foot panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature's space when it appears, the creature is pushed to either side of the wall (your choice). Any creature that starts its turn next to a wall must make a Dexterity saving throw or take 1d8 bludgeoning damage and become restrained as skeletal arms and appendages reach out and grab it. The creature can make a Strength saving throw at the start of each of its turns, taking the same damage on a failure or freeing itself on a success.

The wall is an object that can be damaged and thus breached. Each panel has AC 10 and 20 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it.


Part 5 | The Dark Arts

Level 5 Spells

Curse of Corruption

5th level Necromancy (Hemomancy) (Curse)


  • Classes: Cleric, Oracle, Sorcerer, Witch
  • Casting Time: 1 minute
  • Range: Touch
  • Components: S
  • Duration: Varies (see below)

Concealed corruption kills colder than callous cruelty ever could.

You touch a creature’s open wound and bestow a curse. As you spend a number of hit points to cast the spell, that creature must succeed on a Wisdom saving throw or become cursed. During the casting of the spell, you can make a Charisma (Deception) check against the target’s Wisdom (Insight) check to attempt to conceal the spell’s true nature, such as pretending to bandage their wound.

The curse has no effect until after 1 hour. Thereafter, the curse lasts for a number of days equal to the number of hit points spent, and for that duration the cursed creature cannot regain hit points and is poisoned. Every 8 hours the creature is cursed, they take 3d4 necrotic damage as the curse rots away at them. A Remove Curse spell ends this effect.


Ray of Debilitation

5th level Necromancy


  • Classes: Arcanist, Artificer, Shaman, Summoner, Wizard
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Shhhhh... No thrashing. Sleep...

You cause a creature of your choice to be overtaken by exhaustion. The creature must make a Constitution saving throw. On a failed save, the creature gains two levels of exhaustion. On a successful save, the creature suffers no effect and the spell ends. At the start of each of their turns, the creature must repeat the saving throw. It gains a level of exhaustion on a failed save, and the spell ends on a successful one. The spell ends early if the target’s exhaustion level becomes 4 or greater.


Shadow Stride

5th level Conjuration


  • Classes: Arcanist, Bard, Druid, Inquisitor, Ranger, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

I am what lurks in the shadows.

You gain the ability to blink from one shadow to another. When you are in dim light or darkness, you can use 5 feet of movement to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.

You can use this teleportation ability twice per round for the duration.


Level 6 Spells

Banshee's Wail

6th level Necromancy


  • Classes: Bard, Cleric, Oracle, Sorcerer, Warlock, Witch
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a strand of banshee hair)
  • Duration: Instantaneous

From the moment he placed that little chunk of Wraeclast at her throat, she began to sing. But so did she change. Her mind and body twisted, as did her songs. The sweetness remained, while the sanity fled.

You release a mournful wail that pierces into the mind of those that hear it. Each creature within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 psychic damage, falls unconscious, and is deafened for 1 minute. On a success, it takes half as much damage and suffers no other effects. An unconscious creature wakes up after 1 hour, if it takes any damage, or if another creature uses its action to shake them awake. A deafened creature automatically succeeds on the save.


Investiture of Shadow

6th level Transmutation


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

Only darkness could ever change the light. And that alone, enables beauty.

Until the spell ends, shadows swirl around you, and you gain the following benefits:

  • At the start of each of your turns, you turn invisible. If you attack or cast a spell, this invisibility ends.
  • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • You can use your action to create a 15-foot radius sphere of magical darkness centered on a point you can see within 60 feet of you, as per the darkness spell. This darkness lasts for the duration, or until you activate this ability again.

Part 5 | The Dark Arts

Rain of Blood

6th level Necromancy and Conjuration (Hemomancy) (Weather)


  • Classes: Cleric, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When a witch is around, the weather is impossible to predict.

You slash open your body, and call forth a cloud in the sky. A black and red torrent extends from you upward to the sky as the cloud becomes bloodred and heavy. Sanguine rain begins to pour down over a 60-foot radius area within range. As you cast this spell, you must spend a number of hit points. For every 20 hit points spent, the radius of the cloud increases by 20 feet.

A creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, a target takes 4d6 + half the number of hit points spent as necrotic damage, and its movement speed is slowed by 5 feet for the duration of the spell. On a success, the target takes half as much damage and is not slowed. The slow can stack with itself, but it cannot reduce a creature speed below half its movement speed.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.


Level 7 Spells

Hemoplague

7th level Necromancy (Hemomancy) (Disease)


  • Classes: Cleric, Shaman, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a poison or venom)
  • Duration: Concentration, up to 1 minute

I raze and reap under the harvest moon, so aptly named. Today, your soul is hunted.

You stab yourself multiple times, then draw out a portion of your blood, infecting it with a vile poison as it begins to streak towards creatures within range. As you cast this spell, you must spend a number of hit points, allowing you to target 1 creature for every 5 hit points spent. Each creature must make a Constitution saving throw. On a failed save, a target takes 6d8 necrotic damage and is also infected for the duration. On a success, the target takes half damage and suffers no additional effect. An infected target is venom-struck, cannot regain hit points, and whenever they take bludgeoning, piercing, or slashing damage, they take an additional 2d8 necrotic damage as they bleed profusely. A creature repeats the saving throw at the start of each of its turns, ending the effect on a success. Immunity to disease does not protect a creature from the effects of this spell.


Venom-Struck Condition
  • The creature has disadvantage on Attack rolls, Ability Checks and Death saving throws.
  • Curing this condition requires a cure or healing power that removes disease and illness, and requires at least 1 minute of focus.

Umbral Assault

7th level Transmutation


  • Classes: Arcanist, Bard, Oracle, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Are you the true face of the darkness? Do I dare approach?

You target a creature within range. The shadows of creatures within 5 feet of the target then turn against the first creature, attacking them from all sides. The target must make a Dexterity saving throw. The creature takes 3d6 necrotic damage for every creature within 10 feet of it with a size of Small or larger, up to a maximum of 24d6 on a failed save, or half damage on a successful one.


Part 5 | The Dark Arts

Level 8 Spells

Memento Mori

8th level Necromancy (Hemomancy)


  • Classes: Cleric, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

I could swear It spoke to the beast. It came to a halt, as if calmly listening to the leaves rustling, and then... grinned.

This spell dominates the minds and bodies of humanoids, consuming them in a frenzy of death. As you cast the spell, you must spend a number of hit points. Roll 14d8 and add twice the number of hit points spent to the roll; the total is how many hit points of creatures this spell can affect. Humanoids within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is under your control until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Creatures immune to being charmed cannot be affected by this spell.

On each of your turns, you can issue commands to the creatures under your control, directing them where to move and attack. If a creature does not receive orders from you, they attack the closest creature to them. If a creature has not made an attack by the end of its turn, it instead attacks itself.

If you maintain your concentration on this spell for its whole duration, each creature that is still under the spell’s effect when the spell ends dies.


Level 9 Spells

Life Drain

9th level Necromancy (Hemomancy)


  • Classes: Cleric, Sorcerer, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a razor sharp blade)
  • Duration: Instantaneous

Eternal beauty has a cost. One which I'll happily to pay with the lives of others. Let the rivers run red!

You split your entire arm open. The two halves of your arm transform into long torrents of red and black blood that hunt down and latch onto a target of your choice within range. The blood twists around corners, and cannot be avoided. When the target is tethered, the strings of blood form a powerful connecting helix that begins to drain the target's life.

As you cast the spell, you must spend a number of hit points. The creature must then make a Constitution saving throw. The creature takes 12d12 + double the number of hit points spent as necrotic damage on a failed save, or half as much damage on a successful one. You heal for any damage dealt to the target.

Bloodrush. If the target dies from this attack, you enter a state of frenzying Bloodrush. You do not heal, but instead gain temporary hit points equal to half the damage dealt to the target. While the temporary hit points remain, your speed is doubled and you can make two reactions per turn. Additionally, you can concentrate on two spells at once, though you cannot cast any spells that are not Hemomancy spells while you have Bloodrush. If you are concentrating on two spells when Bloodrush ends, you can choose which spell you end your concentration on.

A creature slain by this effect has all their blood drained, and becomes a mere husk of a person. The creature only can be restored to life by means of a Reincarnate, True Resurrection, or a Wish spell. When the spell ends, the helix returns to your body, and you fully regrow your arm.


Part 5 | The Dark Arts

Galder's Gazetteer

Lastly, but certainly not least, here are the spells chosen from Galder's Gazetteer. All credit belongs to Ricky L. and many others. The story of Galder's Gazetteer is the story of a young man who died of cancer before the age of thirty, and the gazetteer is his legacy. If you can, please support this book anywhere you can.

In this compendium specifically, I sadly had to weaken quite a lot of the spells, since they were just far too strong mechanically. I do hope I kept the flavor of each spell alive. This is the final compendium of which I am adding spells. This idiom has no distinct theme, but is very interesting to read through for all that it does have.

Cantrips (0 Level)
  • Celestial Stiletto
  • Imperfect Portrait
  • Magic Burstmine
1st Level
  • Frog in your Throat
  • Fabulous Fizzbangers
  • Flaming Hammer
  • Runic Blast
  • Spiritual Dice
2nd Level
  • Chronoshift
  • Detect Emotion
  • Dooming Incantation
  • Folly and Wit
  • Plague of Frogs
  • Shroud of Protection
  • Tremorsensing
3rd Level
  • Clumsiness
  • Dying Day
  • Diabolic Brand
  • Unbodied Blade
  • Vaulting Strike
4th Level
  • Chariot of Discreet Travel
  • Evacuation
  • Ghostly Warden
  • Room of Displacement
  • Structural Deception
  • Vengeful Strike
  • Zone of Aegis
5th Level
  • Reflect Elements
  • Wall of Roses
7th Level
  • Aria of Angels
  • Call of the Alliance
  • Galder's Candle
  • Second Mind
8th Level
  • Chains of Hell

Cantrips

Celestial Stiletto

Transmutation Cantrip


  • Classes: Cleric, Oracle, Sorcerer, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Even an angel's heels could slay a sinner.

You channel divine energy into a focused point on your body, creating an engulfing flare of radiant energy that protrudes to a point. Make a melee spell attack against one creature within 5 feet of you. On a hit, the energy surges with divinity, and the target takes 1d12 radiant damage, or half as much on a miss. After you make the attack, the spell fades.

The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Imperfect Portrait

Transmutation Cantrip


  • Classes: Arcanist, Artificer, Bard, Witch, Wizard
  • Casting Time: 1 action
  • Range: Special
  • Components: V, S, M (a piece of blank parchment)
  • Duration: Instantaneous

Let this beauty be made eternal within the everlasting ink!

You instantly create a visual representation of everything you see. Everything you can see at the moment you cast this spell is instantly painted onto a piece of parchment, creating an almost life-like facsimile for later examination. The approximate contents are up to the GM’s discretion. Unnoticed aspects of the painting are not recreated in an exact way if you did not have a full line of sight, your view was blocked by an object, or if you simply failed to notice them.

Magic Burstmine

Evocation and Transmutation Cantrip (Ritual, Trap)


  • Classes: Arcanist, Artificer, Inquisitor, Ranger, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (any Tiny nonmagical item, which is destroyed by the activation of the spell)
  • Duration: 10 minutes

Even the greatest inventors have to start somewhere! And I'd never complain about what my first traps have accomplished.

You create a magical trap by infusing minor arcane energies into an item. You can set this item to detonate when someone comes within 5 feet of it, or by verbal command using your reaction (one or more mines can be detonated). Choose an unoccupied space you can see within range to place the mine. The mine requires a successful Wisdom (Perception) check against your spell save DC to detect. When the magic trap detonates, each creature in a 5-foot radius sphere centered on the item must make a Dexterity saving throw. On a failure, a creature takes 1d4 force damage and is knocked prone. Either way, the trap dissipates once triggered.

A magical mine bust be set 5 feet or more form another mine, and cannot be moved once placed: any attempt to move it results in it detonating unless the caster that set it disarms it with an action.

The spell creates additional mines when you reach higher levels: one additional mine at 5th level, two additional mines at 11th level, and three additional mines at 17th level. You can place the mines in the same space or in different spaces within range. If a creature triggers multiple mines, they make a single saving throw against all of them.

Part 6 | Galder's Gazetteer

Level 1 Spells

Frog in your Throat

1st level Enchantment


  • Classes: Arcanist, Bard, Druid, Sorcerer, Witch, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Of course I'm not warping a toad into his windpipe! It's a metaphor, you idiot!

Choose a creature you can see within range. Until the start of your next turn, that creature has disadvantage on spell attack rolls if the spell cast has a verbal component.

Fabulous Fizzbangers

1st level Illusion


  • Classes: Arcanist, Artificer, Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Galder always loved to see the lights in the sky. Especially if he made them.

With whizzing lights and bangs, a magnificent but harmless fireworks display erupts at an unoccupied point you choose within range. Each humanoid within a 5-foot radius of the point must make a Wisdom saving throw or be amazed by the display. A humanoid that is blinded or deafened has advantage on this save. A creature amazed by the fireworks is incapacitated until the end of its next turn or until it takes any damage. The effects can be witnessed up to 500 feet away.

Flaming Hammer

1st level Transmutation


  • Classes: Artificer, Inquisitor, Paladin, Warlock
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a handful of sulfur, a light hammer or warhammer with which you are proficient)
  • Duration: Concentration, up to 1 minute

My hammer of Justice will burn the evil from this world!

A nonmagical light hammer or warhammer you are wielding becomes magical and grows in size as it engulfs in flames. For the duration, your weapon gains the two-handed property. The weapon damage becomes a d10 and deals an additional 1d4 of fire damage when it hits. The spell ends if you cast it again or drop the weapon.

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

Runic Blast

1st level Evocation (Trap)


  • Classes: Arcanist, Artificer, Inquisitor, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Magic is so much more elegant than brute force.

You touch a surface or an object and lay a magical trap which appears as a glowing rune the size of your hand. It lasts for the duration. You choose both the trigger and the effect at the time of casting.

Trigger. You may either have the rune triggered by a creature moving within 5 feet of the it, or by telepathically triggering it.

Effect. The rune explodes and any creature within 5 feet of the rune must make a Dexterity saving throw taking 3d6 fire damage on a failed save, or half as much on a success. Alternatively, the rune explodes in a flash of light, and any creature within 5 feet must make a Constitution saving throw or take 1d6 radiant damage and be blinded until the end of your next turn. After either effect takes place, the spell ends.

Spiritual Dice

1st level Abjuration and Divination


  • Classes: Arcanist, Bard, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a set of dice)
  • Duration: 10 minutes

Fate loves to play games. If you want to make changes happen, you need only ask.

When this spell is cast, a translucent die representing the whims of fate appears in the air next to the caster. When you are hit with an attack, roll 1d6 and reduce the damage of the attack by the number rolled on the die. If you roll a 1 on the d6, the spell ends early.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the die size rolled increases with the spells level: a d8 with a 2nd level slot, a d10 with a 3rd level spell slot, and a d12 with a 4th level spell slot.


Part 6 | Galder's Gazetteer

Level 2 Spells

Chronoshift

2nd level Transmutation and Divination (Chronomancy)


  • Classes: Arcanist, Artificer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Time flies like an arrow. Fruit flies like banana.

You temporarily alter time around a creature of your choice within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. When you cast this spell, choose whether to quicken or hinder the creature until the end of its next turn:

  • Quicken. On its turn, an affected creature can take an action as a bonus action. If that action is made to attack, it may make one weapon attack only. This feature does not change the casting time of spells.
  • Slow. On its turn, an affected creature can either take an action or take a bonus action.

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

Detect Emotion

2nd Level Divination


  • Classes: Bard, Cleric, Oracle, Paladin, Witch, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a spool of multi-colored string)
  • Duration: 10 minutes

Emotions reflect how wild life can be.

For the duration, you sense the emotional state of creatures within 30 feet of you that you can see. If you sense emotion in this way, the emotion appears as a faint aura around the creature. The brighter and deeper the color of the aura, the stronger the current emotion is. You can determine the type of emotion based on the following:

  • Red Aura. The creature has an intense active passion, usually a form of desire for another creature, object, or idea.
  • Blue Aura. The creature is experiencing sadness, grief or loss.
  • Green Aura. The creature is simply content.
  • Yellow Aura. The creature is anxious for or about something.
  • Orange Aura. The creature is excited for or about something.
  • Gray Aura. The creature is experiencing apathy or a lack of passion.
  • Pink Aura. This creature is in love or experiencing bliss.
  • Black Aura. The creature is experiencing intense hatred or disdain for or about something.

Following the abrupt and ever changing mental state of sentient creatures, emotions are flighty and change often. Questions verbally directed at the target creature naturally shape the course of its feelings and can change its aura.

Dooming Incantation

2nd level Necromancy (Curse)


  • Classes: Bard, Cleric, Inquisitor, Paladin, Shaman, Warlock, Witch
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Your end is coming. I've made sure of that.

You gesture with an open hand to one creature you can see within range, and waves of necrotic energy engulf them. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d6 points of necrotic damage and is doomed for the duration of the spell. While doomed, it also has disadvantage on attack rolls.

At the end of each of its subsequent turns, an affected creature must make a Constitution saving throw, taking 4d6 points of necrotic damage on a failure. On a success, the spell ends.

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


Doomed Condition
  • A doomed creature has disadvantage on death saving throws.
  • When one or more dice are rolled to restore hit points to a doomed creature, the creature uses the lowest number possible for each die instead.

Folly and Wit

2nd level Divination (Chronomancy)


  • Classes: Bard, Cleric, Oracle, Sorcerer
  • Casting Time: 1 action
  • Range: 1 action
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Luck is a skill too, you know.

You foresee the unusual failures and triumphs of those around you. While concentrating on this spell, you can use your reaction when an enemy you can see within 30 feet makes an attack roll, ability check, or saving throw to impose a penalty to that roll. Roll a d6 and subtract the result from the enemy’s roll. This takes place after the initial roll is made, but before the result of that roll is determined.

Alternatively, you can use your reaction when an ally you can see within 30 feet makes an attack roll, ability check, or saving throw to grant a bonus to that roll by rolling a d6 and adding it to the total. This takes place after the initial roll is made, but before the result of that roll is determined.

The spell ends early once you use your reaction three times to affect the outcome of an attack roll, ability check, or saving throw in any combination.

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

Part 6 | Galder's Gazetteer

Plague of Frogs

2nd level Conjuration


  • Classes: Arcanist, Druid, Ranger, Shaman, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of toad slime)
  • Duration: Concentration, up to 1 minute

Any creature can be monstrous, as long as there are enough of them.

You create a mass of tiny, slimy toads in a 10-foot square on an area of ground you can see. This area is considered difficult terrain. A creature that starts its turn within this area must make a Dexterity saving throw against your spell save DC or be hampered by the slime, reducing its speed to 0 until the end of their turn.

On each of your turns after casting this spell, you may use a bonus action to direct the toads to move up to 20 feet in the direction of your choice along the ground. Until the spell ends, any space that the toads have passed through or occupy is considered difficult terrain. Alternatively, you may use a bonus action to direct the toads to attack creatures within the area. When you do this, each creature in the area must make a Dexterity saving throw, taking 3d6 poison damage on a failure or half as much damage on a success.

Shroud of Protection

2nd level Abjuration


  • Classes: Arcanist, Cleric, Druid, Oracle, Paladin, Sorcerer, Wizard
  • Casting Time: 1 reaction, which you take when you or a creature you can see within 60 feet of you is targeted with an attack.
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A guiding hand can deflect a blade.

When you or a creature you can see within range is attacked, you point your finger and envelop them in a cloak of comforting warmth. After the attack roll is made, but before damage is dealt, roll 1d8 and add the number rolled to the creature’s AC until the end of the turn.

If the attack still hits, the creature gains a spark of enduring resolve, and gains temporary hit points equal to the result of the roll before the damage is dealt.

Tremorsensing

2nd level Transmutation


  • Classes: Arcanist, Artificer, Druid, Ranger, Shaman, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a dried antennae of an ankheg)
  • Duration: 8 hours

The earth speaks to us. Stand still and listen.

You touch a willing creature to grant it the ability to sense nearby vibrations on the ground. For the duration, that creature has tremorsense out to a range of 60 feet.

Level 3 Spells

Clumsiness

3rd level Transmutation


  • Classes: Arcanist, Artificer, Bard, Oracle, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a bar of soap or a banana peel)
  • Duration: Concentration, up to 1 minute

Now watch, and learn, here's the deal...

You alter the coordination of up to three creatures of your choice that you can see within range. A targeted creature must make a Wisdom saving throw or be destabilized for the duration.

A destabilized creature has disadvantage on Dexterity ability checks, saving throws, and attack rolls that use Dexterity. Due to the creature’s lack of coordination, the first time it attempts to move on its turn, it must make a Dexterity (Acrobatics) check against your spell save your spell DC. On a failure, it trips and falls prone.

In addition, a creature destabilized by this spell must succeed on a Dexterity ability check against the same DC whenever it attempts to draw a weapon or use an item it’s holding, or it fumbles with the object and drops it on the ground at its feet.

A destabilized creature can make another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

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.

Dying Day

3rd level Necromancy (Curse)


  • Classes: Arcanist, Bard, Oracle, Paladin, Witch, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Up to 1 day

I've decided today will be your last. Sorry 'bout that.

You utter an unholy curse, condemning a target to the grave. Choose a creature you can see within range and that can hear you. It must make a Wisdom saving throw or be doomed until the next day's sunset.

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. The creatures must be within 60 feet of each other when you target them.


Doomed Condition
  • A doomed creature has disadvantage on death saving throws.
  • When one or more dice are rolled to restore hit points to a doomed creature, the creature uses the lowest number possible for each die instead.
Part 6 | Galder's Gazetteer

Diabolic Brand

3rd level Conjuration


  • Classes: Cleric, Witch
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of twisted wire or a heated iron)
  • Duration: Concentration, up to 1 minute

Bear my mark, and stay with me forever. Loyalty, only to me.

You try to magically mark a creature with a flaming brand. Make a melee spell attack against a creature. On a hit, the creature takes 4d6 fire damage and is cursed. A cursed creature takes 1d6 necrotic damage if they start their turn within 15 feet of you while the spell lasts.

The spell leaves a permanent mark on the target, burning a symbol into their skin. If you spent at least a minute shaping your wire or iron, you can decide what shape the mark has. If this spell is cast on a creature that is already branded, it will create no additional mark, but instead deal 3d6 necrotic damage at the start of the target's turn until the spell ends.

Bonding Brand. Alternatively, a target can willingly accept the mark, transforming it into a Bonding Brand. If this is done, the branded creature suffers maximum fire damage, but becomes bonded to the caster. The creature suffers no necrotic damage from the brand.

With the Bonding Brand, the branded creature becomes a conduit for the caster, allowing the caster can cast any spell through the branded creature. Additionally, the caster can use a bonus action to teleport the branded creature as per the misty step spell, once per day without expending a spell slot. Alternatively, the caster can make itself and the branded creature swap places once per day. The branded creature learns one cantrip of the caster's choice from the caster's spell list. This cantrip cannot be changed. Whenever the caster suffers damage from an opportunity attack while the branded target is withing 30 feet, the caster can decide to redirect the damage through the brand to the marked creature and immediately move up to half their movement speed without provoking additional opportunity attacks.

The Bonding Brand weakens the resistance of the branded creature towards the caster, as if they're charmed. The branded creature is always under direct influence of the caster, as if affected by the Suggestion spell, making it very difficult for them to refuse the caster.

A caster can only have one Bonding Brand active with a willing creature. If a new Bonding Brand is cast, the previous mark becomes inert, though it will remain on the skin of the creature.


The Bonding Brand

The Bonding Brand is best regarded as a feat that two characters can take. Keep in mind that the mark mostly empowers the caster, but the one wearing the brand can now be protected by the caster. Teamwork is paramount for this spell to work well.

Unbodied Blade

3rd level Transmutation


  • Classes: Arcanist, Artificer, Cleric, Inquisitor, Oracle, Paladin, Summoner, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a piece of sharp metal forged on the ethereal plane worth at least 10 gp)
  • Duration: Concentration, up to 1 hour

Ethereality is just another layer of existence. They can hide there all they want, it won't save them.

This spell turns one melee weapon you touch ethereal and intangible for the duration. The magic of the spell allows a creature to still grab and wield the weapon as normal, though it feels weightless and insubstantial. When a creature makes an attack with this weapon, the target’s AC does not benefit from wearing armor or shields. The weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical damage.

This spell also allows the wielder to attack a creature on the Ethereal Plane from the Material Plane with the weapon, provided the wielder can see the target.

If the weapon is dropped, the spell immediately ends.


Vaulting Strike

3rd level Evocation


  • Classes: Arcanist, Bard, Inquisitor, Ranger, Summoner, Warlock, Witch, Wizard
  • Casting Time: 1 reaction, which you take when you are hit by an attack
  • Range: Self
  • Components: S
  • Duration: Instantaneous

Everyone has something clever to say... Until the blades find their throat!

When a creature you can see targets you with a melee attack, you may use your reaction to magically propel yourself over your enemy while hurling blades of arcane force at them.

You can immediately move to an unoccupied space within 10 feet of the creature that you can see as you vault past their attack. This movement does not provoke opportunity attacks. If your new position is out of the triggering creature’s reach, the attack automatically misses, otherwise the attack roll is made with disadvantage.

When you cast this spell, you may choose to hurl a number of spectral daggers equal to your proficiency bonus at the creature that targeted you with the attack. The creature must make a Dexterity saving throw. On a failure, each dagger deals 1d4 force damage to the creature. On a success, the creature takes half that much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add one additional spectral dagger for each slot level above 3rd.


Part 6 | Galder's Gazetteer

Level 4 Spells

Chariot of Discreet Travel

4th level Conjuration


  • Classes: Artificer, Cleric, Oracle, Summoner, Wizard
  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a piece of wood, a small bundle of straw, an ingot of iron and a pinch of animal fur)
  • Duration: 24 hours

A creation of Galder, and a little home away from home. Though it gets kinda cramped.

You conjure a wooden, four-wheeled wagon pulled by a large equine or bovine creature (such as a horse, cow or goat) and driven by a an Animated Armor (Monster Manual pg. 19, the GM has the statistics of the creatures). The wagon is equipped with reins and yoke for the animal as well as a seat for a driver. The Armor responds to any name you give it and will obey any order you give so long as it is a command or instruction regarding the driving of the wagon or traveling to a destination. The Armor and animal will defend themselves if attacked. The Armor will not do anything if you are attacked. It solely exists to drive the wagon. It shares your knowledge of how to get to a location you specify.

The back of the wagon is filled with a 6-foot tall pile of hay. Up to two Medium or smaller creatures can hide in the hay, making them very difficult to spot. A creature needs to make a Wisdom (Perception) check to spot anyone hiding in the hay, and they make this check with disadvantage.

When the spell ends, the cart will stop moving where it is. The Armor is no longer animated and will collapse in the driver seat. The animal pulling the wagon will become wild. It acts indifferent unless provoked. Targeting the Armor with this spell will animate it once again, and the spell will reset. This will require an additional ingot of iron.

At Higher Levels. If you cast this spell using a 5th level spell slot or higher, one additional Medium or smaller sized creature can hide in the hay while still being disguised as the cart grows slightly larger.

Traveling Demiplane. If you cast this spell using a spell slot of level 8 or higher, the spell changes. You create a demiplane within the haystack. The hay can be parted to reveal an opening that one Medium sized creature can climb through. The space is a pocket dimension that can hold up to eight Medium or smaller creatures. The pocket dimension includes a long table and chairs, two large bunk beds with steps leading up to the top bunks and chests and drawers for storage.

Moreover, if you use a level 8 spell slot or higher, the beast will be armored, and you can command the Animated Armor to help out during combat, though it cannot go more than 30 feet away from the wagon.

Not one for notoriety, Galder tried to avoid his celebrity status. After saving the world for the tenth or so time, Galder decided to create a spell that allowed him to travel incognito and in comfort.

Evacuation

4th level Conjuration and Abjuration


  • Classes: Arcanist, Artificer, Inquisitor, Paladin, Ranger, Summoner, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a bit of string and a pinch of grave dirt)
  • Duration: 1 hour

So are we rushin' in, or are we going sneaky-beaky like?

You spend one minute touching a point, creature or object and set a magical anchor. A mark appears on your arm or leg. You decide the trigger for the mark. It is guaranteed to trigger whenever you approach death and have equal to or less than the maximum amount of two of your hit dice rolls left. The next time you meet the requirements for the trigger or you are reduced to 0 hit points, the mark explodes. You take 1d10 force damage and are immediately warped back to your anchor, appearing in an unoccupied space as close to the anchor as possible.

If there is no unoccupied space within 5 feet of the anchor, or the anchor is more than 300 feet away when you are reduced to 0 hit points, the spell fails and ends.

Ghostly Warden

4th level Necromancy (Ritual)


  • Classes: Arcanist, Cleric, Shaman, Sorcerer, Warlock, Witch, Wizard
  • Casting Time: 10 minutes
  • Range: 90 feet
  • Components: V, S, M (an trinket that has not been touched by any humanoids in at least 30 years, which the spell consumes)
  • Duration: Special

Well, it's true that ghosts do make excellent guardians for long times. But remember that they tend to hate the living. And you sentencing them to long-term servitude... probably doesn't help with that.

You call forth a long-passed spirit to guard a location or object. Choose a location or object within range. A specter (Monster Manual pg. 279) appears in an unoccupied space of your choice next to it and begins its vigil. For example, a specter may guard a door, a chest, the entrance to a tomb, or the highest level of a wizard’s tower. The specter disappears when it drops to 0 hit points or when the spell ends.

The specter obeys your verbal commands regarding the place or treasure to be protected. You can order it to disregard certain individuals, issue warnings, attack any intruder immediately, hover in place, or even fly in a patrol pattern within 60 feet of the guarded area as you command. If you don’t issue any commands to the specter, it attacks any creature it can see that isn’t you that comes within 60 feet of the guarded area, but otherwise takes no actions. Once you issue your commands to the specter, they cannot be changed.

Duration. The specter serves as a guard for up to 1 month, until you dismiss it as an action, or until it is destroyed. After the service is completed, a specter can go off on its own. Considering that specters tend to hate the living, it may become hostile towards the caster.

Part 6 | Galder's Gazetteer

Room of Displacement

4th level Conjuration


  • Classes: Arcanist, Artificer, Cleric, Oracle, Summoner, Wizard
  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (a platinum key worth at least 300 gp)
  • Duration: 4 hours

You need a temporary place, for something suspicious and illicit, that you are certain won't be found, and you came to me? Well say no more then! I know just the place!

Channeling heavy magic into the key, a door no larger than two feet taller or wider than you appears on a surface that you choose within range. It can be in any shape you desire, and can be inside a wall or entity. The door is initially locked by magic and can only be unlocked by using the key used as the material component for this spell.

The door leads to an extra-dimensional space in the form of a plain stone room that is a 15-foot cube. If you or anyone else casts this spell again using the same key, the door leads to the same room. However, if a different key is used as the material component, the doorway leads to a new room when the door is unlocked. You can carry several keys that can each be used to open a door to a different room.

The room lasts for the duration and the spell ends early if you lock the door from the outside. The room can be used to store objects indefinitely, but any living creatures left inside when the spell ends are expelled to unoccupied spaces nearest to where the door appeared when the spell ends. If you lose the key, the only way to gain access to the room again is to know the exact location of the room within the Astral Sea, and then to reach it with a Demiplane spell.

If you lock the door from the inside, anyone can attempt to open the door as normal, using your spell save DC as the DC for any ability check the GM calls for in the attempt.

Structural Deception

4th level Illusion


  • Classes: Arcanist, Bard, Sorcerer, Witch, Wizard
  • Casting Time: 10 minutes
  • Range: 300 feet
  • Components: V, S, M (a paint vial and a chunk of gypsum)
  • Duration: 24 hours

It's a strange story. About a town, with a mighty wizard. Everyone loves the wizard, and he is a folk hero! But not for the one drunkard in the tavern, who claims that there is no wizard. He claims the town is held hostage by a powerful lich, who is using the villagers for dark magics. He went as far as to say that all the servants there are zombies! Nobody believes him, of course.

You make structures inside a 150-foot cube within range look, sound, and smell like another structure of similar size. For example, an abandoned house can be made to look like:

  • A well-kept tavern filled with a haze of tobacco smoke and the din of chattering patrons and clinking glasses.
  • A noble’s residence filled with fine-smelling perfumes and the sound of people talking with an air of self-importance.
  • A store filled with curiosities that smells oddly of sulfur with the sounds of whirring gears and moving clockworks.

Any creatures and natural terrain within the area are unchanged in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion upon investigation. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is sees it as a vague image superimposed on the terrain.

If you cast this spell again, any currently active illusions created with this spell are instantly dispelled.

Vengeful Strike

4th level Evocation


  • Classes: Arcanist, Bard, Inquisitor, Paladin, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a weapon worth at least 1 gp)
  • Duration: Concentration, up to 1 minute

Embrace the pain, drink it in. Your enemies will know your agony tenfold.

You touch the weapon used as the component for this spell and it glows with a vengeful blue light. The next time you hit a creature with this weapon, the greatest wrong it committed against you is brought to the forefront of its mind, and the attack deals an extra 4d8 psychic damage. You can read this thought. Each creature can only be affected once per casting of this spell.

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

Zone of Aegis

4th level Abjuration


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

Hear the bells of the Seven Heavens, and heal within the Holy Light!

You create an area of protection to shield your allies from harm. The area is a 20-foot radius sphere centered on a point you choose within range, glowing gently with soft golden dim light within. The area has a pool of 40 hit points. Any creature you designate when you cast this spell can draw on these hit points to restore their health. A chosen creature inside the area can use its reaction to regain hit points from this pool immediately after being dealt damage. A creature can use this reaction even if it would normally be knocked unconscious or killed. Constructs and undead creatures cannot restore hit points from this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum amount of hit points that can be healed by the aura increases by 15 for each slot level above 4th.

Part 6 | Galder's Gazetteer

Level 5 Spells

Reflect Elements

5th level Abjuration


  • Classes: Arcanist, Druid, Ranger, Sorcerer, Witch, Wizard
  • Casting Time: 1 reaction, which you take when you take acid, cold, fire, or lightning damage.
  • Range: Self
  • Components: V, S, M (an brightly colored gemstone that is either green, blue, red or yellow, worth at least 200gp)
  • Duration: Instantaneous

Stand your ground, child, keep your senses. The pain is fleeting, but victory is forever.

You redirect tremendous amounts of incoming energy, rendering it harmless to you and unleashing it on your foes. The damage from the triggering attack is reflected back towards the creature that created the effect which would have harmed you. You have immunity to the triggering type of damage until the start of your next turn.

Also, the first time you hit a creature with a melee attack on your next turn, you can choose to deal extra damage of the triggering type. The target takes additional damage equal to 3d10 or the amount of damage dealt by the triggering attack, whichever is less.

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


Wall of Roses

5th level Conjuration


  • Classes: Druid, Ranger, Shaman, Sorcerer, Summoner, Witch
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a rose petal)
  • Duration: Concentration, up to 1 minute

Blooming nature knows it better than any creature. To win, all you must do is outlast.

A wall of thorny roses springs up and blooms from a solid surface within range. You choose to make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 3d8 piercing damage and is restrained, or half as much damage on a successful save and is not restrained. A restrained creature can make a Strength saving throw at the beginning of its turn against the spell DC. On a success, it frees itself.

The first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 3d8 slashing damage on a failed save, or half as much on a successful one. The wall has AC 12 and 30 hit points per 10-foot section, and is vulnerable to fire damage.

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


Level 7 Spells

Aria of Angels

7th level Enchantment


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

Nothing sweeter, nothing lighter, than the song of an Angel, as pure as goodness itself. A song a siren would kill for, yet could never hope to have. The lyrics are in Celestial. It's a song about a mortal girl, watched over by an archangel.

When you cast this spell, your voice takes a visible form of swirling lights and is understood by all creatures in a 60-foot radius, centered on you. You sing, as your voice swirls about in spectral mystic runes with a red hue around your enemies, yellow around neutral parties, and blue around your allies.

Choose a number of hostile creatures up to your proficiency bonus that you can see within range. They must succeed on a Wisdom saving throw or take 5d8 radiant damage and be paralyzed for the duration. At the end of each of their turns, an affected creature can make a Wisdom saving throw, ending the effect on itself on a success. The effect also ends if a creature takes damage.

In addition, you may choose a number of friendly or neutral creatures up to your proficiency bonus modifier that you can see within range. They immediately regain 5d8 hit points and until the spell ends they may add a d8 to any attack roll, ability check, or saving throw they make.

Part 6 | Galder's Gazetteer

Galder's Candle

7th level Abjuration, Conjuration and Transmutation


  • Classes: Arcanist, Wizard
  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, M (a candle with crushed gemstones worth 250 gp mixed with the wax which the spell consumes)
  • Duration: Varies

Galder did not invent the candle. But he is the one who found it again. An ancient creation from the old Netheril, where it was typically used by arcanists, who played and trained with it, before moving on to their own mythellar.

This spell allows the caster to enchant a candle with any abjuration, divination, enchantment, or illusion spell they know, infusing the candle with the spell. Choose a spell that you are able to cast from one of those schools of magic. The chosen spell must have a duration of at least 1 minute and have a spell level no greater than 5th.

When you cast this spell you also cast the chosen spell, expending spell slots and material components for both. When you do so, the candle used as the material component for the casting is filled with the magic of the chosen spell. Whoever lights the candle can then cast the stored spell. As long as the candle is burning, the chosen spell’s effect is manifested. The spell’s range and any possible targets are limited to a radius of 10 feet from the candle. If the spell requires the caster to use a spellcasting ability or spell save DC, it uses the spellcasting ability or spell save DC belonging to the one who enchanted the candle.

The candle can burn for an amount of time equal to the chosen spell’s duration before it burns out. For example, a candle infused with charm person will burn for up to 1 hour, while a detect magic candle would burn for up to 10 minutes. If the spell requires concentration, it will simply lasts while the candle is burning.

The user can extinguish the candle at will, or it can be put out by a magically created wind such as from the gust of wind spell. It cannot be extinguished by non-magical means, and it will even burn under water. If the candle is extinguished before it is completely burnt out, you can relight the candle as an action, at which point the chosen spell’s effect begins again.

You can only enchant one candle at a time. If you cast this spell again before the first candle has completely burned out, it melts into a heap of worthless wax.

Call of the Alliance

7th level Conjuration


  • Classes: Bard, Sorcerer, Witch
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a bracelet of braided silver cord worth at least 250 gp that you and each potential ally must have)
  • Duration: Instantaneous

I give you everything, my friends. My trust, my strength, my safety. Do not disappoint me when I need you most.

This spell attempts to summon up to eight willing creatures of your choice to an unoccupied spaces within range. You and each creature you attempt to summon must know each other, and each potential summoned creature must have a bracelet that is used as this spell’s material component.

When you begin casting this spell, the creatures being summoned are aware the spell is being cast, and can choose to have the spell not affect them. The summoned creatures must all be on the same plane of existence as you when you cast this spell to be affected.

Deities, planar rulers, a magical blockage (such as an antimagic field, or being in the Astral Plane), or other factors the GM deems appropriate may cause the summoning to fail.

Second Mind

7th level Abjuration


  • Classes: Arcanist, Bard, Sorcerer, Wizard
  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (a small, thin slab of stone inlaid with copper, worth at least 1000 gp)
  • Duration: Until dispelled

Put your faith in intellect rather than mysticism. Something that remains reliable through the ages.

A willing humanoid of your choice within range has its memories magically transcribed onto the slab used as the material component for this spell. The slab is covered in miniscule, indecipherable arcane runes that detail the creature’s entire memory. These memories remain magically encoded on this slab until the magic is dispelled, or the memories are retrieved. A slab may only hold one creature’s memory at a time.

To retrieve the memories on the slab, you must bring it in contact with the back of a willing humanoid’s head (the same or a different humanoid as when the spell was cast). That humanoid’s memories are immediately replaced with those that are contained within the slab, at which point the slab becomes inert. A humanoid whose memories are replaced with someone else’s can have their original memories restored by means of the greater restoration spell or similarly powerful magic. Doing so erases the memories gained from the slab and all other memories since the time the slab was used.

At Higher Levels. If you cast this spell using a 9th level spell slot or higher, you can choose any willing creatures instead of only humanoids.

Part 6 | Galder's Gazetteer

Level 8 Spells

Chains of Hell

8th level Conjuration (Trap)


  • Classes: Arcanist, Cleric, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pair of manacles, or chains, forged in the nine hells and quenched in demon blood)
  • Duration: 1 minute, Special

The Princess lives in that lonely tower, all by herself. She had been kept in those infernal chains, all her adulthood and most her life. Always bound, yet always peaceful. And when the noble hero came to set her free, he learned and saw why those chains were there. Though he was never seen again.

Choose a point on the ground you can see within range. An enormous, 10-feet tall, black spike emerges at the chosen point, along with eight red-hot pairs of manacles, each bound by equally hot chains. Choose a number of creatures within 60 feet of the chosen point to be bound by the manacles. A creature of Large size or smaller requires one pair of manacles, a creature of Huge size requires two, and a creature of Gargantuan size requires four. You can choose to double the number of required manacles on a creature to impose disadvantage on all skill checks made to break free of the chains, to bypass a creature’s immunity to being restrained, or to bypass its resistance or immunity to fire damage. The chosen creatures are immediately restrained as the manacles slam around arms, legs and necks at your command. The manacles extend into the Ethereal Plane.

The chains extend in a straight line from the spike to the creatures they bind, and create difficult terrain in any space they pass through. The first time a creature enters a space the chains pass through or starts its turn there, the creature takes 4d6 fire damage.

When a creature is shackled for the first time or ends its turn restrained, it takes 10d6 fire damage. If the restrained creature tries to use magic to teleport out of the manacles it must first make a Intelligence saving throw against your spell save DC. On a failure, the spell fails, and the creature loses the spell slot. A creature restrained by the manacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC to break free from all manacles binding it. Chains and shackles that are not binding a creature turn to harmless smoldering ash before dissipating.

Hellbound Prison. Alternatively, you can choose to have the chains only deal 1d6 fire damage whenever the creature tries to escape, and no damage otherwise. If you target
even a single creature with the spell in this manner, the
spell requires concentration. If you manage to keep your concentration on the spell in this manner for a full minute, the spike and the chains cool down and become permanent. The chains will only deal damage if a restrained creature tries to escape, but will not disappear, even if a creature breaks free. You can expend a 2nd level spell slot as a free action to restrain a creature within 60 feet with the chains once more, given that the chains are not restraining
another creature.

Part 6 | Galder's Gazetteer

Classes Spell Lists: Full Casters

Arcanist

The Arcanist class is created by Dragonshard
Cantrips (0 Level)
  • Arcane Bolt (KCoCaC)
  • Bonding Vine (SC)
  • Brine (COFSA)
  • Dueling Shadows (DA)
  • Firehand (KCoCaC)
  • Fracture (COFSA)
  • Freeze (KCoCaC)
  • Grim Needle (COFSA)
  • Imperfect Portrait (GG)
  • Lacerate (DA)
  • Life Thread (DA)
  • Magic Burstmine (GG)
  • Mold Plant (SC)
  • Neon Spark (ATLAS)
  • Piercing Thorn (SC)
  • Scorch (COFSA)
  • Seek Phrase (COFSA)
  • Twinkle (ATLAS)
  • Umbraturgy (DA)
1st Level
  • Arctic Breath (KCoCaC)
  • Awaken Rope (KCoCaC)
  • Bridge of Branches (SC)
  • Crashing Wave (KCoCaC)
  • Ethereal Obstruction (KCoCaC)
  • Frog in your Throat (GG)
  • Fabulous Fizzbangers (GG)
  • Gaea's Hand (SC)
  • Gravity Pulse (ATLAS)
  • Lightning Tendrils (KCoCaC)
  • Overgrowth (SC)
  • Radiant Crunch (KCoCaC)
  • Rimesworn Blade (COFSA)
  • Rotting Curse (KCoCaC)
  • Runic Blast (GG)
  • Scrutinize (KCoCaC)
  • Shrill Whistle (COFSA)
  • Slicing Leaves (SC)
  • Spiritual Dice (GG)
  • Starlight Shroud (ATLAS)
2nd Level
  • Alacrity (KCoCaC)
  • Arm of the Wild (SC)
  • Aura of Shade (DA)
  • Barbed Assault (COFSA)
  • Black Pillar (COFSA)
  • Chronoshift (GG)
  • Clinging Shadows (DA)
  • Cold Snap (KCoCaC)
  • Crackling Arc (KCoCaC)
  • Cry of Madness (COFSA)
  • Dark Lightning (COFSA)
  • Dazzling Flash (ATLAS)
  • Disorient (KCoCaC)
  • Dome of Night (DA)
  • Familiar Form
  • Fling (KCoCaC)
  • Glimpse of the Future (KCoCaC)
  • Necromantic Burst (DA)
  • Plague of Toads (GG)
  • Poison Dart (KCoCaC)
  • Psychic Drain (KCoCaC)
  • Shadow Step (COFSA)
  • Shroud of Protection (GG)
  • Skystrike (COFSA)
  • Spell Flux (COFSA)
  • Suffer (COFSA)
  • Tremorsensing (GG)
  • Unstable Firebomb (KCoCaC)
3rd Level
  • Accursed Wish (COFSA)
  • Beacon of False Life (DA)
  • Clumsiness (GG)
  • Creeping Dark (COFSA)
  • Crushing Singularity (KCoCaC)
  • Crushing Tide (COFSA)
  • Delve Mind (KCoCaC)
  • Dying Day (GG)
  • Erosive Bubble (KCoCaC)
  • Fallen Soul (COFSA)
  • Fell (SC)
  • Flaring Cyclone (KCoCaC)
  • Flicker (DA)
  • Frozen Rings (ATLAS)

  • Funeral Pyre (COFSA)
  • Haulage Shot (KCoCaC)
  • Lucky Stars (ATLAS)
  • Mutate (KCoCaC)
  • Ritual of Rain (KCoCaC)
  • Shadow Toxin (COFSA)
  • Skewering Vines (COFSA)
  • Stinging Thorns (SC)
  • Terrific Transportation (KCoCaC)
  • Umbral Form (DA)
  • Unbodied Blade (GG)
  • Vaulting Strike (GG)
  • Venomous Leviathen (COFSA)
  • Water Blast (KCoCaC)
4th Level
  • Aerial Barrage (KCoCaC)
  • Coldblood Shards (DA)
  • Dark Empowerment (COFSA)
  • Deadly Doorway (COFSA)
  • Entomb (KCoCaC)
  • Evacuation (GG)
  • Geyser (KCoCaC)
  • Ghostly Warden (GG)
  • Ice Spike (KCoCaC)
  • Ionizing Wind (ATLAS)
  • Power Word: Crush (COFSA)
  • Rend Shadows (DA)
  • Room of Displacement (GG)
  • Shadow Refuge (COFSA)
  • Skewering Branch (SC)
  • Sleepwalker (COFSA)
  • Slime Sphere (COFSA)
  • Thunder Orb (KCoCaC)
  • Unseen Claw (COFSA)
  • Unspoken Agreement (COFSA)
  • Vengeful Strike (GG)
  • Wall of Bones (DA)
  • Weather Ward (KCoCaC)
  • Windblade (COFSA)
5th Level
  • Aether Storm (KCoCaC)
  • Devouring Darkness (KCoCaC)
  • Divide Self (KCoCaC)
  • Fissure (KCoCaC)
  • Pressure Cutter (KCoCaC)
  • Ray of Debilitation (DA)
  • Reflect Elements (GG)
  • Shadow Stride (DA)
  • Shadow World (COFSA)
  • Sonic Shriek (KCoCaC)
  • Spatial Manipulation (KCoCaC)
  • Tornado (KCoCaC)
  • Unstoppable Ascent (COFSA)
  • Vacuum (ATLAS)
  • Wall of Ooze (COFSA)
6th Level
  • Acid Rain (KCoCaC)
  • Beam of Annihilation (KCoCaC)
  • Blood Cartography (COFSA)
  • Gorgon's Grip (COFSA)
  • Hellish Halo (COFSA)
  • Investiture of Shadow (DA)
  • Quasar (ATLAS)
7th Level
  • Cruel Wind (COFSA)
  • Galder's Candle (GG)
  • Second Mind (GG)
  • Umbral Assault (DA)
8th Level
  • Black Hole (ATLAS)
  • Chains of Hell (GG)
  • Moonfall (ATLAS)
  • Power Word: Psychosis (KCoCaC)
  • Reflective Veil (COFSA)
9th Level
  • End of Days (COFSA)
  • Night Sky (ATLAS)
  • Strings of Fate (KCoCaC)
Part 7 | Spell Lists

Bard

Cantrips (0 Level)
  • Cheerful Song (COFSA)
  • Dueling Shadows (DA)
  • Fracture (COFSA)
  • Imperfect Portrait (GG)
  • Mold Plant (SC)
  • Seek Phrase (COFSA)
  • Twinkle (ATLAS)
  • Umbraturgy (DA)
1st Level
  • Awaken Rope (KCoCaC)
  • Befuddling Curse (KCoCaC)
  • Blackflame (DA)
  • Bridge of Branches (SC)
  • Ethereal Obstruction (KCoCaC)
  • Frog in your Throat (GG)
  • Fabulous Fizzbangers (GG)
  • Haunting Gale (KCoCaC)
  • Hellfire Lash (COFSA)
  • Overgrowth (SC)
  • Scrutinize (KCoCaC)
  • Shrill Whistle (COFSA)
  • Siren's Kiss (COFSA)
  • Spiritual Dice (GG)
  • Starlight Shroud (ATLAS)
2nd Level
  • Alacrity (KCoCaC)
  • Arm of the Wild (SC)
  • Aura of Shade (DA)
  • Clinging Shadows (DA)
  • Dazzling Flash (ATLAS)
  • Detect Emotion (GG)
  • Disorient (KCoCaC)
  • Dome of Night (DA)
  • Dooming Incantation (GG)
  • Folly and Wit (GG)
  • Gleaming Eye (ATLAS)
  • Hand of the Grave (DA)
  • Replenish (COFSA)
  • Shadow Step (COFSA)
  • Sinister Threat (COFSA)
  • Skystrike (COFSA)
  • Suffer (COFSA)
3rd Level
  • Clumsiness (GG)
  • Creeping Dark (COFSA)
  • Delve Mind (KCoCaC)
  • Dying Day (GG)
  • Flaring Cyclone (KCoCaC)
  • Flicker (DA)
  • Lucky Stars (ATLAS)
  • Luring Light (COFSA)
  • Resonance (COFSA)
  • Shadow Toxin (COFSA)
  • Stinging Thorns (SC)
  • Vaulting Strike (GG)
  • Vortex (KCoCaC)
4th Level
  • Aerial Barrage (KCoCaC)
  • Celestial Pyre (ATLAS)
  • Field of Stars (ATLAS)
  • Forbidden Obelisk (COFSA)
  • Hunt (COFSA)
  • Invitation (COFSA)
  • Ionizing Wind (ATLAS)
  • Shadow Refuge (COFSA)
  • Shattersong (COFSA)
  • Sleepwalker (COFSA)
  • Structural Deception (GG)
  • Thunder Orb (KCoCaC)
  • Tree Strike (SC)
  • Unseen Claw (COFSA)
  • Unspoken Agreement (COFSA)
  • Vengeful Strike (GG)
5th Level
  • Curse of Despair (KCoCaC)
  • Curse of Treachery (KCoCaC)
  • Forgotten Pain (COFSA)
  • Nymph's Lullaby (SC)
  • Shadow Stride (DA)
  • Shadow World (COFSA)
  • Sonic Shriek (KCoCaC)
  • Spatial Manipulation (KCoCaC)
  • Vacuum (ATLAS)
6th Level
  • Banshee's Wail (DA)
  • Blood Cartography (COFSA)
7th Level
  • Call of the Alliance (GG)
  • Second Mind (GG)
  • Spreading Nightmare (COFSA)
  • Starcrossed Binding (ATLAS)
  • Umbral Assault (DA)
8th Level
  • Power Word: Psychosis (KCoCaC)
  • Reflective Veil (COFSA)
9th Level
  • Night Sky (ATLAS)
  • Strings of Fate (KCoCaC)
Part 7 | Spell Lists

Cleric

Cantrips (0 Level)
  • Bloodletting (DA)
  • Brine (COFSA)
  • Celestial Stiletto (GG)
  • Firehand (KCoCaC)
  • Fracture (COFSA)
  • Lacerate (DA)
  • Neon Spark (ATLAS)
  • Seek Phrase (COFSA)
  • Twinkle (ATLAS)
  • Thorn Shield (SC)
  • Touch of Decay (KCoCaC)
1st Level
  • Arctic Breath (KCoCaC)
  • Binding Curse (KCoCaC)
  • Blood Curse (KCoCaC)
  • Blackblood (DA)
  • Bridge of Branches (SC)
  • Corruption (COFSA)
  • Crippling Agony (KCoCaC)
  • Cruorwhip (DA)
  • Ethereal Obstruction (KCoCaC)
  • Haunting Gale (KCoCaC)
  • Radiant Crunch (KCoCaC)
  • Rapport Spores (SC)
  • Rotting Curse (KCoCaC)
  • Scrutinize (KCoCaC)
  • Siren's Kiss (COFSA)
  • Slicing Leaves (SC)
  • Starlight Shroud (ATLAS)
  • Unearth (KCoCaC)
2nd Level
  • Arm of the Wild (SC)
  • Barbed Assault (COFSA)
  • Black Pillar (COFSA)
  • Blood Seal (DA)
  • Cold Snap (KCoCaC)
  • Dark Lightning (COFSA)
  • Detect Emotion (GG)
  • Dooming Incantation (GG)
  • Exsanguinating Ray (COFSA)
  • Folly and Wit (GG)
  • Glimpse of the Future (KCoCaC)
  • Hand of the Grave (DA)
  • Heartripper (COFSA)
  • Mend Flesh (COFSA)
  • Necromantic Burst (DA)
  • Replenish (COFSA)
  • Sanguine Lacing (DA)
  • Shroud of Protection (GG)
  • Sinister Threat (COFSA)
  • Skystrike (COFSA)
  • Suffer (COFSA)
  • Vampire's Kiss (DA)
3rd Level
  • Bloodsight (DA)
  • Beacon of False Life (DA)
  • Creeping Dark (COFSA)
  • Cruel Puppetry (KCoCaC)
  • Delve Mind (KCoCaC)
  • Diabolic Brand (GG)
  • Engulfing Thorns (SC)
  • Flicker (DA)
  • Frozen Rings (ATLAS)
  • Funeral Pyre (COFSA)
  • Guiding Light (ATLAS)
  • Luring Light (COFSA)
  • Maiming Curse (DA)
  • Mutate (KCoCaC)
  • Rain of Spiders (KCoCaC)
  • Ritual of Rain (KCoCaC)
  • Shadow Toxin (COFSA)
  • Stinging Thorns (SC)
  • Unbodied Blade (GG)
  • Venomous Leviathen (COFSA)
  • Wither (KCoCaC)
4th Level
  • Blackened Heart (COFSA)
  • Cage of Briars (COFSA)
  • Celestial Pyre (ATLAS)
  • Chariot of Discreet Travel (GG)
  • Dark Empowerment (COFSA)
  • Draining Thread (DA)
  • Ghostly Warden (GG)
  • Invitation (COFSA)
  • Ionizing Wind (ATLAS)
  • Mark of Objection (COFSA)
  • Room of Displacement (GG)
  • Sanguine Sanctum (DA)
  • Serpentine Ward (COFSA)
  • Tree Strike (SC)
  • Unseen Claw (COFSA)
  • Unspoken Agreement (COFSA)
  • Weather Ward (KCoCaC)
  • Zone of Aegis (GG)
5th Level
  • Aether Storm (KCoCaC)
  • Constriction (COFSA)
  • Curse of Corruption (DA)
  • Curse of Despair (KCoCaC)
  • Curse of Treachery (KCoCaC)
  • Devouring Darkness (KCoCaC)
  • Forgotten Pain (COFSA)
  • Killing Curse (KCoCaC)
  • Mind Spore (SC)
  • Nymph's Lullaby (SC)
  • Pressure Cutter (KCoCaC)
  • Revelation (COFSA)
  • Shadow World (COFSA)
  • Unmaking (KCoCaC)
  • Vacuum (ATLAS)
  • Wings of Night (COFSA)
6th Level
  • Banshee's Wail (DA)
  • Blood Cartography (COFSA)
  • Gorgon's Grip (COFSA)
  • Hellish Halo (COFSA)
  • Quasar (ATLAS)
7th Level
  • Aria of Angels (GG)
  • Cruel Wind (COFSA)
  • Curse of Fertility (KCoCaC)
  • Hemoplague (DA)
  • Otherworldly Lair (COFSA)
  • Starcrossed Binding (ATLAS)
8th Level
  • Chains of Hell (GG)
  • Immortalizing Gaze (KCoCaC)
  • Memento Mori (DA)
  • Moonfall (ATLAS)
  • Undertow (COFSA)
9th Level
  • End of Days (COFSA)
  • Life Drain (DA)
  • Night Sky (ATLAS)
  • Strings of Fate (KCoCaC)
Part 7 | Spell Lists

Druid

Cantrips (0 Level)
  • Bonding Vine (SC)
  • Brine (COFSA)
  • Freeze (KCoCaC)
  • Grim Needle (COFSA)
  • Ice Weapon (KCoCaC)
  • Mold Plant (SC)
  • Neon Spark (ATLAS)
  • Piercing Thorn (SC)
  • Twinkle (ATLAS)
  • Thorn Shield (SC)
  • Touch of Decay (KCoCaC)
1st Level
  • Arctic Breath (KCoCaC)
  • Blackblood (DA)
  • Bridge of Branches (SC)
  • Corruption (COFSA)
  • Crashing Wave (KCoCaC)
  • Frog in your Throat (GG)
  • Gaea's Hand (SC)
  • Hunter's Pace (COFSA)
  • Inky Corruption (KCoCaC)
  • Lightning Tendrils (KCoCaC)
  • Malice of Arachia (COFSA)
  • Overgrowth (SC)
  • Rapport Spores (SC)
  • Scrutinize (KCoCaC)
  • Shrill Whistle (COFSA)
  • Slicing Leaves (SC)
  • Starlight Shroud (ATLAS)
2nd Level
  • Arctic Breath (KCoCaC)
  • Blackblood (DA)
  • Bridge of Branches (SC)
  • Corruption (COFSA)
  • Crashing Wave (KCoCaC)
  • Frog in your Throat (GG)
  • Gaea's Hand (SC)
  • Hunter's Pace (COFSA)
  • Ichor Corruption (KCoCaC)
  • Lightning Tendrils (KCoCaC)
  • Malice of Arachia (COFSA)
  • Overgrowth (SC)
  • Rapport Spores (SC)
  • Shrill Whistle (COFSA)
  • Slicing Leaves (SC)
  • Starlight Shroud (ATLAS)
3rd Level
  • Crushing Tide (COFSA)
  • Engulfing Thorns (SC)
  • Erosive Bubble (KCoCaC)
  • Fell (SC)
  • Frozen Lance (COFSA)
  • Frozen Rings (ATLAS)
  • Guiding Light (ATLAS)
  • Luring Light (COFSA)
  • Mutate (KCoCaC)
  • Rain of Spiders (KCoCaC)
  • Ritual of Rain (KCoCaC)
  • Resonance (COFSA)
  • Serpent's Bite (COFSA)
  • Skewering Vines (COFSA)
  • Stinging Thorns (SC)
  • Venomous Leviathen (COFSA)
  • Water Blast (KCoCaC)
4th Level
  • Blackened Heart (COFSA)
  • Bloodthorn (COFSA)
  • Cage of Briars (COFSA)
  • Cloud of Spores (SC)
  • Field of Stars (ATLAS)
  • Forbidden Obelisk (COFSA)
  • Geyser (KCoCaC)
  • Ice Spike (KCoCaC)
  • Ionizing Wind (ATLAS)
  • Orbital Stones (KCoCaC)
  • Rapid Replication (DA)
  • Skewering Branch (SC)
  • Stinging Swarm (KCoCaC)
  • Tree Strike (SC)
  • Weather Ward (KCoCaC)
  • Windblade (COFSA)
  • Zone of Aegis (GG)
5th Level
  • Botanical Calling (SC)
  • Constriction (COFSA)
  • Fissure (KCoCaC)
  • Mind Spore (SC)
  • Nymph's Lullaby (SC)
  • Pressure Cutter (KCoCaC)
  • Reflect Elements (GG)
  • Revelation (COFSA)
  • Shadow Stride (DA)
  • Tornado (KCoCaC)
  • Unstoppable Ascent (COFSA)
  • Vacuum (ATLAS)
  • Wall of Roses (GG)
6th Level
  • Acid Rain (KCoCaC)
  • Dryad's Leap (SC)
7th Level
  • Cruel Wind (COFSA)
  • Spreading Nightmare (COFSA)
8th Level
  • Black Hole (ATLAS)
  • Immortalizing Gaze (KCoCaC)
  • Moonfall (ATLAS)
  • Undertow (COFSA)
9th Level
  • Night Sky (ATLAS)
Part 7 | Spell Lists

Oracle

The Oracle class is created by Dragonshard
Cantrips (0 Level)
  • Bloodletting (DA)
  • Brine (COFSA)
  • Celestial Stiletto (GG)
  • Fracture (COFSA)
  • Freeze (KCoCaC)
  • Lacerate (DA)
  • Neon Spark (ATLAS)
  • Seek Phrase (COFSA)
  • Thorn Shield (SC)
  • Touch of Decay (KCoCaC)
1st Level
  • Arctic Breath (KCoCaC)
  • Befuddling Curse (KCoCaC)
  • Blackblood (DA)
  • Bridge of Branches (SC)
  • Corruption (COFSA)
  • Crippling Agony (KCoCaC)
  • Cruorwhip (DA)
  • Ethereal Obstruction (KCoCaC)
  • Gaea's Hand (SC)
  • Haunting Gale (KCoCaC)
  • Radiant Crunch (KCoCaC)
  • Rapport Spores (SC)
  • Reaper's Scythe (DA)
  • Rotting Curse (KCoCaC)
  • Scrutinize (KCoCaC)
  • Siren's Kiss (COFSA)
  • Starlight Shroud (ATLAS)
  • Unearth (KCoCaC)
2nd Level
  • Arm of the Wild (SC)
  • Black Pillar (COFSA)
  • Blood Seal (DA)
  • Boiling Blood (KCoCaC)
  • Cold Snap (KCoCaC)
  • Dark Lightning (COFSA)
  • Detect Emotion (GG)
  • Exsanguinating Ray (COFSA)
  • Folly and Wit (GG)
  • Glimpse of the Future (KCoCaC)
  • Hand of the Grave (DA)
  • Mend Flesh (COFSA)
  • Replenish (COFSA)
  • Shadow Step (COFSA)
  • Shroud of Protection (GG)
  • Sinister Threat (COFSA)

  • Skystrike (COFSA)
  • Suffer (COFSA)
  • Vampire's Kiss (DA)
3rd Level
  • Accursed Wish (COFSA)
  • Animate Blood (DA)
  • Bloodsight (DA)
  • Beacon of False Life (DA)
  • Clumsiness (GG)
  • Creeping Dark (COFSA)
  • Cruel Puppetry (KCoCaC)
  • Delve Mind (KCoCaC)
  • Dying Day (GG)
  • Frozen Rings (ATLAS)
  • Funeral Pyre (COFSA)
  • Guiding Light (ATLAS)
  • Lucky Stars (ATLAS)
  • Luring Light (COFSA)
  • Maiming Curse (DA)
  • Rain of Spiders (KCoCaC)
  • Ritual of Rain (KCoCaC)
  • Shadow Toxin (COFSA)
  • Tides of Blood (DA)
  • Unbodied Blade (GG)
  • Venomous Leviathen (COFSA)
  • Vortex (KCoCaC)
  • Wither (KCoCaC)
4th Level
  • Blackened Heart (COFSA)
  • Cage of Briars (COFSA)
  • Celestial Pyre (ATLAS)
  • Chariot of Discreet Travel (GG)
  • Draining Thread (DA)
  • Invitation (COFSA)
  • Ionizing Wind (ATLAS)
  • Repair (KCoCaC)
  • Room of Displacement (GG)
  • Sanguine Sanctum (DA)
  • Serpentine Ward (COFSA)
  • Shadow Refuge (COFSA)
  • Sleepwalker (COFSA)
  • Unseen Claw (COFSA)
  • Unspoken Agreement (COFSA)
  • Zone of Aegis (GG)
5th Level
  • Aether Storm (KCoCaC)
  • Curse of Corruption (DA)
  • Curse of Treachery (KCoCaC)
  • Devouring Darkness (KCoCaC)
  • Forgotten Pain (COFSA)
  • Mind Spore (SC)
  • Nymph's Lullaby (SC)
  • Nemesis (COFSA)
  • Pressure Cutter (KCoCaC)
  • Revelation (COFSA)
  • Vacuum (ATLAS)
6th Level
  • Banshee's Wail (DA)
  • Blood Cartography (COFSA)
  • Gorgon's Grip (COFSA)
  • Hellish Halo (COFSA)
  • Quasar (ATLAS)
7th Level
  • Aria of Angels (GG)
  • Cruel Wind (COFSA)
  • Otherworldly Lair (COFSA)
  • Spreading Nightmare (COFSA)
  • Starcrossed Binding (ATLAS)
  • Twisting Corruption (KCoCaC)
  • Umbral Assault (DA)
8th Level
  • Immortalizing Gaze (KCoCaC)
  • Moonfall (ATLAS)
  • Power Word: Psychosis (KCoCaC)
9th Level
  • End of Days (COFSA)
  • Night Sky (ATLAS)
  • Strings of Fate (KCoCaC)
Part 7 | Spell Lists

Sorcerer

Cantrips (0 Level)
  • Arcane Bolt (KCoCaC)
  • Bloodletting (DA)
  • Bonding Vine (SC)
  • Brine (COFSA)
  • Celestial Stiletto (GG)
  • Firehand (KCoCaC)
  • Fracture (COFSA)
  • Grim Needle (COFSA)
  • Lacerate (DA)
  • Life Thread (DA)
  • Mold Plant (SC)
  • Neon Spark (ATLAS)
  • Piercing Thorn (SC)
  • Scorch (COFSA)
  • Twinkle (ATLAS)
  • Touch of Decay (KCoCaC)
  • Umbraturgy (DA)
1st Level
  • Arctic Breath (KCoCaC)
  • Blackblood (DA)
  • Corruption (COFSA)
  • Crashing Wave (KCoCaC)
  • Cruorwhip (DA)
  • Ethereal Obstruction (KCoCaC)
  • Frog in your Throat (GG)
  • Fabulous Fizzbangers (GG)
  • Gravity Pulse (ATLAS)
  • Haunting Gale (KCoCaC)
  • Lightning Tendrils (KCoCaC)
  • Overgrowth (SC)
  • Radiant Crunch (KCoCaC)
  • Runic Blast (GG)
  • Siren's Kiss (COFSA)
  • Spiritual Dice (GG)
  • Starlight Shroud (ATLAS)
  • Unearth (KCoCaC)
2nd Level
  • Alacrity (KCoCaC)
  • Arm of the Wild (SC)
  • Aura of Shade (DA)
  • Black Pillar (COFSA)
  • Blood Seal (DA)
  • Clinging Shadows (DA)
  • Cold Snap (KCoCaC)
  • Crackling Arc (KCoCaC)
  • Cry of Madness (COFSA)
  • Dark Lightning (COFSA)
  • Dazzling Flash (ATLAS)
  • Dome of Night (DA)
  • Fling (KCoCaC)
  • Folly and Wit (GG)
  • Heartripper (COFSA)
  • Ichorous Smite (DA)
  • Irradiating Pulse (ATLAS)
  • Overcharged (KCoCaC)
  • Poison Dart (KCoCaC)
  • Psychic Drain (KCoCaC)
  • Sanguine Lacing (DA)
  • Shadow Step (COFSA)
  • Shroud of Protection (GG)
  • Skystrike (COFSA)
  • Spell Flux (COFSA)
  • Tremorsensing (GG)
  • Unstable Firebomb (KCoCaC)
  • Vampire's Kiss (DA)
3rd Level
  • Accursed Wish (COFSA)
  • Animate Blood (DA)
  • Bloodsight (DA)
  • Beacon of False Life (DA)
  • Creeping Dark (COFSA)
  • Crushing Tide (COFSA)
  • Engulfing Thorns (SC)
  • Erosive Bubble (KCoCaC)
  • Fell (SC)
  • Flash Freeze (KCoCaC)
  • Flaring Cyclone (KCoCaC)
  • Flicker (DA)
  • Frozen Lance (COFSA)
  • Frozen Rings (ATLAS)
  • Funeral Pyre (COFSA)
  • Lucky Stars (ATLAS)
  • Mutate (KCoCaC)
  • Ritual of Rain (KCoCaC)
  • Serpent's Bite (COFSA)
  • Shadow Toxin (COFSA)
  • Tides of Blood (DA)
  • Umbral Form (DA)
  • Vortex (KCoCaC)
  • Water Blast (KCoCaC)
  • Wither (KCoCaC)
4th Level
  • Aerial Barrage (KCoCaC)
  • Blackened Heart (COFSA)
  • Dark Empowerment (COFSA)
  • Draining Thread (DA)
  • Entomb (KCoCaC)
  • Geyser (KCoCaC)
  • Ghostly Warden (GG)
  • Ice Spike (KCoCaC)
  • Ionizing Wind (ATLAS)
  • Orbital Stones (KCoCaC)
  • Power Word: Crush (COFSA)
  • Sanguine Sanctum (DA)
  • Shadow Refuge (COFSA)
  • Skewering Branch (SC)
  • Slime Sphere (COFSA)
  • Structural Deception (GG)
  • Tree Strike (SC)
  • Unseen Claw (COFSA)
  • Unspoken Agreement (COFSA)
  • Wall of Bones (DA)
  • Weather Ward (KCoCaC)
  • Windblade (COFSA)
5th Level
  • Aether Storm (KCoCaC)
  • Curse of Corruption (DA)
  • Divide Self (KCoCaC)
  • Fissure (KCoCaC)
  • Pressure Cutter (KCoCaC)
  • Reflect Elements (GG)
  • Revelation (COFSA)
  • Shadow Stride (DA)
  • Shadow World (COFSA)
  • Sonic Shriek (KCoCaC)
  • Spatial Manipulation (KCoCaC)
  • Tornado (KCoCaC)
  • Unstoppable Ascent (COFSA)
  • Vacuum (ATLAS)
  • Wall of Ooze (COFSA)
  • Wall of Roses (GG)
6th Level
  • Banshee's Wail (DA)
  • Beam of Annihilation (KCoCaC)
  • Hellish Halo (COFSA)
  • Gorgon's Grip (COFSA)
  • Investiture of Shadow (DA)
  • Rain of Blood (DA)
  • Quasar (ATLAS)
7th Level
  • Call of the Alliance (GG)
  • Hemoplague (DA)
  • Otherworldly Lair (COFSA)
  • Second Mind (GG)
8th Level
  • Black Hole (ATLAS)
  • Immortalizing Gaze (KCoCaC)
  • Memento Mori (DA)
  • Moonfall (ATLAS)
  • Power Word: Psychosis (KCoCaC)
9th Level
  • Life Drain (DA)
  • Night Sky (ATLAS)
Part 7 | Spell Lists

Warlock

Cantrips (0 Level)
  • Brine (COFSA)
  • Dueling Shadows (DA)
  • Firehand (KCoCaC)
  • Fracture (COFSA)
  • Freeze (KCoCaC)
  • Grim Needle (COFSA)
  • Lacerate (DA)
  • Life Thread (DA)
  • Magic Burstmine (GG)
  • Neon Spark (ATLAS)
  • Piercing Thorn (SC)
  • Scorch (COFSA)
  • Seek Phrase (COFSA)
  • Touch of Decay (KCoCaC)
  • Umbraturgy (DA)
1st Level
  • Befuddling Curse (KCoCaC)
  • Blood Curse (KCoCaC)
  • Blackflame (DA)
  • Corruption (COFSA)
  • Crippling Agony (KCoCaC)
  • Frog in your Throat (GG)
  • Flaming Hammer (GG)
  • Gaea's Hand (SC)
  • Haunting Gale (KCoCaC)
  • Hellfire Lash (COFSA)
  • Inky Corruption (KCoCaC)
  • Lightning Tendrils (KCoCaC)
  • Rapport Spores (SC)
  • Reaper's Scythe (DA)
  • Rimesworn Blade (COFSA)
  • Runic Blast (GG)
  • Spiritual Dice (GG)
  • Unearth (KCoCaC)
  • Wanton Pounce (COFSA)
2nd Level
  • Arm of the Wild (SC)
  • Aura of Shade (DA)
  • Barbed Assault (COFSA)
  • Black Pillar (COFSA)
  • Clinging Shadows (DA)
  • Cry of Madness (COFSA)
  • Dark Lightning (COFSA)
  • Dazzling Flash (ATLAS)
  • Dissociative Edge (COFSA)
  • Dome of Night (DA)
  • Dooming Incantation (GG)
  • Exsanguinating Ray (COFSA)
  • Gleaming Eye (ATLAS)
  • Hand of the Grave (DA)
  • Heartripper (COFSA)
  • Irradiating Pulse (ATLAS)
  • Poison Dart (KCoCaC)
  • Shadow Step (COFSA)
  • Sinister Threat (COFSA)
  • Skystrike (COFSA)
  • Suffer (COFSA)
  • Unstable Firebomb (KCoCaC)
  • Vampire's Kiss (DA)
3rd Level
  • Accursed Wish (COFSA)
  • Animate Blood (DA)
  • Beacon of False Life (DA)
  • Clumsiness (GG)
  • Creeping Dark (COFSA)
  • Crushing Singularity (KCoCaC)
  • Engulfing Thorns (SC)
  • Fallen Soul (COFSA)
  • Fell (SC)
  • Flaring Cyclone (KCoCaC)
  • Frozen Rings (ATLAS)
  • Irreversible Smite (COFSA)
  • Mutate (KCoCaC)
  • Spider Bite (KCoCaC)
  • Stinging Thorns (SC)
  • Umbral Form (DA)
  • Vaulting Strike (GG)
  • Vortex (KCoCaC)
  • Water Blast (KCoCaC)
4th Level
  • Coldblood Shards (DA)
  • Deadly Doorway (COFSA)
  • Entomb (KCoCaC)
  • Evacuation (GG)
  • Ghostly Warden (GG)
  • Hunt (COFSA)
  • Invitation (COFSA)
  • Ionizing Wind (ATLAS)
  • Power Word: Crush (COFSA)
  • Shadow Refuge (COFSA)
  • Skewering Branch (SC)
  • Stinging Swarm (KCoCaC)
  • Summon Horror (KCoCaC)
  • Vengeful Strike (GG)
  • Wall of Bones (DA)
5th Level
  • Constriction (COFSA)
  • Curse of Despair (KCoCaC)
  • Curse of Treachery (KCoCaC)
  • Devouring Darkness (KCoCaC)
  • Fell Onslaught (COFSA)
  • Shadow Stride (DA)
  • Shroud of Surok (COFSA)
  • Spatial Manipulation (KCoCaC)
  • Unmaking (KCoCaC)
  • Vacuum (ATLAS)
  • Wings of Night (COFSA)
6th Level
  • Banshee's Wail (DA)
  • Blood Cartography (COFSA)
  • Gorgon's Grip (COFSA)
  • Hellish Halo (COFSA)
  • Quasar (ATLAS)
7th Level
  • Cruel Wind (COFSA)
  • Otherworldly Lair (COFSA)
  • Spreading Nightmare (COFSA)
  • Twisting Corruption (KCoCaC)
  • Umbral Assault (DA)
8th Level
  • Black Hole (ATLAS)
  • Chains of Hell (GG)
  • Immortalizing Gaze (KCoCaC)
  • Moonfall (ATLAS)
  • Power Word: Psychosis (KCoCaC)
  • Reflective Veil (COFSA)
  • Undertow (COFSA)
9th Level
  • End of Days (COFSA)
  • Night Sky (ATLAS)
Part 7 | Spell Lists

Witch

The Witch class is created by impersonator
Cantrips (0 Level)
  • Bloodletting (DA)
  • Bonding Vine (SC)
  • Brine (COFSA)
  • Celestial Stiletto (GG)
  • Firehand (KCoCaC)
  • Fracture (COFSA)
  • Freeze (KCoCaC)
  • Grim Needle (COFSA)
  • Ice Weapon (KCoCaC)
  • Imperfect Portrait (GG)
  • Life Thread (DA)
  • Mold Plant (SC)
  • Neon Spark (ATLAS)
  • Piercing Thorn (SC)
  • Scorch (COFSA)
  • Twinkle (ATLAS)
  • Thorn Shield (SC)
  • Touch of Decay (KCoCaC)
  • Umbraturgy (DA)
1st Level
  • Arctic Breath (KCoCaC)
  • Awaken Rope (KCoCaC)
  • Befuddling Curse (KCoCaC)
  • Binding Curse (KCoCaC)
  • Blood Curse (KCoCaC)
  • Blackblood (DA)
  • Bridge of Branches (SC)
  • Corruption (COFSA)
  • Crippling Agony (KCoCaC)
  • Cruorwhip (DA)
  • Ethereal Obstruction (KCoCaC)
  • Frog in your Throat (GG)
  • Gaea's Hand (SC)
  • Haunting Gale (KCoCaC)
  • Inky Corruption (KCoCaC)
  • Lightning Tendrils (KCoCaC)
  • Malice of Arachia (COFSA)
  • Overgrowth (SC)
  • Rapport Spores (SC)
  • Rotting Curse (KCoCaC)
  • Runic Blast (GG)
  • Scrutinize (KCoCaC)
  • Shrill Whistle (COFSA)
  • Siren's Kiss (COFSA)
  • Slicing Leaves (SC)
  • Spiritual Dice (GG)
  • Starlight Shroud (ATLAS)
  • Unearth (KCoCaC)
2nd Level
  • Alacrity (KCoCaC)
  • Arm of the Wild (SC)
  • Black Pillar (COFSA)
  • Blood Seal (DA)
  • Boiling Blood (KCoCaC)
  • Clinging Shadows (DA)
  • Cold Snap (KCoCaC)
  • Crackling Arc (KCoCaC)
  • Cry of Madness (COFSA)
  • Dark Lightning (COFSA)
  • Dazzling Flash (ATLAS)
  • Detect Emotion (GG)
  • Disorient (KCoCaC)
  • Dome of Night (DA)
  • Dooming Incantation (GG)
  • Exsanguinating Ray (COFSA)
  • Familiar Form (KCoCaC)
  • Hand of the Grave (DA)
  • Heartripper (COFSA)
  • Irradiating Pulse (ATLAS)
  • Mend Flesh (COFSA)
  • Necromantic Burst (DA)
  • Plague of Frogs (GG
  • Poison Dart (KCoCaC)
  • Replenish (COFSA)
  • Sanguine Lacing (DA)
  • Shadow Step (COFSA)
  • Skystrike (COFSA)
  • Spell Flux (COFSA)
  • Suffer (COFSA)
  • Unstable Firebomb (KCoCaC)
  • Vampire's Kiss (DA)
3rd Level
  • Animate Blood (DA)
  • Bloodsight (DA)
  • Creeping Dark (COFSA)
  • Cruel Puppetry (KCoCaC)
  • Delve Mind (KCoCaC)
  • Diabolic Brand (GG)
  • Dying Day (GG)
  • Engulfing Thorns (SC)
  • Erosive Bubble (KCoCaC)
  • Fallen Soul (COFSA)
  • Flicker (DA)
  • Frozen Rings (ATLAS)
  • Funeral Pyre (COFSA)
  • Guiding Light (ATLAS)
  • Luring Light (COFSA)
  • Maiming Curse (DA)
  • Rain of Spiders (KCoCaC)
  • Stinging Thorns (SC)
  • Ritual of Rain (KCoCaC)
  • Resonance (COFSA)
  • Shadow Toxin (COFSA)
  • Spider Bite (KCoCaC)
  • Skewering Vines (COFSA)
  • Terrific Transportation (KCoCaC)
  • Tides of Blood (DA)
  • Vaulting Strike (GG)
  • Venomous Leviathen (COFSA)
  • Vortex (KCoCaC)
  • Water Blast (KCoCaC)
  • Wither (KCoCaC)
4th Level
  • Blackened Heart (COFSA)
  • Bloodthorn (COFSA)
  • Cage of Briars (COFSA)
  • Celestial Pyre (ATLAS)
  • Cloud of Spores (SC)
  • Coldblood Shards (DA)
  • Draining Thread (DA)
  • Field of Stars (ATLAS)
  • Forbidden Obelisk (COFSA)
  • Ghostly Warden (GG)
  • Hunt (COFSA)
  • Ice Spike (KCoCaC)
  • Invitation (COFSA)
  • Ionizing Wind (ATLAS)
  • Rapid Replication (DA)
  • Rend Shadows (DA)
  • Serpentine Ward (COFSA)
  • Skewering Branch (SC)
  • Sleepwalker (COFSA)
  • Stinging Swarm (KCoCaC)
  • Structural Deception (GG)
  • Summon Horror (KCoCaC)
  • Tree Strike (SC)
  • Unseen Claw (COFSA)
  • Unspoken Agreement (COFSA)
  • Wall of Bones (DA)
  • Windblade (COFSA)
  • Zone of Aegis (GG)
5th Level
  • Botanical Calling (SC)
  • Constriction (COFSA)
  • Curse of Corruption (DA)
  • Curse of Despair (KCoCaC)
  • Curse of Treachery (KCoCaC)
  • Devouring Darkness (KCoCaC)
  • Divide Self (KCoCaC)
  • Fissure (KCoCaC)
  • Forgotten Pain (COFSA)
  • Killing Curse (KCoCaC)
  • Mind Spore (SC)
  • Nymph's Lullaby (SC)
  • Nemesis (COFSA)
  • Pressure Cutter (KCoCaC)
  • Reflect Elements (GG)
  • Revelation (COFSA)
  • Shadow Stride (DA)
  • Shadow World (COFSA)
  • Shroud of Surok (COFSA)
  • Tornado (KCoCaC)
  • Unmaking (KCoCaC)
  • Vacuum (ATLAS)
  • Wall of Roses (GG)
  • Wings of Night (COFSA)
6th Level
  • Acid Rain (KCoCaC)
  • Banshee's Wail (DA)
  • Blood Cartography (COFSA)
  • Dryad's Leap (SC)
  • Gorgon's Grip (COFSA)
  • Hellish Halo (COFSA)
  • Investiture of Shadow (DA)
  • Rain of Blood (DA)
7th Level
  • Call of the Alliance (GG)
  • Cruel Wind (COFSA)
  • Curse of Fertility (KCoCaC)
  • Hemoplague (DA)
  • Otherworldly Lair (COFSA)
  • Spreading Nightmare (COFSA)
  • Starcrossed Binding (ATLAS)
  • Twisting Corruption (KCoCaC)
8th Level
  • Curse of Altered Souls (KCoCaC)
  • Immortalizing Gaze (KCoCaC)
  • Memento Mori (DA)
  • Moonfall (ATLAS)
  • Undertow (COFSA)
9th Level
  • Life Drain (DA)
  • Night Sky (ATLAS)
  • Strings of Fate (KCoCaC)
Part 7 | Spell Lists

Wizard

Cantrips (0 Level)
  • Bloodletting (DA)
  • Bonding Vine (SC)
  • Brine (COFSA)
  • Dueling Shadows (DA)
  • Firehand (KCoCaC)
  • Fracture (COFSA)
  • Grim Needle (COFSA)
  • Imperfect Portrait (GG)
  • Lacerate (DA)
  • Life Thread (DA)
  • Magic Burstmine (GG)
  • Mold Plant (SC)
  • Neon Spark (ATLAS)
  • Piercing Thorn (SC)
  • Scorch (COFSA)
  • Seek Phrase (COFSA)
  • Umbraturgy (DA)
1st Level
  • Arctic Breath (KCoCaC)
  • Awaken Rope (KCoCaC)
  • Bind Item (KCoCaC)
  • Blackflame (DA)
  • Bridge of Branches (SC)
  • Crashing Wave (KCoCaC)
  • Cruorwhip (DA)
  • Ethereal Obstruction (KCoCaC)
  • Frog in your Throat (GG)
  • Fabulous Fizzbangers (GG)
  • Gaea's Hand (SC)
  • Gravity Pulse (ATLAS)
  • Lightning Tendrils (KCoCaC)
  • Radiant Crunch (KCoCaC)
  • Rimesworn Blade (COFSA)
  • Rotting Curse (KCoCaC)
  • Runic Blast (GG)
  • Scrutinize (KCoCaC)
  • Shrill Whistle (COFSA)
  • Slicing Leaves (SC)
  • Spiritual Dice (GG)
  • Starlight Shroud (ATLAS)
  • Unearth (KCoCaC)
2nd Level
  • Alacrity (KCoCaC)
  • Arm of the Wild (SC)
  • Aura of Shade (DA)
  • Barbed Assault (COFSA)
  • Black Pillar (COFSA)
  • Chronoshift (GG)
  • Clinging Shadows (DA)
  • Cold Snap (KCoCaC)
  • Crackling Arc (KCoCaC)
  • Cry of Madness (COFSA)
  • Dark Lightning (COFSA)
  • Detect Emotion (GG)
  • Disorient (KCoCaC)
  • Dome of Night (DA)
  • Exsanguinating Ray (COFSA)
  • Familiar Form (KCoCaC)
  • Fling (KCoCaC)
  • Glimpse of the Future (KCoCaC)
  • Hand of the Grave (DA)
  • Irradiating Pulse (ATLAS)
  • Necromantic Burst (DA)
  • Plague of Frogs (GG)
  • Poison Dart (KCoCaC)
  • Psychic Drain (KCoCaC)
  • Sanguine Lacing (DA)
  • Shadow Step (COFSA)
  • Shroud of Protection (GG)
  • Skystrike (COFSA)
  • Spell Flux (COFSA)
  • Suffer (COFSA)
  • Tremorsensing (GG)
  • Unstable Firebomb (KCoCaC)
3rd Level
  • Accursed Wish (COFSA)
  • Animate Blood (DA)
  • Bloodsight (DA)
  • Beacon of False Life (DA)
  • Clumsiness (GG)
  • Creeping Dark (COFSA)
  • Crushing Singularity (KCoCaC)
  • Crushing Tide (COFSA)
  • Delve Mind (KCoCaC)
  • Dying Day (GG)
  • Erosive Bubble (KCoCaC)
  • Fallen Soul (COFSA)
  • Fell (SC)
  • Flash Freeze (KCoCaC)

  • Flaring Cyclone (KCoCaC)
  • Flicker (DA)
  • Frozen Rings (ATLAS)
  • Funeral Pyre (COFSA)
  • Haulage Shot (KCoCaC)
  • Lucky Stars (ATLAS)
  • Serpent's Bite (COFSA)
  • Shadow Toxin (COFSA)
  • Terrific Transportation (KCoCaC)
  • Tides of Blood (DA)
  • Umbral Form (DA)
  • Unbodied Blade (GG)
  • Vaulting Strike (GG)
  • Vortex (KCoCaC)
  • Water Blast (KCoCaC)
4th Level
  • Aerial Barrage (KCoCaC)
  • Chariot of Discreet Travel (GG)
  • Coldblood Shards (DA)
  • Dark Empowerment (COFSA)
  • Draining Thread (DA)
  • Entomb (KCoCaC)
  • Evacuation (GG)
  • Forbidden Obelisk (COFSA)
  • Geyser (KCoCaC)
  • Ghostly Warden (GG)
  • Ice Spike (KCoCaC)
  • Ionizing Wind (ATLAS)
  • Orbital Stones (KCoCaC)
  • Power Word: Crush (COFSA)
  • Rapid Replication (DA)
  • Rend Shadows (DA)
  • Repair (KCoCaC)
  • Room of Displacement (GG)
  • Shadow Refuge (COFSA)
  • Skewering Branch (SC)
  • Sleepwalker (COFSA)
  • Slime Sphere (COFSA)
  • Structural Deception (GG)
  • Summon Horror (KCoCaC)
  • Thunder Orb (KCoCaC)
  • Unseen Claw (COFSA)
  • Unspoken Agreement (COFSA)
  • Vengeful Strike (GG)
  • Wall of Bones (DA)
  • Weather Ward (KCoCaC)
  • Windblade (COFSA)
5th Level
  • Aether Storm (KCoCaC)
  • Botanical Calling (SC)
  • Constriction (COFSA)
  • Devouring Darkness (KCoCaC)
  • Divide Self (KCoCaC)
  • Fissure (KCoCaC)
  • Pressure Cutter (KCoCaC)
  • Ray of Debilitation (DA)
  • Reflect Elements (GG)
  • Shadow Stride (DA)
  • Shadow World (COFSA)
  • Sonic Shriek (KCoCaC)
  • Spatial Manipulation (KCoCaC)
  • Tornado (KCoCaC)
  • Unmaking (KCoCaC)
  • Vacuum (ATLAS)
  • Wall of Ooze (COFSA)
6th Level
  • Acid Rain (KCoCaC)
  • Beam of Annihilation (KCoCaC)
  • Blood Cartography (COFSA)
  • Gorgon's Grip (COFSA)
  • Hellish Halo (COFSA)
  • Investiture of Shadow (DA)
  • Rain of Blood (DA)
  • Quasar (ATLAS)
7th Level
  • Cruel Wind (COFSA)
  • Galder's Candle (GG)
  • Hemoplague (DA)
  • Second Mind (GG)
  • Umbral Assault (DA)
8th Level
  • Black Hole (ATLAS)
  • Chains of Hell (GG)
  • Memento Mori (DA)
  • Moonfall (ATLAS)
  • Power Word: Psychosis (KCoCaC)
  • Reflective Veil (COFSA)
9th Level
  • End of Days (COFSA)
  • Life Drain (DA)
  • Night Sky (ATLAS)
  • Strings of Fate (KCoCaC)
Part 7 | Spell Lists

Classes Spell Lists: Half Casters

Artificer

Cantrips (0 Level)
  • Fracture (COFSA)
  • Ice Weapon (KCoCaC)
  • Imperfect Portrait (GG)
  • Magic Burstmine (GG)
  • Neon Spark (ATLAS)
  • Seek Phrase (COFSA)
1st Level
  • Awaken Rope (KCoCaC)
  • Bind Item (KCoCaC)
  • Bridge of Branches (SC)
  • Electrify (KCoCaC)
  • Fabulous Fizzbangers (GG)
  • Flaming Hammer (GG)
  • Gravity Pulse (ATLAS)
  • Hellfire Lash (COFSA)
  • Inky Corruption (KCoCaC)
  • Masterful Focus (COFSA)
  • Returning Weapon (KCoCaC)
  • Runic Blast (GG)
  • Shrapnelburst Mine (KCoCaC)
  • Slicing Leaves (SC)
  • Starlight Shroud (ATLAS)
2nd Level
  • Aura of Shade (DA)
  • Barbed Assault (COFSA)
  • Black Pillar (COFSA)
  • Chronoshift (GG)
  • Dazzling Flash (ATLAS)
  • Dissociative Edge (COFSA)
  • Fling (KCoCaC)
  • Necromantic Burst (DA)
  • Overcharged (KCoCaC)
  • Skystrike (COFSA)
  • Spell Flux (COFSA)
  • Thunderburst Mine (KCoCaC)
  • Tremorsensing (GG)
  • Unstable Firebomb (KCoCaC)
  • Wolfsbane Trap(COFSA)
3rd Level
  • Clumsiness (GG)
  • Crushing Singularity (KCoCaC)
  • Fell (SC)
  • Fireburst Mine (KCoCaC)
  • Frostburst Mine (KCoCaC)
  • Haulage Shot (KCoCaC)
  • Mutate (KCoCaC)
  • Terrific Transportation (KCoCaC)
  • Unbodied Blade (GG)
4th Level
  • Chariot of Discreet Travel (GG)
  • Dazzleburst Mine (KCoCaC)
  • Dark Empowerment (COFSA)
  • Deadly Doorway (COFSA)
  • Evacuation (GG)
  • Forbidden Obelisk (COFSA)
  • Ionizing Wind (ATLAS)
  • Power Word: Crush (COFSA)
  • Repair (KCoCaC)
  • Room of Displacement (GG)
  • Serpentine Ward (COFSA)
  • Thunder Orb (KCoCaC)
  • Venomburst Mine (KCoCaC)
5th Level
  • Divide Self (KCoCaC)
  • Mindburst Mine (KCoCaC)
  • Ray of Debilitation (DA)
  • Unstoppable Ascent (COFSA)
  • Vacuum (ATLAS)
  • Vorpal Weapon (KCoCaC)

Inquisitor

The Inquisitor class is created by Dragonshard
Cantrips (0 Level)

Except for certain subclasses, the Inquisitor class does not grant access to any cantrips.

1st Level
  • Awaken Rope (KCoCaC)
  • Binding Curse (KCoCaC)
  • Blackflame (DA)
  • Ethereal Obstruction (KCoCaC)
  • Flaming Hammer (GG)
  • Gravity Pulse (ATLAS)
  • Haunting Gale (KCoCaC)
  • Hellfire Lash (COFSA)
  • Hunter's Pace (COFSA)
  • Inky Corruption (KCoCaC)
  • Malice of Arachia (COFSA)
  • Masterful Focus (COFSA)
  • Reaper's Scythe (DA)
  • Returning Weapon (KCoCaC)
  • Rimesworn Blade (COFSA)
  • Runic Blast (GG)
  • Scrutinize (KCoCaC)
  • Shrapnelburst Mine (KCCC)
  • Slicing Leaves (SC)
  • Wanton Pounce (COFSA)
2nd Level
  • Aura of Shade (DA)
  • Barbed Assault (COFSA)
  • Blood Seal (DA)
  • Boiling Blood (KCoCaC)
  • Dark Lightning (COFSA)
  • Disorient (KCoCaC)
  • Dissociative Edge (COFSA)
  • Dome of Night (DA)
  • Dooming Incantation (GG)
  • Exsanguinating Ray (COFSA)
  • Ichorous Smite (DA)
  • Irradiating Pulse (ATLAS)
  • Necromantic Burst (DA)
  • Sanguine Lacing (DA)
  • Shadow Step (COFSA)
  • Sinister Threat (COFSA)
  • Skystrike (COFSA)
  • Spell Flux (COFSA)
  • Suffer (COFSA)
  • Thunderburst Mine (KCoCaC)
  • Wolfsbane Trap(COFSA)
3rd Level
  • Almighty Assault (COFSA)
  • Bloodsight (DA)
  • Creeping Dark (COFSA)

  • Delve Mind (KCoCaC)
  • Fallen Soul (COFSA)
  • Fireburst Mine (KCoCaC)
  • Flicker (DA)
  • Frostburst Mine (KCoCaC)
  • Frozen Lance (COFSA)
  • Funeral Pyre (COFSA)
  • Haulage Shot (KCoCaC)
  • Irreversible Smite (COFSA)
  • Luring Light (COFSA)
  • Shadow Toxin (COFSA)
  • Stinging Thorns (SC)
  • Umbral Form (DA)
  • Unbodied Blade (GG)
  • Vaulting Strike (GG)
  • Vortex (KCoCaC)
4th Level
  • Bloodthorn (COFSA)
  • Coldblood Shards (DA)
  • Dazzleburst Mine (KCoCaC)
  • Dark Empowerment (COFSA)
  • Deadly Doorway (COFSA)
  • Evacuation (GG)
  • Hunt (COFSA)

  • Ionizing Wind (ATLAS)
  • Mark of Objection (COFSA)
  • Rend Shadows (DA)
  • Repair (KCoCaC)
  • Serpentine Ward (COFSA)
  • Shadow Refuge (COFSA)
  • Unseen Claw (COFSA)
  • Vengeful Strike (GG)
  • Venomburst Mine (KCoCaC)
  • Zone of Aegis (GG)
5th Level
  • Fell Onslaught (COFSA)
  • Forgotten Pain (COFSA)
  • Mindburst Mine (KCoCaC)
  • Nemesis (COFSA)
  • Shadow Stride (DA)
  • Vacuum (ATLAS)
  • Vorpal Weapon (KCoCaC)
  • Wings of Night (COFSA)
Part 7 | Spell Lists

Paladin

Cantrips (0 Level)

The Paladin class does not grant any cantrips unless the Blessed Fighter fighting style is chosen, in which case the player gains access to a few cantrips from the Cleric spell list.

1st Level
  • Bind Item (KCoCaC)
  • Flaming Hammer (GG)
  • Masterful Focus (COFSA)
  • Radiant Crunch (KCoCaC)
  • Reaper's Scythe (DA)
  • Starlight Shroud (ATLAS)
  • Wanton Pounce (COFSA)
2nd Level
  • Alacrity (KCoCaC)
  • Blood Seal (DA)
  • Dazzling Flash (ATLAS)
  • Detect Emotion (GG)
  • Dissociative Edge (COFSA)
  • Dooming Incantation (GG)
  • Fling (KCoCaC)
  • Gleaming Eye (ATLAS)
  • Ichorous Smite (DA)
  • Mend Flesh (COFSA)
  • Replenish (COFSA)
  • Shroud of Protection (GG)
  • Sinister Threat (COFSA)
  • Skystrike (COFSA)
  • Spell Flux (COFSA)
  • Sporecaller's Smite (SC)
3rd Level
  • Almighty Assault (COFSA)
  • Dying Day (GG)
  • Fell (SC)
  • Flaring Cyclone (KCoCaC)
  • Frozen Lance (COFSA)
  • Guiding Light (ATLAS)
  • Irreversible Smite (COFSA)
  • Unbodied Blade (GG)
4th Level
  • Aerial Barrage (KCoCaC)
  • Celestial Pyre (ATLAS)
  • Dark Empowerment (COFSA)
  • Dimension Cutter (KCoCaC)
  • Evacuation (GG)
  • Ionizing Wind (ATLAS)

  • Mark of Objection (COFSA)
  • Sanguine Sanctum (DA)
  • Unspoken Agreement (COFSA)
  • Vengeful Strike (GG)
  • Zone of Aegis (GG)
5th Level
  • Aether Storm (KCoCaC)
  • Forgotten Pain (COFSA)
  • Nemesis (COFSA)
  • Pressure Cutter (KCoCaC)
  • Revelation (COFSA)

Ranger

Cantrips (0 Level)

The Ranger class does not grant any cantrips unless the Druidic Warrior fighting style is chosen, in which case the player gains access to a few cantrips from the Druid spell list.

1st Level
  • Arctic Breath (KCoCaC)
  • Awaken Rope (KCoCaC)
  • Blackflame (DA)
  • Bridge of Branches (SC)
  • Gaea's Hand (SC)
  • Haunting Gale (KCoCaC)
  • Hunter's Pace (COFSA)
  • Masterful Focus (COFSA)
  • Rimesworn Blade (COFSA)
  • Shrapnelburst Mine (KCoCaC)

  • Shrill Whistle (COFSA)
  • Slicing Leaves (SC)
  • Wanton Pounce (COFSA)
2nd Level
  • Arm of the Wild (SC)
  • Aura of Shade (DA)
  • Barbed Assault (COFSA)
  • Dissociative Edge (COFSA)
  • Irradiating Pulse (ATLAS)
  • Plague of Frogs (GG)
  • Poison Dart (KCoCaC)
  • Skystrike (COFSA)
  • Thunderburst Mine (KCoCaC)
  • Tremorsensing (GG)
  • Wolfsbane Trap(COFSA)
3rd Level
  • Creeping Dark (COFSA)
  • Engulfing Thorns (SC)
  • Fell (SC)

  • Fireburst Mine (KCoCaC)
  • Flaring Cyclone (KCoCaC)
  • Frostburst Mine (KCoCaC)
  • Frozen Lance (COFSA)
  • Guiding Light (ATLAS)
  • Haulage Shot (KCoCaC)
  • Mutate (KCoCaC)
  • Serpent's Bite (COFSA)
  • Stinging Thorns (SC)
  • Vaulting Strike (GG)
4th Level
  • Bloodthorn (COFSA)
  • Cage of Briars (COFSA)
  • Dazzleburst Mine (KCoCaC)
  • Dimension Cutter (KCoCaC)
  • Evacuation (GG)
  • Field of Stars (ATLAS)
  • Hunt (COFSA)
  • Ionizing Wind (ATLAS)

  • Serpentine Ward (COFSA)
  • Shadow Refuge (COFSA)
  • Skewering Branch (SC)
  • Unspoken Agreement (COFSA)
  • Venomburst Mine (KCoCaC)
  • Wall of Bones (DA)
  • Windblade (COFSA)
5th Level
  • Mindburst Mine (KCoCaC)
  • Nemesis (COFSA)
  • Pressure Cutter (KCoCaC)
  • Reflect Elements (GG)
  • Revelation (COFSA)
  • Shadow Stride (DA)
  • Vacuum (ATLAS)
  • Wall of Roses (GG)
Part 7 | Spell Lists

Shaman

The Shaman class is created by Dragonshard
Cantrips (0 Level)
  • Bonding Vine (SC)
  • Brine (COFSA)
  • Dueling Shadows (DA)
  • Grim Needle (COFSA)
  • Mold Plant (SC)
  • Piercing Thorn (SC)
  • Scorch (COFSA)
  • Thorn Shield (SC)
  • Touch of Decay (KCoCaC)
1st Level
  • Arctic Breath (KCoCaC)
  • Befuddling Curse (KCoCaC)
  • Blood Curse (KCoCaC)
  • Bridge of Branches (SC)
  • Corruption (COFSA)
  • Crashing Wave (KCoCaC)
  • Haunting Gale (KCoCaC)
  • Lightning Tendrils (KCoCaC)
  • Malice of Arachia (COFSA)
  • Overgrowth (SC)
  • Scrutinize (KCoCaC)
  • Shrill Whistle (COFSA)
  • Slicing Leaves (SC)
  • Spiritual Dice (GG)
  • Wanton Pounce (COFSA)
2nd Level
  • Black Pillar (COFSA)
  • Boiling Blood (KCoCaC)
  • Clinging Shadows (DA)
  • Crackling Arc (KCoCaC)
  • Disorient (KCoCaC)
  • Dome of Night (DA)
  • Dooming Incantation (GG)
  • Glimpse of the Future (KCoCaC)
  • Heartripper (COFSA)
  • Mend Flesh (COFSA)
  • Plague of Frogs (GG)
  • Poison Dart (KCoCaC)
  • Replenish (COFSA)
  • Skystrike (COFSA)
  • Sporecaller's Smite (SC)
  • Tremorsensing (GG)
  • Unstable Firebomb (KCoCaC)
3rd Level
  • Creeping Dark (COFSA)
  • Cruel Puppetry (KCoCaC)
  • Crushing Tide (COFSA)
  • Engulfing Thorns (SC)
  • Erosive Bubble (KCoCaC)
  • Fell (SC)
  • Flaring Cyclone (KCoCaC)
  • Flicker (DA)
  • Frozen Rings (ATLAS)
  • Mutate (KCoCaC)
  • Resonance (COFSA)
  • Skewering Vines (COFSA)
  • Stinging Thorns (SC)
  • Tides of Blood (DA)
  • Venomous Leviathen (COFSA)
  • Vortex (KCoCaC)
  • Wither (KCoCaC)
4th Level
  • Blackened Heart (COFSA)
  • Bloodthorn (COFSA)
  • Cage of Briars (COFSA)
  • Cloud of Spores (SC)
  • Dark Empowerment (COFSA)
  • Draining Thread (DA)
  • Field of Stars (ATLAS)
  • Forbidden Obelisk (COFSA)
  • Ghostly Warden (GG)
  • Hunt (COFSA)
  • Ice Spike (KCoCaC)
  • Ionizing Wind (ATLAS)
  • Rapid Replication (DA)
  • Shattersong (COFSA)
  • Skewering Branch (SC)
  • Sleepwalker (COFSA)
  • Stinging Swarm (KCoCaC)
  • Tree Strike (SC)
  • Unseen Claw (COFSA)
  • Unspoken Agreement (COFSA)
  • Wall of Bones (DA)
  • Windblade (COFSA)
5th Level
  • Botanical Calling (SC)
  • Constriction (COFSA)
  • Fell Onslaught (COFSA)
  • Fissure (KCoCaC)
  • Forgotten Pain (COFSA)
  • Mind Spore (SC)
  • Pressure Cutter (KCoCaC)
  • Ray of Debilitation (DA)
  • Revelation (COFSA)
  • Shadow Stride (DA)
  • Shadow World (COFSA)
  • Shroud of Surok (COFSA)
  • Tornado (KCoCaC)
  • Unmaking (KCoCaC)
  • Unstoppable Ascent (COFSA)
  • Vacuum (ATLAS)
  • Wall of Roses (GG)
6th Level
  • Acid Rain (KCoCaC)
  • Dryad's Leap (SC)
  • Gorgon's Grip (COFSA)
  • Investiture of Shadow (DA)
7th Level
  • Cruel Wind (COFSA)
  • Hemoplague (DA)
8th Level
  • Curse of Altered Souls (KCoCaC)
  • Moonfall (ATLAS)
  • Reflective Veil (COFSA)
9th Level
  • End of Days (COFSA)
  • Night Sky (ATLAS)

Summoner

The Summoner class is created by Dragonshard
Cantrips (0 Level)
  • Brine (COFSA)
  • Cheerful Song (COFSA)
  • Fracture (COFSA)
  • Piercing Thorn (SC)
1st Level
  • Arctic Breath (KCoCaC)
  • Haunting Gale (KCoCaC)
  • Hellfire Lash (COFSA)
  • Hunter's Pace (COFSA)
  • Reaper's Scythe (DA)
  • Rimesworn Blade (COFSA)
  • Shrill Whistle (COFSA)
2nd Level
  • Barbed Assault (COFSA)

  • Crackling Arc (KCoCaC)
  • Dissociative Edge (COFSA)
  • Familiar Form (KCoCaC)
  • Gleaming Eye (ATLAS)
  • Heartripper (COFSA)
  • Overcharged (KCoCaC)
  • Skystrike (COFSA)
  • Wolfsbane Trap(COFSA)
3rd Level
  • Creeping Dark (COFSA)
  • Engulfing Thorns (SC)
  • Flaring Cyclone (KCoCaC)
  • Frozen Lance (COFSA)
  • Frozen Rings (ATLAS)
  • Mutate (KCoCaC)
  • Rain of Spiders (KCoCaC)

  • Resonance (COFSA)
  • Serpent's Bite (COFSA)
  • Spider Bite (KCoCaC)
  • Skewering Vines (COFSA)
  • Umbral Form (DA)
  • Unbodied Blade (GG)
  • Vaulting Strike (GG)
4th Level
  • Aerial Barrage (KCoCaC)
  • Cage of Briars (COFSA)
  • Chariot of Discreet Travel (GG)
  • Dark Empowerment (COFSA)
  • Evacuation (GG)
  • Field of Stars (ATLAS)
  • Hunt (COFSA)

  • Mark of Objection (COFSA)
  • Rapid Replication (DA)
  • Room of Displacement (GG)
  • Skewering Branch (SC)
  • Slime Sphere (COFSA)
5th Level
  • Botanical Calling (SC)
  • Constriction (COFSA)
  • Nemesis (COFSA)
  • Nymph's Lullaby (SC)
  • Ray of Debilitation (DA)
  • Spatial Manipulation (KCoCaC)
  • Vorpal Weapon (KCoCaC)
  • Wall of Ooze (COFSA)
  • Wall of Roses (GG)
Part 7 | Spell Lists
92

Spells, Spells,

and even more

Spells

I would love to list all of the people who led to inspiration is this idiom. Sadly there is just sooooo many people involved in all of the individual compendiums, that finding them would forever, and listing even longer.

So instead I will supply links to all the main places where you can find the individual tomes created. This book has just spells, but all the books themselves have much more, including thematic races, creatures, new (sub)classes, crafting systems, and more. So take my word for it and go have a look. The links to their content and where to get it are on this page! ❤️




As for this book itself: enjoy the 285 new spells listed here. I love Dungeons and Dragons, and I wanted to make sure that anyone could do anything while playing the game, so that it would never feel dull. Thank you for reading, and enjoy!

-Carmika








































Compendiums Used in this Idiom of Arcana, Spells and Witchcraft:
 

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