Spell List
Cantrips (0 Level)
- Holy Javelin
- Incite Toxins
- Necrocraft
1st Level
- Divine Flare
- Earthen Spike
- Poison Spill
- Stormlight Drive
- Wails of the Grave
2nd Level
- Caustic Strike
- Card Reading
- Daggerstrike
- Radiant Conflagration
- Shocking Bolts
- Sink Hole
- Thunderous Crash
- Wind Blade
3rd Level
- Call Serpent
- Envenom
- Frigid Reflection
- Frost Nova
- Fungal Ward
- Lightning Flash
- Liquid Acid Coating
- Maddening Whispers
- Sunstrike
- Tendrils of the Bawl
4th Level
- Acid Rain
- Corrosive Devourer
- Electric Net
- Hollow Eyes
- Purifying Bindings
- Repelling Spell Mass
- Vital Exploit
5th Level
- Caestus of the Battle Mage
- Crashing Lightning
- Frosfire Blast
- Great Spell Blade
- Hungry Maw
- Mind Blast
- Rekindle
- Sanctified Rain
- Spell Empowerment
- Storm Calling Shot
- Storm Helix
- Summon Greater Serpent
6th Level
- Bolstering Song
- Divine Mantle
- Extract Thoughts
- Rejuvenating Hot Springs
7th Level
- Angelic Transformation
- Cackling Plague
- Cursed Offering
- Hollow Transformation
- Ooze Transformation
- Planar Anchor
- Serpentine Body
8th Level
- Celestial Judgment
- Virulence
9th Level
- Conjure Arcane Battalion
- Radiance
Cantrips
Holy Javelin
Evocation Cantrip
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
You speak a line of holy words as a spear of radiant light appears in your hand. Make a ranged spell attack against a target within range. On a hit, the target takes 1d8 radiant damage. the target of the attack sheds dim light in a 5 foot radius and the affected creature can't benefit from being invisible for the duration.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Classes: Cleric
Incite Toxins
Conjuration cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
Festering pustules spring across your entire body and burst. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d8 poison damage. If a creature is under the poisoned condition, it instead takes 1d10 poison damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 or 4d10).
Classes: Druid, Sorcerer, Warlock, Wizard
Necrocraft
Necromancy cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You command your power over death, you create one of the following effects within range.
- You instantly cause flowers or other plants to wither.
- You briefly reanimate a small skeleton as if it was a marionette held by strings.
- You cause the whispers of disembodied voices to fill a room in a 30 foot cube.
- You create a small mote of light that points you in the direction of the nearest place of death, such as a graveyard, cemetery, or crypts.
Classes: Cleric, Sorcerer, Warlock, Wizard
1st level
Divine Flare
1st-level evocation
- Casting Time: 1 action
- Range: Self (10 foot radius)
- Components: V, S
- Duration: Instantaneous
You channel the radiant divinity within your realm. A blast of radiant light expels from you and threatens all creatures within 10 feet of you. Each creature in the area must make a Constitution saving throw. On a failed safe, creatures take 2d6 radiant damage and become blinded until the end of your next turn. On a successful save, the creatures takes half damage, and are not blinded.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Classes: Cleric, Paladin
Earthen Spike
1st level transmutation
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S, M (a small pouch of soil)
- Duration: Instantaneous
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A large earthen spike made of compacted soil shoots out towards a creature in the area. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 Piercing damage and is restrained. On a success, they take half damage and are not restrained. The earthen spike then hardens in place and can be broken as an action.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6, and you can conjure an additional spike within range for each slot level above 1st.
Classes: Druid, Ranger, Sorcerer, Wizard
Poison Spill
1st level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a drop of poison)
- Duration: 1 minute
A poison spill covers and pools on the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the poison appears, each creature standing in its area must succeed on a Constitution saving throw or become poisoned. A creature that enters the area for the first time on a turn must also succeed on a Constitution saving throw or become poisoned. A poisoned creature can repeat this save at the end of their turns, ending the condition on a success.
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Stormlight Drive
1st level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (a thin sheet of silver)
- Duration: Concentration, up to 1 minute
Crackling blue energy courses through your body. for the duration your weapon attacks deal an extra 1d6 lightning damage.
As a bonus action on subsequent turns you can end the spell early to grant yourself a temporary boost to your speed. Your walking speed increases by 30 feet until the end of your turn.
Classes: Artificer, Ranger, Warlock
Wails of the Grave
1st level necromancy
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S, M (a pouch filled with grave dirt)
- Duration: Instantaneous
As you extend your hand out you channel the spirits of the dead and send a ghastly wave of the dead from your outstretched hand. Each creature in a 15 foot cone must make a Constitution saving throw. On a failed save, creatures take 2d6 necrotic damage and they can't regain hit points until the start of your next turn. On a success they take half as much damage and they can regain hit points as normal.
An undead who fails the save subtracts 1d4 from the next saving throw it makes before the end of your next turn as the grave calls them back to the realm of the dead.
At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d6 for each slot level above 1st.
Classes: Bard, Cleric, Sorcerer, Warlock
2nd level
Caustic Strike
2nd level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (a weapon covered in vinegar)
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon is coated by acid. The attack deals an extra 2d4 acid damage to the target and they are covered in acid for the spell's duration or until a creature uses it's action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 1d4 acid damage at the start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d4 for each slot level above 2nd.
Classes: Artificer, Ranger, Sorcerer, Wizard
Card Reading
2nd level divination
- Casting Time: 10 minutes
- Range: 5 feet
- Components: V, S, M (a deck of cards)
- Duration: 8 hours
You conduct a ceremony with a special deck of cards targeting a creature within range as you foretell its future within the coming day. You shuffle the deck of cards and draw one card to indicate a potential future for the target. Roll a d8 to determine the effect of the spell, You can use an altered deck of playing cards to simulate the deck.
| d8 | Card effect |
|---|---|
| 1.A♥ | For the duration, the target can add 1d4 to Strength checks. |
| 2.K♥ | For the duration, the target can add 1d4 to Dexterity checks. |
| 3.Q♥ | For the duration, the target can add 1d4 to Constitution checks. |
| 4.J♥ | For the duration, the target can add 1d4 to Intelligence checks. |
| 5.A♣ | For the duration, the target can add 1d4 to Wisdom checks. |
| 6.K♣ | For the duration, the target can add 1d4 to Charisma checks. |
| 7.Joker | Roll a d6, the card effect's die becomes a d6 for the duration. |
| 8.A♦ | For the duration, the target can add 1d4 to saving throws. |
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Daggerstrike
2nd level enchantment
- Casting Time: Casting Time
- Range: Touch
- Components: V, S, M (two daggers worth 2 gp each )
- Duration: Concentration, up to 1 minute
You enchant a pair of daggers with magic that enhances them. For the duration, the daggers count as magical and they have a range of 60/120 feet. When the wielder takes the attack action with these dagger they hurl both of them. Making an attack for each dagger. Additionally, the daggers return to their wielder's hand immediately after they are use to make an attack.
Classes: Ranger, Sorcerer, Wizard
Radiant Conflagration
2nd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You become a vessel from a fragment of divinity as divine light radiates from within you as you shed bright light in a 10 foot radius.
Until the spell ends, your attacks deals 1d6 radiant damage when you hit a creature.
As a bonus action on your turn when you hit a creature with an attack you can end the spell and deal an additional 2d8 radiant damage as you deliver a burst of radiance.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the second instance of damage increases by 1d8 for every two slot levels above 2nd.
Classes: Cleric, Paladin
Sink Hole
2nd level conjuration
- Casting Time: 1 action
- Range: 60 ft.
- Components: V, S
- Duration: Concentration, up to 1 minute
You conjure a hole into an extra dimensional space. The space covers a 10 foot square on a flat surface and has a depth of 10 feet. Since the opening of the hole goes into an extra dimensional space the material of the underlying ground does not matter.
Any creature standing in the area where you first conjure the hole must make a Dexterity saving throw. On a success, the creature jumps to safety to an unoccupied space outside the hole's area. On a failure the creature falls in and takes fall damage as normal. A creature that ends it's turn within 5 feet of the hole's opening must make a Dexterity saving throw to avoid falling into the hole, as the edges of the hole are sloped. Additionally, a creature who is shoved or pushed in by a similar effect does not get a Dexterity saving throw to avoid falling into the hole.
A creature within the hole can make a Strength (Athletics) check equal to your spellcasting DC in order to be able to climb the walls out of the hole. Creatures with a climbing speed have advantage to climb the wall. Creatures within the hole at the end of the spell's duration or when you lose concentration are safely ejected out to a space within 10 feet of the hole.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the depth of the hole increases by 5 feet for each slot level above 2nd.
Classes: Druid, Ranger, Sorcerer, Wizard
Shocking Bolts
2nd level evocation
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S
- Duration: Instantaneous
A sharp bolt of lightning leaves your fingers at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it can't take reactions until the start of its next turn. Hit or miss, the lightning leaps to other creatures. each creature other than the original target within 10 feet of it must succeed on a Dexterity saving throw or take 2d10 lightning 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 3rd level or higher, the second instance of damage increases by 1d10 for each slot level above 2nd.
Classes: Druid, Sorcerer, Warlock, Wizard
Thunderous Crash
2nd level conjuration
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 30 feet of you.
- Range: 30 ft
- Components: V, S
- Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately upon your arrival thunder bellows from you, and each creature within 10 feet of you must make a Constitution saving throw, taking 1d8 thunder damage on a failed save and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. The thunder can be heard from up to 300 feet.
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.
Classes: Druid, Ranger, Warlock
Wind Blade
2nd level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You bring together strong winds as they coalesce into your hand as a blade. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d6 slashing damage on a hit and has the finesse, and light properties. Additionally, while you are holding the blade you can use your action to create strong winds in a 30 feet long and 10 feet wide line. Each creature in the line must succeed on a Strength saving throw or be pushed 10 feet away from you.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d6.
Classes: Druid, Ranger, Sorcerer, Wizard
3rd level
Call Serpent
3rd level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a serpent's fang)
- Duration: Instantaneous
You conjure two semi-translucent serpents that rise from the ground within a 5 foot square you can see within range. Each serpent can appear in a different 5 foot square. When the serpents appear they attack a creature within 10 feet of them. Make a spell attack for each serpent. On a hit, the target takes 3d6 piercing damage and it must make a Constitution saving throw or become poisoned until the end of your next turn on a failure.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you conjure one additional serpent for each slot level above 3rd.
Classes: Druid, Sorcerer, Warlock, Wizard
Envenom
3rd level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You conjure a poisonous coating onto your hands that reacts violently when you attack. Until the spell ends, any attack you make with a weapon deals 2d4 extra poison damage when you hit a creature with it. Additionally, when you hit a creature with a weapon coated with your venom they must make a Constitution saving throw or become poisoned for 1 minute, they can repeat this safe at the end of each of their turns to neutralize the poison. A creature that saves against the poison can't be poisoned again for 24 hours. Or if they are hit by this spell again if it was casted at a higher level.
In addition, you can choose to forgo the extra damage at the start of your turn until the start of your next turn. If you do, you can make a ranged spell attack with a range of 60 feet to lob a blob of poison at a space within range. Each creature within 5 feet of that space must make a Constitution saving throw or take 2d4 poison damage and become poisoned for 1 minute, or half as much on a success and not become poisoned. A creature poisoned in this way can repeat this safe at the end of each of their turns to neutralize the poison. A creature that saves against the poison can't be poisoned again for 24 hours. Or if they are hit by this spell again if it was casted at a higher level.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for every two slot levels above 3rd.
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Frigid Reflection
3rd level Conjuration
- Casting Time: 1 Reaction, which you take when a hostile creature you can see within range misses with an attack.
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You manifest a mirror made of icy water. When a hostile creature misses with an attack you can see you can redirect the blow to another creature within range. The triggering creature rerolls their attack against a new target you choose as the attack is magically reflected to the chosen creature. On hit, the attack deals cold damage.
Classes: Druid, Sorcerer, Wizard
Frost Nova
3rd level Evocation
- Casting Time: 1 Action
- Range: Self (20 foot radius)
- Components: S, M (a drop of water)
- Duration: Instantaneous
A blast of winter air expels from around you chilling all creatures in a 20 foot radius centered on you. Each creature other than you within the radius must make a constitution saving throw. A target takes 6d8 cold damage on a failed save and has their movement speed reduced to 0 until the end of their next turn, or half as much damage on a successful one and does not have their movement speed reduced.
The winter air spreads around corners. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d8 and the radius increases by 5 feet for each slot above 3rd.
Classes: Druid, Sorcerer, Wizard
Fungal Ward
3rd level transmutation
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (an ivory mushroom worth at least 100gp which the spell consumes)
- Duration: Until dispelled or triggered
When you cast this spell you ward a mushroom which you plant, or one that is already growing from the ground, as it rapidly grows. This later triggers a magical effect which you choose. The mushroom doubles in size and glows a faint light (you may choose the color it glows) in a 10 foot radius. If the mushroom is unearthed the spell ends early without effect. The mushroom reads as magical if targeted by a detect magic spell.
You decide the triggering characteristics of the ward when you cast the spell. Touching or coming into a certain distance within the ward are common triggers for such fungal wards.
You may choose creatures to exclude from triggering the ward, or set a phrase as a condition to meet for creatures not to trigger the ward when coming into contact with it.
When you set the ward, you can chose one of the following effects to trigger:
- Poisonous Spores. When triggered the mushroom explodes into a cloud of spores that covers a 20 foot radius centered on the warded mushroom. Each creature in the area must make a Constitution saving throw or take 6d6 poison damage and become poisoned for 1 minute, or half as much on a success and is not poisoned. A creature poisoned this way takes 1d6 poison damage at the start of their turns for the duration, they can repeat the save at the end of their turns, and end the condition on a success.
- Stunning Spore. When triggered the mushroom explodes into a cloud of spores that covers a 15 foot radius centered on the warded mushroom. Each creature in the area must make a Constitution saving throw or become stunned for 1 minute. A creature stunned this way can repeat the save at the end of their turns, and end the condition on a success.
- Drowsy Spores. When triggered the mushroom explodes into a cloud of spores that covers a 10 foot radius centered on the warded mushroom. Each creature in the area must make a Constitution saving throw or be poisoned for 10 minutes. A creature poisoned this way falls unconscious for the duration. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
Lightning Flash
3rd level evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, M (a melee weapon worth at least 1 sp)
- Duration: Instantaneous
You dash forward in a straight line towards a target creature within range as you transform into a bolt of lightning. Each other creature in the line excluding you and the target must make a Dexterity saving throw, taking 3d8 lightning damage on a failed save, and half as much damage on a successful one. You revert back into your normal form and make a melee weapon attack against the target. On a hit the target takes an additional 4d8 lightning damage.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, both instances of damage increase by 1d8. Additionally, you may target another creature after you make your melee weapon attack for each slot level above 3rd.
Classes: Artificer, Ranger
Liquid Acid Coating
3rd level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (lemon juice)
- Duration: Concentration, up to 1 minute
You conjure a viscous acid that coats a weapon or suit of armor made of metal, wielded or worn by a creature that you can see within range. The target must make a Dexterity saving throw or take 4d4 acid damage on a failure, and their weapon or armor is coated by the acid. On a success, the target takes half as much damage.
Until the spell ends, on subsequent turns while the creature is wielding or wearing the weapon or armor coated in acid they take a 1d4 penalty to attack rolls made with that weapon, and attacks made against them gain a bonus equal to a roll of a 1d4 while they are wearing that armor. Additionally, you may use your bonus action to deal 2d4 acid damage.
Nonmagical weapons or suit of armors made of metal coated by the acid for the full duration of the spell are destroyed as the acid corrodes them.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both instances of damage increase by 1d4 for each slot level above 3rd
Classes: Artificer, Druid, Sorcerer, Wizard
Maddening Whispers
3rd level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You whisper a revelation of inconceivable truth into the mind of a creature within range. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 4d8 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target is haunted by the whispers of a greater understanding until the end of your next turn. During that time, it rolls a d6 and subtracts the number rolled from attack rolls or saving throws it makes.
Classes: Bard, Sorcerer, Warlock, Wizard
Sunstrike
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 turn
A sphere of sunlight appears 10 feet above a creature within range of a point you choose. The sphere sheds bright sun light for 30 feet and dim light for an additional 30 feet. The light remains there until the end of your next turn.
A blade of sunlight falls upon the creature within the point you choose. That creature must make a Constitution saving throw. On a failed save, the creature takes 6d8 radiant damage and is blinded until the end of their next turn. On a successful save it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this save.
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 above 3rd.
Classes: Cleric, Paladin
Tendrils of the Bawl
3rd-level conjuration
- Casting Time: 1 action
- Range: Self (15-foot radius)
- Components: V, S
- Duration: Concentration, up to 10 minutes
An inky dark liquid flows from your eyes and spills into a dark purple undulating pool of ichor around you in a 15 foot radius, small tendrils can be seen poking out from it's surface. The area within the pool is difficult terrain for creatures other than you and it moves with you.
When you cast this spell, choose a creature within 15 ft of you that you can see. Large tendrils rise from the pool and lash out at that creature. That creature must make a Dexterity saving throw or take 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
On each of your turns until the spell ends, you can use your action to cause another tendril to attack in this way again, targeting the same creature or a different one.
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.
Classes: Cleric, Sorcerer, Warlock
4th level
Acid Rain
4th level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (crushed tomatoes)
- Duration: Concentration, up to 1 minute
A storm of acidic rain falls in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. when a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or be covered in the acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 8d4 acid damage at start of each of its turns. Any nonmagical objects made of metal that remain in the cylinder for the duration of the spell are destroyed.
Classes: Artificer, Druid, Sorcerer, Wizard
Corrosive Devourer
4th level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (orange juice)
- Duration: 8 hours
You alter the physiology of the creature you touch, as it grows a toothy maw and its stomach acid is altered. For the duration, the target gains a natural weapon in the form of a bite attack that deals 1d4 piercing damage and 1d4 acid damage. The natural weapon is considered to be magical.
In Addition, the target can consume inorganic matter such as various metals, ores, and other minerals. Organic matter that might be hazardous otherwise such as rotting meats, mold, and disease stricken food. The target may still extract nutrition from them, and the target is immune to any poisons and diseases they consume this way.
Classes: Artificer, Druid, Sorcerer, Wizard
Electric Net
4th level evocation
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S, M (silver wire)
- Duration: Concentration, up to 10 minutes.
You cast out a net of electricity at a point within range. The net fills a 30 foot radius for the duration. The electric net is difficult terrain and sheds bright light out to 30 foot from it, and dim light for 20 feet further.
Creatures in the area of the net when you cast this spell must make a Dexterity saving throw or be restrained. A creature restrained by the net or another creature can use their action to make a Strength check against your spell save DC. If it succeeds, the restrained creature is no longer restrained.
A creature that ends it's turn within the net's area must make a Constitution saving throw or be stunned. At the end of each of its turns, a creature can make another Constitution saving throw. On a success, the creature is no longer stunned.
Classes: Druid, Ranger, Wizard
Hollow Eyes
4th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a preserved eyeball in a vial)
- Duration: Concentration, up to 1 minute
A small bead of darkness flutters from your finger towards a creature you can see within range. That creature must make a Constitution saving throw, On a failed save, the creature is blinded and it takes 4d8 necrotic damage as smoke rises from their eyes. The blinded creature takes 2d8 necrotic damage at the end of each of its turn, and it can make a Constitution saving throw to end the effect.
A creature killed by this spells falls to the ground with hollowed eyes as the smokes consumes them.
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.
Classes: Cleric, Sorcerer, Warlock
Purifying Bindings
4th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (an consecrated amulet worth 50 gold)
- Duration: Concentration, up to 1 minutes
Radiant light entraps a creature you can see within range. The target must succeed a Dexterity saving throw. On a failed save save, the creature is restrained and it takes 4d8 radiant damage. A creature trapped in the light takes 4d8 radiant damage at the end of each of its turn, and it can make a Charisma saving throw to attempt to break free from the light. On a success the creature breaks the light and the spell ends. Undead and fiends have disadvantage on the charisma save to escape the light.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Classes: Cleric, Paladin
Repelling Spell Mass
4th level evocation
- Casting Time: 1 action
- Range: Self (15 foot radius)
- Components: V, S
- Duration: Concentration, up to 10 minute
You create five orbs of pure magical force. They hover and orbit above you for the spell's duration. For the duration, the magical orbs defend a 15 foot radius centered on you. When a creature first enters the area on a turn, one of the magical orbs propels itself towards them, they must make a Strength saving throw or take 4d8 Force damage and be pushed 15 feet away from you on a failed save, or take half as much damage and aren't pushed on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 and the distance pushed increases by 5 feet for each slot level above 4th.
Classes: Sorcerer, Wizard
Vital Exploit
4th level necromancy
- Casting Time: 1 reaction, which you take when a creature within 60 feet is hit by a critical hit
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You exploit the moment a creature takes a grievous wound. The target must make an Intelligence saving throw or take 4d10 psychic damage and on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Classes: Cleric, Sorcerer, Warlock, Wizard
5th level
Caestus of the Battle Mage
5th level evocation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
You imbue the fists of a willing creature with a pure magical force that condenses around them forming a battle glove. For the duration, making unarmed strikes deal an extra 2d8 Force damage on a hit. If the unarmed strikes aren't already magical, they become magical for the duration. When the target of the spell hits with these magical strikes they can choose to forgo the damage bonus (no action required), to instead force the creature they hit to make a Constitution saving throw. On a failure, they must either take an action or move, but not both on their next turn.
Classes: Sorcerer, Wizard
Crashing Lightning
5th level evocation
- Casting Time: 1 action
- Range: 150 ft
- Components: V, S, M (a melee weapon worth at least 1 sp)
- Duration: Instantaneous
You arch upwards in a flash of lightning and come crashing down onto a point within range. Each creature other than you within a 30 foot radius must make a Dexterity saving throw or take 8d8 lightning damage and is stunned until the end of your next turn. On a successful save, the creature takes half as much damage and isn't stunned.
You can then teleport to an unoccupied space you can see within 5 feet of a target that failed their saving throw, and make one melee weapon attack against it. On hit, you deal an en extra 2d8 lightning damage.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, the first instance of damage increases by 1d8 for each slot level above 5th.
Classes: Druid, Ranger, Sorcerer, Wizard
Frosfire Blast
5th level Evocation
- Casting Time: 1 Action
- Range: 120 ft, (20 foot radius)
- Components: V, S
- Duration: Instantaneous
You send out rays of fire and ice at a creature within range. You can hurl them at one target or two.
Make a ranged spell attack for each ray. On hit, the target takes 4d6 fire damage from the fire ray, and 4d6 cold damage from the other
A creature that is hit by both rays, and creatures within a 20 foot radius centered on the target, must make a Dexterity saving throw as the two elements cause an explosion. Taking 8d6 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 6th level or higher the damage of the explosion increases by 1d6 for each slot above 5th.
Classes: Druid, Sorcerer, Wizard
Great Spell Blade
5th level evocation
- Casting Time: 1 action
- Range: Self (30 foot cone)
- Components: V, S
- Duration: Instantaneous
You condense pure magical force into a blade that you hold in a free hand and slash extending the blade. Each creature in a 30 foot cone must make a Strength saving throw or take 5d8 Force damage and are pushed upward 15 feet or is knocked prone on a failure, or take half damage and aren't pushed upward or knocked prone on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 and the distance pushed increases by 5 feet for each slot level above 5th.
Classes: Sorcerer, Wizard
Hungry Maw
5th level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (the gizzard of a worm)
- Duration: Concentration, up to 1 minute
You conjure a huge maw that you send at a creature you can see within range. You attempt to send the target to an extra dimensional space that mimics the stomach of a gargantuan worm. The target must make a Charisma saving throw or take 4d8 piercing damage and is teleported into the extra dimensional space.
The target is blinded and restrained while inside the space, and at the end of each of their turns they must make a Charisma saving throw or take 2d8 acid damage on a failure. The target reappears in the space it left or in the nearest unoccupied space if that space is occupied on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Classes: Druid, Sorcerer, Warlock, Wizard
Mind Blast
5th level enchantment
- Casting Time: 1 action
- Range: Self (60 foot cone)
- Components: V, S
- Duration: Instantaneous
You attempt to shatter the minds of creatures before you as you interpose your thoughts into their minds driving them to madness. Each creature of your choice in a 60-foot cone must make an Intelligence saving throw. On a failed save, a target takes 6d8 psychic damage and is stunned until the end of their next turn. On a successful save, a target takes half as much damage and isn't stunned.
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.
Classes: Bard, Sorcerer, Warlock, Wizard
Rekindle
5th level Evocation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You wreathe soothing fire around a creature. When you cast this spell and as a bonus action thereafter, the target regains hit points equal to 4d8 + your spellcasting ability modifier.
While the target is wreathed in flames they shed bright light in a 10 foot radius and dim light in an additional 10 feet, and they gain resistance to fire damage. In addition, if the target would be reduced to 0 hit points as a result of taking damage, the target instead drops to 1 hit point. They regain hit points equal to 2d8 + your spellcasting ability modifier, and the spell ends.
Classes: Druid
Sanctified Rain
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (holy water or powdered silver and iron worth 50 gp, which the spell consumes)
- Duration: Concentration, up to 1 minute
A rain cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you.
Soothing rain falls from the clouds above creating a temporary hallowed area. Creatures you designate within the rain can't be charmed, frightened, or possessed by aberrations, celestials, elementals, fey, fiends, or undead. If the targets are already charmed, frightened, or possessed by such a creature, the targets have advantage on any new saving throw against the relevant effect. Additionally, creatures of those types have disadvantage on attack rolls against the targets.
Classes: Cleric, Druid, Paladin, Warlock, Wizard
Spell Empowerment
5th level abjuration
- Casting Time: 1 reaction, which you take when you fail a saving throw from a spell or are the target of a spell
- Range: Self
- Components: S, V
- Duration: 1 round
You attempt to absorb the power of a harmful spell. If the creature is casting a spell of 3rd level or lower, you half the damage of the spell. You gain a number of d6s equal to half the level of the spell you absorbed rounded down, up to a maximum equal to your spellcasting modifier.
If the spell is of 4th level or higher, make an ability check using your spellcasting modifier. The DC equals 10 + the spell's level. On a success, you absorb the spell.
Until the end of your next turn, when you would cast a damaging spell, you can deal an amount of extra force damage equal to the d6s you have absorbed.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you automatically half the damage of a spell of 4th level, and one level higher for each spell slot above 5th.
Classes: Sorcerer, Wizard
Storm Calling Shot
5th level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (an arrow or bolt which the spell consumes)
- Duration: 1 round.
You shoot an arrow or a bolt with a ranged weapon that is charged with elemental lightning. Make a ranged weapon attack. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Additionally, If the arrow or bolt hits the creature they become a lighting rod, and at the end of their next turn after being hit with this spell a bolt of lightning comes crashing down on them spreading out like a web. Creatures of your choice within a 20 foot radius centered on the creature hit by the arrow or bolt must make a Dexterity saving throw or take 5d10 lighting damage, or half as much on a success.
Classes: Ranger
Storm Helix
5th level evocation
- Casting Time: 1 action
- Range: 120 ft
- Components: V, S, M (a small ball of silver)
- Duration: Concentration, up to 1 minute.
You manifest a bead of a storm filled with crackling lightning that lashes out at creatures within 30 feet of the bead. Each creature within the 30 foot radius must make a Strength saving throw or be pulled 25 feet in a straight line towards the bead and take 3d10 lightning damage on a failed save, or half as much damage and isn't pulled towards the bead on a successful one. The lightning lashes make the area within the bead difficult terrain.
When a creature starts its turn in the area of the bead, the creature must make a Constitution saving throw. On a failed save, the creature takes 4d10 thunder damage and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, each instance of damage increases by 1d10 for each slot level above 5th.
Classes: Druid, Sorcerer, Warlock, Wizard
Summon Greater Serpent
5th level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an idol of a serpant worth at least 500gp)
- Duration: Concentration, up to 1 hour
You call forth a serpentine spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Serpentine Spirit stat block. When you cast this spell, choose a type of serpent: hydra, sea, venomous. The creature resembles a serpent of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
6th level
Bolstering Song
6th level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You let out a hymn of beauty and valor towards a creature that can see or hear you. The target gains 60 temporary hit points, and while the target has these temporary hit points they are immune to being charmed, and have advantage on Strength and Dexterity skill checks.
Classes: Bard
Divine Mantle
6th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (Vestments worth 500 gp)
- Duration: Concentration, up to 10 minute
You are suffused with the divinity of the realm. You gain the following benefits until the spell ends:
- You have advantage on all Wisdom (Insight) checks.
- You have advantage on Wisdom and Charisma saving throws.
- You gain a +2 bonus to AC. Additionally as a bonus action you can impart this bonus to another creature within 60 feet. On subsequent turns you can designated another creature to gain this bonus (only one creature can benefit from this bonus at a time).
- When you cast this spell, and as a bonus action there after, you can split some of the divine magic within it and give a creature within 60 feet of you temporary hit points equal to 2d8 + you spellcasting modifier.
Classes: Cleric
Extract Thoughts
6th level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You enter into the mind of a creature within range, as you forcefully extract a strand of knowledge from their head. The target must make a Wisdom saving throw. On a failure, the creature takes 5d10 psychic damage, its incapacitated until the end of your next turn, and you learn one piece of information within the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. The damage can't reduce the target's hit points below 1. On a success, the target takes half as much damage and suffers no other effects.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can learn one piece of information from the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Classes: Bard, Sorcerer, Warlock, Wizard
Rejuvenating Hot Springs
6th level Conjuration
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V, S, M (gems and herbs worth 500 gp each, which the spell consumes when it becomes permanent)
- Duration: 6 hours
You call upon the spirits of nature to create a soothing haven as you conjure a natural hot springs. The area can be as small as a 20 foot cube or as large as a 60 foot cube. There must be sufficient space to hold the hot springs and it cannot occupy the same space as buildings and other structures. If you cast this spell in the same area every day for a year the spell becomes permanent.
Restorative waters. The magical hot spring is always the perfect temperature regardless of the weather. Additionally it has the following benefits:
- A creature in the hot spring looses one level of exhaustion for every hour they spend inside the water.
- A creature in the hot spring regains hit points equal to your spellcasting modifier for every 10 minutes they spend inside the water.
- A creature in the hot spring is cleansed of any poisons and diseases after 1 hour inside the water.
- A creature in the hot spring gains a bonus to their initiative rolls equal to your spellcasting modifier for the next 8 hours if they spend at least 1 hour in the hot spring.
7th level
Angelic Transformation
7th-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a chalice worth at least 500 gp)
- Duration: Concentration, up to 1 minute
You channel the celestial judgment of the seraphim as their divine ardor fills you with their magic. You gain the following benefits until the spell ends.
- Wings. Angelic wings sprout from your back, giving you a flying speed of 60 feet.
- Truesight. You have truesight with a range of 30 feet. Within the range you can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
- Angelic Blast. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can send out a mote of radiance at a creature within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 4d8 radiant damage.
Classes: Cleric
Cackling Plague
7th level enchantment
- Casting Time: 1 action
- Range: Self (30 foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
You enter into a controlled state of madness as you bellow out a maddening laughter that you share with creatures within range. Creatures of your choice that can hear you must make a Wisdom saving throw. On a failure, the targets perception of reality warps as they start to laugh uncontrollably and are incapacitated. If a creature starts its turn within 10 feet of a laughing creature they must make a Wisdom saving throw or fall into the same fit of laughter.
At the end of each of its turns, and each time it takes damage, a target can make another Wisdom saving throw. A target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Classes: Bard, Sorcerer, Warlock, Wizard
Cursed Offering
7th level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of ash, dried blood, and chalk)
- Duration: Concentration, up to 1 minute
You offer creatures as offerings to the far realms. You conjure a hole into an extra dimensional space within a living creature of the far realms. The space covers a 20 foot square on a flat surface and has a depth of 30 feet. Since the opening of the hole goes into an extra dimensional space the material of the underlying ground does not matter. You may just as easily create the hole upon a ship's deck as you would the ground of a cavern, or the courtyard of a castle.
Any creature standing in the area where you first conjure the hole must make a Dexterity saving throw. On a success, the creature jumps to safety to an unoccupied space outside the hole's area. On a failure the creature falls in and takes fall damage as normal. A creature that ends it's turn within 5 feet of the hole's opening must make a Dexterity saving throw to avoid falling into the hole, as the edges of the hole are sloped. Additionally, a creature who is shoved or pushed in by a similar effect does not get a Dexterity saving throw to avoid falling into the hole.
At the start of their turns, a creature within the hole must make a Constitution saving throw or take 8d8 necrotic damage on a failure, or half as much on a success. A creature within the hole can make a Strength (Athletics) check equal to your spellcasting DC in order to be able to climb the walls out of the hole. Creatures with a climbing speed have advantage to climb the wall. Creatures within the hole at the end of the spell's duration or when you lose concentration are safely ejected out to a space within 10 feet of the hole.
A medium creature killed by this spell rises at the start of your next turn as a cursed offering* in an unoccupied space within 10 feet of the hole's opening as they are spat out, that is permanently under your command, following your verbal orders to the best of its ability.
Classes: Cleric, Sorcerer, Warlock, Wizard
Hollow Transformation
7th-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (an engraved burial stone with obsidian shards worth at least 500 gp )
- Duration: Concentration, up to 1 minute
You channel the magic from the realms of death into yourself causing a transformation. You gain the following benefits until the spell ends:
- You are immune to poison damage and resistant to necrotic damage.
- You are Immune to the frightened condition.
- Paralyzing Touch. When you cast this spell, and as an action on subsequent turns for the duration, you can make a melee spell attack at a creature. On hit, the target takes 4d8 necrotic damage and it must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Wails of the Dead. When you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to explode with deathly energy. Each creature of your choice within 30 feet of you must make a Wisdom saving throw or take 6d8 necrotic damage on a failed save and become frightened of you until the end of their next turn, or half as much damage and not become frightened on a successful one.
Classes: Cleric, Sorcerer, Warlock, Wizard
Ooze Transformation
7th level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (crystallized ooze worth 500 gp)
- Duration: Concentration, up to 1 minute
Your body is coated by green ooze as you grant yourself an offensive and defensive coating of acidic ooze. You gain the following benefits until the spell ends:
- You are immune to Acid damage
- You are immune to the Prone condition.
- Amorphous Form. You can move through a space as narrow as 1 inch wide without squeezing.
- Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
- Pseudopod shot. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can make a ranged spell attack at a creature within 60 feet of you. On hit, the target takes 4d8 acid damage, and the next attack roll made against this target before the end of your next turn has advantage.
Classes: Druid, Sorcerer, Wizard
Planar Anchor
7th level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a forked, metal rod worth at least 250 gp)
- Duration: Concentration, up to 1 hour
You send forth a spear of condensed magical power towards a creature you can see within range. The creature must make a Dexterity saving throw. On a failure, it takes 12d8 Force damage and they cannot use any conjuration magic or any similar effect that would allow them to teleport between locations or between planes of existence like the plane shift spell, so long as you are concentrating on the spell.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 and you can target an additional creature for each slot level above 7th.
Classes: Sorcerer, Wizard
Serpentine Body
7th level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a snakes shed skin encased in an amulet worth at least 500 gp)
- Duration: Concentration, up to 1 minute
You let out a loud hiss as the power of serpents flows into your body, as you take on serpentine features. You gain the following benefits for the duration:
- You gain immunity poison and the poisoned condition.
- You have advantage on saving throws against spells.
- Poisonous Body. When a creature hits you with a melee attack it takes 1d8 poison damage.
- Constrict. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can transform your body to be more serpent like. Make a melee spell attack. On hit, the target takes 4d8 bludgeoning damage and you may grapple them if they are huge or smaller. A creature can make an escape check against your spell save DC. Until this grapple ends, the target is restrained, and you can use your bonus action to deal 2d8 bludgeoning damage to it. You can only constrict one creature at a time.
Classes: Druid, Sorcerer, Warlock, Wizard
8th level
Celestial Judgment
8th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a gilded gabble)
- Duration: Instantaneous
You attempt to send one creature that you can see within range to face a celestial judge. The target must succeed on a Charisma saving throw or face judgment.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. As it returns it takes 8d8 radiant damage. If the target is undead or a fiend it takes 10d8 radiant damage instead.
Additionally, the creature suffers from the effects of forced planar travel as it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. Undead and fiends are instead paralyzed.
Classes: Cleric
Virulence
8th-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You unleash a plague in a 30-foot-radius sphere from a point within range. Each creature of your choice in that area must make a Constitution saving throw. On a failed save, it takes 10d8 necrotic damage, or half as much damage on a successful save. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
A creature killed by this damage rises up as a Ghast at the start of your next turn.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (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 creatures are under your control for 8 hours, after which they stop obeying any command you have given them.
Classes: Cleric, Sorcerer, Warlock, Wizard
9th level
Conjure Arcane Battalion
9th level conjuration
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a metal plate worth at least 500 gp)
- Duration: Instantaneous
You conjure a squadron of troops to momentarily aid you in battle within range. You summon five troops that you choose when you cast the spell between the following: Archer, Knight, Mage, and Priest. Each of which has a different effect when conjured to your side.
- Archer. The archer shoots an arrow at a creature within range. Make a ranged spell attack against a creature. On hit, they take 5d12 force damage and they must make a Constitution saving throw. On a failure, they become incapacitated until the end of their next turn.
- Knight. The Knight rushes towards a creature within range and shields them from harm giving them a bonus to their AC equal to your spellcasting modifier until the end of your next turn. A creature can only benefit from this effect once when you cast this spell.
- Mage. The Mage sends an arcane barrage at a point within range. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failure, take 4d12 force damage, or half as much on a successful save.
- Priest. The Priest targets one creature within range and they gain 4d10 temporary hit points.
Classes: Sorcerer, Wizard
Radiance
9th-level evocation
- Casting Time: 1 action
- Range: 500 feet
- Components: V, S, M (a sunstone worth 1000 gp)
- Duration: Instantaneous
You call down the power of the sun as you coalesce its radiance into five different pillars of divine light. Each creature in a 40 foot radius, 40 foot high cylinder centered on five points you choose must make a Dexterity saving throw. A creature takes 10d10 radiant damage and 10d10 force damage on a failed save. The target is turned to ash if this damage leaves it with 0 hit points. They otherwise are blinded for 1 minute. On a successful save, the target takes half as much damage. At the end of each of its turns, an affected creature can make a Constitution saving throw to end the blindness. A creature in the area of more than one pillar is affected only once. This spell disintegrates nonmagical objects caught in its radius.
Classes: Cleric
Cursed Offering
Medium aberration, Unaligned
- Armor Class 13 (natural armor)
- Hit Points 16 (4d6+2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 12 (+1) 11 (+0) 14 (+2) 3 (-4)
- Senses darkvision 60 ft., passive Perception 12
- Languages understands commands given in any language but can't speak
- Challenge 1/4 (50 XP)
Confounding Aura. Creatures within 10 feet of the Cursed Offering that aren't it's creator have disadvantage on attack rolls against creatures other than the cursed offering.
Bound Creature. The cursed offering is a creature created through sacrifices to a hungering creature from the infinite realms and are bound to it and the one who conducted the ritual. So long as they are on the same plane of existence the cursed offering and its creator can telepathically communicate with one another.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: takes 4 (1d6 + 1) slashing damage.
Tentacle. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: The target is grappled (escape DC 11) and takes 6 (2d4 + 1) necrotic damage.
Serpentine Spirit
Large Beast, Neutral
- Armor Class 13 + the level of the spell (natural armor)
- Hit Points 50 + 10 for each spell level above 5th (the serpent has a number of Hit Dice [d10s] equal to the level of the spell)
- Speed 30 ft., climb 30 ft., swim 60 ft (sea only).
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 14 (+2) 14 (+2) 10 (+0)
- Damage Resistances Cold (sea only)
- Damage Immunities Poison (venomous only)
- Condition Immunities Poisoned (venomous only)
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
- Languages understands the languages you speak
- Challenge -
Amphibious (sea only). The serpent can breathe air and water
Reactive Heads (hydra only). The serpent gets an amount of extra heads equal to half the spell's level (rounded down), it gets an extra reaction that can be used only for opportunity attacks equal to the amount of heads it has.
Vile Venom (venomous only). The serpent ignores resistance to poison damage.
Actions
Multiattack. The serpent makes a number of attacks equal to half the spell's level (rounded down)
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell's level piercing damage + 1d6 poison damage
Brine Bullet (sea only). Ranged Weapon Attack: your spell attack modifier to hit, reach 120 ft., one target. Hit: 1d10 + 4 + the spell's level cold damage.
Arden's
Codex of Spells
A collection of spells crafted and put together by ArgenisDBarrios. With 60 spells from cantrips to 9th level featuring all 13 damage types. Bring about celestial judgment as you rain down the wrath of their radiance, conjure eldritch maws to devour your foes, transform into various powerful forms, conjure forth a squadron of arcane soldiers to your side, and tap into the elements with these spells within your hands.
Arden's Codex of Spells (V1.0)
Artist Credit
- Demonic Tutor by Anato Finnstark Cover
- Grand Armillary by Emilio Grasso pg 2
- Day of Judgment by Anato Finnstark pg 15
- Saw It Coming by Anato Finnstark Back Cover
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