Expanded Arcane Spells

by CassBrews

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Expanded Arcane Spells

This document brings a new selection of spells available to the largest selection of classes: artificers, bards, sorcerers, warlocks, and wizards. Some of these spells are adaptations of spells from prior editions and Pathfinder, while others are my own designs.

Acidic Spray

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: Instantaneous

A spray of acid erupts from your outstretched hand. Each creature in a 60-foot long, 5-foot wide line must make a Dexterity saving throw, taking 10d6 acid damage on a failure, or half as much damage on a success. A creature that fails its saving throw must make another Dexterity saving throw at the end of its next turn, taking 5d6 acid damage on a failure.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage (initial and subsequent) increases by 1d6 for each slot level above 5th.

Classes: Artificer, Sorcerer, Warlock, Wizard

Battering Blast

3rd-level evocation


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

You hurl a fist-sized sphere of force resembling a sphere of spikes to ram a designated creature. Make a ranged attack roll. On a hit, the target takes 4d6 force damage and must make a Strength saving throw. On a failure, its pushed up to 15 feet away from you and knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create an additional sphere of force for every two spell levels above 3rd. You can direct the spheres at the same target or at different ones. Make a separate attack roll for each sphere.

Classes: Artificer, Sorcerer, Wizard

Boneshaker

2nd-level necromancy


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

You violently take control of a living creature's skeleton, rattling it within its flesh. The target must make a Constitution saving throw, taking 3d6 bludgeoning damage on a failure, or half as much damage on a success. Because damage from this spell is caused internally, it cannot be reduced by any means.

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.

Classes: Sorcerer, Warlock, Wizard

Boneshatter

5th-level necromancy


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

You cause a target you can see within range's skeleton (or exoskeleton) to splinter. The target must make a Constitution saving throw, taking 8d6 piercing damage on a failure, or half as much damage on a success. Because damage from this spell is caused internally, it cannot be reduced by any means. A creature that fails its saving throw also suffers a level of exhaustion from the pain and exertion of the transformation.

Classes: Sorcerer, Warlock, Wizard

Brilliant Inspiration

6th-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature golden instrument, worth at least 1,000 gp)
  • Duration: Concentration, up to 1 minute

You open a link between your mind and the mind of a creature you touch, giving advice and encouragement for the duration of the spell. Each time the creature makes an attack roll or ability check, it rolls two d20s and takes the better result. If any roll is a natural 20, the spell ends — your brilliant advice is spent.

Classes: Bard

Burning Arc

2nd-level evocation


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

You unleash an arc of flame that leaps toward a target of your choice that you can see within range, before leaping to another target of your choice within 15 feet of the original target. Each creature can only be targeted once.

A target must make a Dexterity saving throw. The initial target takes 4d6 fire damage on a failed save. Each target after the initial one takes half as many d6s of fire damage as the target before them (rounded down, minimum of 1d6). A target that succeeds on its saving throw takes half damage.

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. When you cast this spell using a spell slot of 4th-level or higher, the flame can leap to one additional target for every two slot levels above 2nd. Each new target must be within 15 feet of the previous target.

Classes: Artificer, Sorcerer, Wizard

Cacophonous Call

2nd-level enchantment


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

You fill your target's mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The target must make a Wisdom saving throw. On a failure, it has disadvantage on concentration checks for the spell's duration and it can take only an action or a bonus action on each of its turns, not both. It can repeat its saving throw at the end of each of its turns, ending the spell on a success.

Classes: Bard

Caustic Eruption

7th-level conjuration


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

Acid erupts from your space in all directions. Each creature within 30 feet of you must make a Dexterity saving throw, taking 10d6 acid damage on a failure, or half as much damage on a success. Objects that aren't been worn or carried in the area also take this damage. For the next two rounds, creatures that failed their saving throw take 3d6 acid damage at the start of their turns, unless the acid is dispelled.

Classes: Sorcerer, Warlock, Wizard

Corrosive Touch

1st-level conjuration


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

You release a burst of acid from your palm. Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d6 acid damage.

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: Artificer, Sorcerer, Warlock, Wizard

Cloak of Dreams

6th-level enchantment


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

For the spell's duration, you are surrounded by a soporic aroma that can cause living creatures to fall asleep. When a creature enters into a space within 5 feet of you for the first time on a turn or starts its turn there, you may force it to make a Wisdom saving throw. On a failure, the creature falls unconscious for 1 minute, or until they take damage.

Classes: Bard, Sorcerer, Warlock, Wizard

Ear-Piercing Scream

1st-level evocation


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

You unleash a powerful scream, inaudible to all but a single target. The target must make a Constitution saving throw, taking 2d6 thunder damage on a failure, or half as much damage on a success. A creature that fails is also dazed until the end of its next turn. A dazed creature cannot take an action on its turn, but it may still move and take a bonus action.

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

Classes: Artificer, Bard, Sorcerer, Wizard

Elemental Assessor

6th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the powder of a crushed opal worth at least 750 gp)
  • Duration: Special

A ray of spiraling energy springs from your hand and streaks to its target. Make a ranged spell attack. On a hit, the target takes 2d6 acid damage, 2d6 cold damage, 2d6 lightning damage, and 2d6 fire damage.

The type of energy that does the most damage to the target then persists, dealing another 2d6 damage of that type at the start of each of its turns for 1d4 rounds.

Classes: Bard, Sorcerer, Wizard

Firebrand

7th-level transmutation


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S, M (a rune-carved fire opal, worth at least 1,500 gp)
  • Duration: 1 minute

You mark up to 5 other creatures within 20 feet of you with a flaming rune. This rune does not cause damage, and sheds bright light in a 10-foot radius, and dim light for an additional 5 feet.

While the firebrand burns, any creature it marks is immune to fire damage from spells you cast. All of the target's weapon attacks and unarmed strikes inflict an additional 1d6 fire damage on a hit. At any point during the spell's duration, a creature bearing a firebrand can launch a beam of fire at a target it can see within 30 feet of it as a bonus action. It makes a ranged spell attack using your spell attack bonus and deals 6d6 fire damage on a hit. Once a creature uses its firebrand to fire a ray in this manner, the effects of the spell end for that creature.

Classes: Sorcerer, Wizard

Force Punch

3rd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You charge your hand with telekinetic force before striking a creature. Make a melee spell attack against a creature you can reach. On a hit, the target takes 10d4 force damage and must make a Strength saving throw. On a failure, the creature is pushed up to 30 feet away from you.

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.

Classes: Artificer, Sorcerer, Wizard

Galvanic Bolt

1st-level evocation


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

You unleash a crackling bolt of lightning at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 3d6 lightning damage, and it can't take reactions until the start of its next turn.

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: Artificer, Sorcerer, Wizard

Haze of Dreams

1st-level enchantment


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

You attempt to fill a creature's head with waking dreams, showing it the allure of the dream world. The target must make a Wisdom saving throw. On a failure, its speed is halved for the spell's duration. A creature affected by this spell cannot have its speed reduced in any other way.

Classes: Bard

Hellfire Ray

6th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an object carved with a symbol of the Lower Planes, worth at least 500 gp)
  • Duration: Instantaneous

Three rays of hellfire streak from your hands. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 3d6 fire damage and 3d6 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create one additional ray for each slot level above 6th.

Classes: Sorcerer, Warlock, Wizard

Improvised Ordinance

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (scrap metal and parts)
  • Duration: Instantaneous

You quickly cobble together scraps of metal and junk, fusing it together with magic, and throwing it at a point you can see within range. Each creature in a 10-foot radius sphere centered on that point must make a Dexterity saving throw, taking 1d6 force and 1d6 piercing damage on a failure, or half as much damage on a success. Objects that aren't being worn or carried in the area automatically take the maximum damage from this spell.

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

Classes: Artificer

Mana Rupture

3rd-level transmutation


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

With your innate understanding of magic, you reach out to another creature and attempt to turn its magical reserves against it. A creature you can see within range must make a Charisma saving throw. On a failure, it takes a number of d12s of force damage equal to the number of expended spell slots it has, up to a maximum of 3d12. On a success, it takes half as much damage. A creature that has no spell slots is immune to this spell.

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

Classes: Sorcerer

Molten Orb

2nd-level evocation


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

You create a fist-sized, red-hot ball of molten metal and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage. Hit or miss, the ball then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 fire damage.

A creature that fails its saving throw is also set on fire for 1d4 rounds. A creature on fire takes 1d6 fire 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 fire damage of the explosion increases by 1d6 for each slot level above 2nd.

Classes: Artificer, Sorcerer, Wizard

Patron's Ire

9th-level conjuration


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

You call upon your patron's power, invoking their will to assault creatures of your choice within range. Each target must make a Wisdom saving throw, taking 12d8 damage on a failure, or half as much damage on a success. A creature that fails its saving throw is also afflicted with a condition for 1 minute. The damage type of this spell and the afflicted condition depends on your patron, as shown in the table below.

A creature afflicted by a condition from this spell can repeat its saving throw at the end of each of its turns, ending the condition on a success.

Patron Damage Type Condition
Archfey Psychic Charmed
Celestial Radiance Blinded
Fathomless Cold Grappled
Fiend Fire Charmed
Genie (Dao) Bludgeoning Restrained
Genie (Djinni) Thunder Stunned
Genie (Efreeti) Fire Blinded
Genie (Marid) Cold Restrained
Great Old One Psychic Stunned
Hexblade Force Frightened
Undead Necrotic Frightened
Undying Necrotic Frightened

Classes: Warlock

Prediction of Failure

8th-level divination


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

You attempt to flood the mind of a creature you can see within range with the anguish and suffering of every bitter failure it will ever experience. The target must make a Wisdom saving throw. On a failure, it has disadvantage on attack rolls, ability checks, and saving throws. If you concentrate on this spell for the full duration, it lasts until dispelled

Classes: Bard, Sorcerer, Warlock, Wizard

Prismatic Arrow

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a ruby, a peridot, a sapphire, an emerald, a diamond, and a citrine, each worth at least 125 gp)
  • Duration: Instantaneous

You create a prismatic arrow that arcs toward a target of your choice that you can see within range. The bolt then leaps from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Roll a d6. The number rolled determines the damage type of the spell.

d6 Damage Type
1 Fire
2 Acid
3 Lightning
4 Poison
5 Cold
6 Thunder

A target must make a Dexterity saving throw. The target takes 6d12 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 8th level or higher, the damage increases by 1d12 for each slot level above 7th.

Classes: Bard, Sorcerer, Wizard

Resonating Word

7th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 3 rounds

You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must make a Constitution saving throw at the start of each of its turns for 3 rounds.

Round 1. The target takes 5d6 thunder damage, and its speed is halved. A successful save halves the damage and negates the speed reduction.

Round 2. The target takes 5d6 thunder damage and is stunned for 1 round. A successful save halves the damage, negates the stunned condition.

Round 3. The target takes 10d6 thunder damage and is stunned for 2 rounds. A successful save halves the damage and negates the stunned condition.

The resonating word has no power after the third round, even if the spell's duration is increased.

Classes: Bard, Sorcerer, Warlock, Wizard

Siphon Time

6th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a golden hourglass filled with diamond sand, worth at least 1,000 gp)
  • Duration: Concentration, up to 1 minute

You attempt to siphon time away from another creature you can see within range, slowing it down and speeding yourself up. The target must make a Wisdom saving throw. On a failure, its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

Additionally, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

At the end of each of the creature's turns, it can repeat its saving throw, ending the spell on a success. When the spell ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.

Classes: Bard, Sorcerer, Warlock, Wizard

Sound Burst

2nd-level evocation


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

You cause a tremendous cacophony to erupt from a point you can see within range. Each creature in a 10-foot radius centered on that point must make a Constitution saving throw, taking 2d8 thunder damage on a failure, or half as much damage on a success. A creature that fails its saving throw is also stunned until the end of its next turn.

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: Bard

Stunning Barrier

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small platinum shield worth at least 50 gp)
  • Duration: Concentration, up to 1 minute

You surround yourself with a barely visible magic field. For the spell's duration, you gain a +1 bonus to AC. When a creature hits you with a melee attack, it must make a Wisdom saving throw. On a failure, the creature is stunned until the start of its next turn. Once this spell has stunned a creature, it ends.

Classes: Artificer, Sorcerer, Wizard

Thundering Drums

3rd-level evocation


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

You strike the ground in front of you, filling the area in front of you with the thunder of pounding drums. Each creature in the area must make a Constitution saving throw, taking 5d8 thunder damage on a failure, or half as much damage on a success. A creature that fails its saving throw is also knocked prone.

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: Bard

Umbral Strike

7th-level necromancy


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

You create a bolt of dark energy and launch it at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 5d10 cold damage and 5d10 necrotic damage. Additionally, the bolt's shadow expands and covers the target, blinding it for 1 minute. The target can make a Constitution saving throw at the end of each of its turns, ending the blindness on a success.

Classes: Sorcerer, Warlock, Wizard

Zone of Silence

4th-level illusion


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V, S
  • Duration: 1 hour

You manipulate sound waves in your immediate vicinity so that you and other creatures within the spell's area can converse normally, yet no one outside it can hear your voices or any other noises from within. This effect is centered on you and moves with you. Any creature that enters the zone immediately becomes subject to its effects, until it leaves the zone. A creature that can read lips can still determine what is being said within a zone of silence.

Classes: Bard

 

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