Bard Spells Cantrip (0 Level) Hydroburst (conjuration) Wind Blast (transmutation) 1st Level Rimehammer (evocation) Static Bolt (evocation) Wrecking Squall (transmutation) 2nd Level Electrified Weapon (transmutation) Forked Lightning (evocation) Hammer of Kagarad (transmutation) Scalding Reprisal (evocation) 3rd Level Bolt from the Blue (evocation) Downblast (conjuration) Electroleash (conjuration) Flame Step (transmutation) Fling (conjuration) 4th Level Bounding Bolt (evocation) Cloak of Storms (transmutation) Defenestrating Sphere (conjuration) Ice Spear (conjuration) Serrated Gust (transmutation) 5th Level Frozen Ground (transmutation) Galvanic Discharge (evocation) Howling Gales (transmutation) 6th Level Constricting Currents (transmutation) Juriaths Dome (conjuration) Voltaic Charge (evocation) 7th Level Cold Snap (transmutation) Create Geyser (transmutation) Mountainstance (transmutation) Updrafts (enchantment) 8th Level Coilblast* (evocation) Durmaths Wrathful Fist (transmutation) Polar Grip (conjuration) 9th Level Arctic Tempest (conjuration) Avalanche (conjuration) Lightning Vortex (evocation) Sinkhole (transmutation) Sudden Sea (transmutation) Cleric Spells Cantrip (0 Level) Fist of Stone (conjuration) Hydroburst (conjuration) Wind Blast (transmutation) 1st Level Aquajet (conjuration) Stonescales (transmutation) Static Bolt (evocation) Wrecking Squall (transmutation) 2nd Level Forked Lightning (evocation) Electrified Weapon (transmutation) Hammer of Kagarad (transmutation) Scalding Reprisal (evocation) Stone Spikes (transmutation) 3rd Level Bolt from the Blue (evocation) Downblast (conjuration) Flame Step (transmutation) Fling (conjuration) Liquid Armaments (conjuration) Stoney Embrace (transmutation) 4th Level Bounding Bolt (evocation) Cloak of Storms (transmutation) Drown (conjuration) Fissure (transmutation) Roiling Wave (transmutation) Serrated Gust (transmutation) 5th Level Entomb (transmutation) Galvanic Discharge (evocation) Howling Gales (transmutation) Incinerate (evocation) Undertow (conjuration) 6th Level Constricting Currents (transmutation) Juriaths Dome (conjuration) Searing Gaze (evocation) 7th Level Create Geyser (transmutation) Mountainstance (transmutation) Updrafts (enchantment) 8th Level Devouring Inferno (evocation) Durmaths Wrathful Fist (transmutation) Earthen Mastery (transmutation) 9th Level Arctic Tempest (conjuration) Avalanche (conjuration) Lightning Vortex (evocation) Sinkhole (transmutation) Sudden Sea (transmutation) Druid Spells Cantrip (0 Level) Fist of Stone (conjuration) Hydroburst (conjuration) Wind Blast (transmutation) 1st Level Aquajet (conjuration) Rimehammer (evocation) Stonescales (transmutation) Static Bolt (evocation) Wrecking Squall (transmutation) 2nd Level Forked Lightning (evocation) Hammer of Kagarad (transmutation) Scalding Reprisal (evocation) Stone Spikes (transmutation) Winter Bolt (evocation) 3rd Level Bolt from the Blue (evocation) Downblast (conjuration) Fling (conjuration) Liquid Armaments (conjuration) Stoney Embrace (transmutation) 4th Level Bounding Bolt (evocation) Cloak of Storms (transmutation) Drown (conjuration) Fissure (transmutation) Ice Spear (conjuration) Roiling Wave (transmutation) Serrated Gust (transmutation) 5th Level Entomb (transmutation) Frozen Ground (transmutation) Howling Gales (transmutation) Undertow (conjuration) 6th Level Constricting Currents (transmutation) 7th Level Cold Snap (transmutation) Create Geyser (transmutation) 8th Level Durmaths Wrathful Fist (transmutation) Earthen Mastery (transmutation) Polar Grip (conjuration) 9th Level Arctic Tempest (conjuration) Avalanche (conjuration) Sinkhole (transmutation) Sudden Sea (transmutation) 1 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ranger 1st Level Stonescales (transmutation) 4th Level Cloak of Storms (transmutation) Ice Spear (conjuration) Sorcerer Cantrip (0 Level) Fist of Stone (conjuration) Hydroburst (conjuration) Wind Blast (transmutation) 1st Level Aquajet (conjuration) Rimehammer (evocation) Stonescales (transmutation) Static Bolt (evocation) Wrecking Squall (transmutation) 2nd Level Dessicate (transmutation) Forked Lightning (evocation) Electrified Weapon (transmutation) Hammer of Kagarad (transmutation) Scalding Reprisal (evocation) Stone Spikes (transmutation) Winter Bolt (evocation) 3rd Level Bolt from the Blue (evocation) Bonefrost (transmutation) Downblast (conjuration) Electroleash (conjuration) Flame Step (transmutation) Fling (conjuration) Liquid Armaments (conjuration) Stoney Embrace (transmutation) 4th Level Bounding Bolt (evocation) Cloak of Storms (transmutation) Defenestrating Sphere (conjuration) Drown (conjuration) Fissure (transmutation) Ice Spear (conjuration) Involuntary Combustion (evocation) Roiling Wave (transmutation) Serrated Gust (transmutation) 5th Level Entomb (transmutation) Frozen Ground (transmutation) Galvanic Discharge (evocation) Howling Gales (transmutation) Incinerate (evocation) Trapped under Ice (conjuration) Undertow (conjuration) 6th Level Constricting Currents (transmutation) Juriaths Dome (conjuration) Searing Gaze (evocation) Voltaic Charge (evocation) 7th Level Cold Snap (transmutation) Create Geyser (transmutation) 8th Level Coilblast (evocation) Devouring Inferno (evocation) Durmaths Wrathful Fist (transmutation) Polar Grip (conjuration) 9th Level Arctic Tempest (conjuration) Avalanche (conjuration) Lightning Vortex (evocation) Sinkhole (transmutation) Sudden Sea (transmutation) Warlock 1st Level Aquajet (conjuration) Rimehammer (evocation) Stonescales (transmutation) Static Bolt (evocation) 2nd Level Dessicate (transmutation) Forked Lightning (evocation) Hammer of Kagarad (transmutation) 3rd Level Bolt from the Blue (evocation) Bonefrost (transmutation) Electroleash (conjuration) Flame Step (transmutation) 4th Level Bounding Bolt (evocation) Defenestrating Sphere (conjuration) Drown (conjuration) Fissure (transmutation) Involuntary Combustion (evocation) Roiling Wave (transmutation) 5th Level Howling Gales (transmutation) Incinerate (evocation) Trapped under Ice (conjuration) 6th Level Constricting Currents (transmutation) Entomb (transmutation) Searing Gaze (evocation) 7th Level Cold Snap (transmutation) 8th Level Coilblast (evocation) Devouring Inferno (evocation) Durmaths Wrathful Fist (transmutation) Polar Grip (conjuration) 9th Level Lightning Vortex (evocation) Sinkhole (transmutation) Sudden Sea (transmutation) Wizard Spells Cantrip (0 Level) Fist of Stone (conjuration) Hydroburst (conjuration) Wind Blast (transmutation) 1st Level Aquajet (conjuration) Rimehammer (evocation) Stonescales (transmutation) Static Bolt (evocation) Wrecking Squall (transmutation) 2nd Level Dessicate (transmutation) Forked Lightning (evocation) Glacial Barricade (conjuration) Electrified Weapon (transmutation) Hammer of Kagarad (transmutation) Scalding Reprisal (evocation) Stone Spikes (transmutation) Winter Bolt (evocation) 3rd Level Bolt from the Blue (evocation) Bonefrost (transmutation) Downblast (conjuration) Electroleash (conjuration) Flame Step (transmutation) Fling (conjuration) Liquid Armaments (conjuration) Stoney Embrace (transmutation) 4th Level Bounding Bolt (evocation) Cloak of Storms (transmutation) Defenestrating Sphere (conjuration) Drown (conjuration) Fissure (transmutation) Ice Spear (conjuration) Involuntary Combustion (evocation) Roiling Wave (transmutation) Serrated Gust (transmutation) 5th Level Frozen Ground (transmutation) Galvanic Discharge (evocation) Howling Gales (transmutation) Incinerate (evocation) Trapped under Ice (conjuration) Undertow (conjuration) 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
6th Level Constricting Currents (transmutation) Entomb (transmutation) Juriaths Dome (conjuration) Searing Gaze (evocation) Voltaic Charge (evocation) 7th Level Cold Snap (transmutation) Create Geyser (transmutation) Mountainstance (transmutation) Updrafts (enchantment) 8th Level Coilblast (evocation) Devouring Inferno (evocation) Durmaths Wrathful Fist (transmutation) Earthen Mastery (transmutation) Polar Grip (conjuration) 9th Level Arctic Tempest (conjuration) Avalanche (conjuration) Lightning Vortex (evocation) Sinkhole (transmutation) Sudden Sea (transmutation) Aquajet 1st level Conjuration Casting Time: 1 Action Range: self (30 foot line) Components: S,M (A small length of lead pipe) Duration: Instantaneous A pounding pulse of water blasts from your palm towards your enemies. Each creature in line 30 foot long, 10 foot wide line emanating from you must make a strength saving throw. A creature takes 2d6 cold damage and is pushed to the end of the line on a failed saving throw, or half as much damage and is not pushed on a successful one. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st Arctic Tempest 9th level conjuration Casting Time: 1 Action Range: Sight Components: V, S, M (A blown glass orb filled with oil and chips of porcelain) Duration: Concentration, up to 1 minute You summon the power of arctic storms. Cold, grey clouds gather, centering around a point you can see and spreading out to a radius of 300 feet and howling cold, biting winds and freezing gales pound the area. Until the end of the duration, each round you concentrate on the storm causes it to intensify, increasing its power. The effects of the storm are cumulative and each round, a creature in the storm suffers each effects from the previous rounds in addition to any new ones. A creature that starts its turn within spell's area that is concentrating on a spell must make a Constitution(concentration) check against your spell save DC or lose concentration on any of theirs spells. Round 1: Blasts of cold chill creatures to the bone and hamper movement. A enters the area for the first time on their turn or starts its turn there outside a building or similar shelter has their movement reduced by half, and must make a Constitution saving throw. On a failed save, the creature takes take 3d6 cold damage. Round 2: Darkness descends and intense, wet, precipitation falls. The area of the spell is engulfed in non-magical darkness. A creature that fails a saving throw against this spell is blinded and deafened until the start of their next turn. Round 3-7: Snow covers everything in a thick, wet blanket accumulating 1 inch of snow per round, and the area becomes heavily obscured. A creature that fails a saving throw against this spell becomes paralyzed, covered in a layer of ice until they pass a save. Rounds 8-10: Ice encrusts everything in the area, hampering movement within, and all creatures in the area must spend 5 feet of movement for each one foot moved. Within the spells area, non-magical fires are extinguished and fire damage is reduced by half. A creature killed by this spell becomes a frozen statue until it thaws. Avalanche 9th level Conjuration Casting Time: 1 Action Range: 300 feet Comp sm Dura Snow see w area, a spa and s each savin dama feet o and b they c A c and h that i savin save i consc 5 feet being dama Bol 3rd L Casti Rang Comp Dura 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bonefrost 4th Level Conjuration Casting Time: 1 Action Range: 100 feet Components: V, S, M (a humanoid knucklebone embedded in a crystal) Duration: Concentration, up to 1 minute You Summon the bitter cold and biting winds of the north, to chill your targets, slowing them to a crawl. Choose up to three creatures that you can see within range, and within 30 feet of each other. Each creature must make a Constitution saving throw. If it fails, it becomes vulnerable to both cold and fire damage, and anytime it would make an attack or cast a spell, it must make succeed on a Dexterity saving throw, losing the spell or automatically missing the attack on a failure. At the end of each of its turns, an affected creature makes a constitution saving throw. On a success, the spell ends on the target. At Higher Levels When you cast this spell using a spell slot of 5th level or higher, you can target on additional creature for every slot level above 2nd. Bounding Bolt 4th Level Evocation Casting Time: 1 Action Range: 30 feet Components: V, S, M (a shard of glass) Duration: Concentration, up to 1 minute A bolt of lightning darts our from your hand to a creature you can see, and continues bounding to additional creatures. Choose two creatures you can see no more than 40 feet apart, one of which is within 30 feet of you. Lighting leaps from the creature closest to you to the second chosen creature. Each creature must make a Dexterity saving throw. A creature takes 6d8 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 5th level or higher, the damage increases by 1d8 and you may choose one additional creature per slot level above 4th. No target may be more than 60 feet from any other target and no creature may be chosen more than once. Cloak of Storms 4th level Evocation Casting Time: 1 Action Range: Touch Components: V, S, M (A silver pin) Duration: Concentration, up to 1 minute. You imbue the target with the power of the storm, enabling them to fly and summon lightning. For the duration of the spell, the target is shrouded in crackling lighting that damages enemies and empowers their attacks, gaining the following abilities: resistance to lighting damage. fly speed of 30 feet. They are lightly obscured by swirling clouds. As a bonus action, they can point at a creature they can see within 20 feet. The creature must make a Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much on a successful one. Coilblast 8th level Evocation Casting Time: 1 Action Range: Self (100 foot line) Components: V, S, M (An ornate silver rod studded with amber and glass crystals) Duration: Instantaneous A Swirling bolt of electric power blasts out from your fist, coiling around anyone in a line 100 feet long and 15 feet wide. Each creature in the line must make a dexterity saving throw. A creature takes 10d8 lightning damage on a failed save or half as much damage on a successful one. Each creature that failed is then pushed up to 50 feet towards a point of your choice within the line. Cold Snap 7th level Conjuration Casting Time: 1 Action Range: 100 foot radius, centered on you Components: S Duration: Concentration, up to 1 minute You snap your fingers and instantly drop the temperature below freezing. The area of the spell becomes so cold as to make breath turn to ice and the air fill with crystalized water and is lightly obscured. Each creature of your choice in the area of the spell when it appears must make a Constitution saving throw. A creature that fails it saving throw suffers the first stage of the spells effect. Creatures made of fire have disadvantage on this save. When a creature enters the area for the first time, or ends its turn within the spells area, it must make a Constitution saving throw. Creatures that fail continue to be wracked by the cold, and move down one stage on the effects chart. The spells effects are cumulative, so a creature suffers from each stage above it as well. Stage Effect 1 Disadvantage on ability checks and movement reduced by half. 2 Disadvantage on Attacks and all Saving Throws 3 Cannot perform Verbal spell components, Cannot take bonus actions 4 Cannot perform Somatic Spell Components, Cannot make more than one attack during the attack action The area of the spell does not move with you. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Constricting Currents 6th level Conjuration Casting Time: 1 Action Range: 60 Feet Components: V, S, M (The molted skin of an ice snake) Duration: Concentration, up to 1 minute At your command, air forms bands of swirling wind to ensnare a single creature you can see within range. The target must make a Strength saving throw. On a failed save, the creature is restrained, its movement is reduced to 0, and is raised 10 feet vertically off the ground. As a bonus action on your turn, you can move one affected creature 15 feet. The creature moves slowly and maintains suspended at a height of 10 feet. At the end of each of its turns, a creature can repeat the saving throw. On a success the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target an additional creature for each slot level above 6th. The creatures must be within 60 feet of each other when you cast the spell. Create Geyser 7th level Transmutation Casting Time: 1 Action Range: 120 Feet Components: V,S,M (a drop of water touched to a pebble) Duration: Instantaneous You the deep waters of the world to explode forth. A 10 foot radius fountain of water explodes forth from a point you can see within range. Each creatures within the spells area must make a Dexterity saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is launched 80 feet into the air atop a brief pillar of water. Creatures that fail to reach the maximum height of the geyser take 1d6 bludgeoning damage for every 10 feet they are unable to travel from the force of impact. At the end of your turn, the geyser stops and each creature atop the geyser then falls to the earth. On a success, the creatures is safely ejected outside of the spells area and takes half as much damage from the geyser. Defenestrating Sphere 4th level Conjuration Casting Time: 1 Action Range: 120 Feet Components: V, S, M (a small gray pearl worth at least 50gp) Duration: Concentration, up to 1 minute When you cast this spell, you create a violently swirling sphere of air at any point within range. As a bonus action, you can make the sphere travel up to 30 feet and strike a creature or object you specify, entering its space. That creature must make a Constitution saving throw. On a failed save, It takes 3d6 bludgeoning damage and is swept up by the sphere. The Sphere tosses the creature towards the nearest window, if there is one, or in a random direction otherwise. When it is thrown, it moves 1d8x10 feet away and 1d6x5 feet up, taking falling damage as normal. If some obstacle prevents the thrown creature from reaching its expectedheight, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete, and then falling damage as necessary. The sphere can affect one creature or object per round, and winks out of existence if it exceeds the spell’s range. Desiccation 2nd level Transmutation Casting Time: 1 Action Range: Touch Components: S,V Duration: Concentration, up to 1 Minute You touch a creature and extract the liquid from it. The target must make a Constitution saving throw, taking 2d10 necrotic damage on a failed save and become poisoned until the spell ends. At the end of each of its turns, the target must make a Constitution saving throw, taking 2d10 necrotic damage on a failure. On a success, the spell ends on the target. Creatures that contain no liquids are unaffected by this spell. A creature killed this way turns into a pile of dry dust. At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, this spell does an additional 1d10 damage for each slot level above 2nd. Devouring Inferno 8th level Evocation Casting Time: 1 Action Range: 300 feet Components: V, S, M (a bottle of flammable liquid you light on fire and is consumed by the spell) Duration: Instantaneous Flam The t fire d succe that l immu begin must 8d8 f end o Dexte succe 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Downblast 3nd level Conjuration Casting Time: 1 Action Range: 150 Feet Components: V,S,M (a handful of earth) Duration: Instantaneous You summon blasts of wind to push creatures out of the air. Chose a creature you can see within range. The target must make a Dexterity saving throw. huge or larger creatures have advantage on this save. On a failed save, winds push the target down as if it was falling, up to 80 feet. If the creature that contacts the ground, another object, or a creature during this fall, all creatures involved take 1d6 bludgeoning damage per 10 feet the target moved before contact. Drown 4th level Conjuration Casting Time: 1 Action Range: 60 Feet Components: V,S Duration: Instantaneous You fill a breathing creatures lungs with water. Choose a creature you can see within range. The target must make a Constitution saving throw. On a failed save, The creature takes 9d6 necrotic damage, cannot speak, has its movement reduced to 0 as it clutches its throat and chest. At the end of each of its turns, it must make a constitution saving throw. If a creature fails three saving throws, including the initial saving throw, it drops to 0 Hit points and begins making death saving throws. On a successful saving throw, the creature ejects the water from its lungs, ending the spell. Creatures that can breathe water or do not breath at all automatically pass their saving throws. Durmaths Wrathful Fist 8nd level Conjuration Casting Time: 1 Action Range: 120 Feet Components: S Duration: Concentration, up to 1 minute With a powerful punching gesture, you summon a devastating fist of air to destroy your enemies. Choose a creature that you can see within range. It must make a dexterity saving throw. If it fails, it takes 12d10 damage, becomes prone and is stunned until the end of its next turn. On a successful saving throw, it takes half as much damage and suffers no other effects. As a bonus action on your turn, until the spell ends, you may use the fist to punch any target within range. Earthen Mastery 8th level Transmutation Casting Time: 1 Action Range: Self (120 foot radius) Components: V, S, M (a miniature of a fort) Duration: Concentration, up to 10 minutes You control the earth and stone around you, shaping the ground itself to hamper your enemies and aid your allies. When you cast this spell, you pull four 10 foot cubic areas of boulders, stones and rock formation into being. These formation must be more than 5 feet apart, but may otherwise be located anywhere in the spells area. Allies within the area do not suffer the penalties for difficult terrain, and may walk over open air and water within the area as the land forms into temporary paths for them. An ally that ends their turn above water or air has the bridge dissolve underneath them, plunging into whatever terrain is actually there. All enemies in the area must spend 2 feet of movement for each 1 foot they wish to move. While the spell is active you may use your action to attack a creature within the area. A 10 foot radius of earth and stone, centered around the target, explodes outward. Make a melee Spell attack against each creature in the area. This attack is a critical hit on a 19 or 20. If you hit, the target 5d6 bludgeoning damage and becomes prone. As a bonus action on your turn, you may relocate any number of your boulders. Previous boulders sink harmlessly into the earth harmlessly, depositing anyone on top of them on the ground while new ones push up through the ground, lifting creatures in the area with them. Electrified Weapon 2nd Level Transmutation Casting Time: 1 Action Range: 1 weapon you touch Components: V, S, M (a miniature sword with a blade like a lightning bolt) Duration: Concentration, up to 1 minute You touch a weapon, and it hums with electricity. For as long as the spell is in effect, the weapon does an additional 1d8 lighting damage when it hits. Additionally, whenever a creature hits an enemy with the weapon, it may choose to have lightning leap from the creature hit to the closest creature within 10 feet, other than the wielder. That creature takes additional lightning damage equal to the spell casters spellcasting modifier. Electroleash 3rd Level conjuration Casting Time: 1 Action Range: 15 feet Components: V, S, M (a coiled wire collar) Duration: Concentration, up to 1 minute A collar and leash made of pure lightning appear on a creature you can see within range, with the collar around its neck and the leash visibly attached to you. The first time during the targets turn that it moves more than 20 feet away from you, it must make a Constitution saving throw. On a failure, it takes 4d8 electric damage and is restrained until the start of its next turn, and on a success takes half as much damage and is not restrained. If the creature is ever greater than 60 feet from you, the spell ends. The creature must make a constitution saving throw at the end of each of its turns, ending the spell on a success. 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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. Entomb 5th level Transmutation Casting Time: 1 Action Range: Touch Components: V, S, M (a small. ornately carved coffin) Duration: Concentration, up to 1 minute You touch a creature and the ground beneath them engulfs those around them. Each creature you choose within 10 feet of the target must make a Dexterity saving throw or be swallowed by the earth. A swallowed creature is buried separately 15 feet below the surface. As an action on their turn, creatures within the tomb can attempt to free themselves by making an athletics (Strength) check against the DC of the spell. Each success moves them 5 feet closer to the surface. While a creature is buried, it is blind and deaf, has its movement reduced to 0. When the spell ends, the creature is ejected at the point where they were entombed. To all other creatures. The earth remains as it was. At Higher levels When you cast this spell using a spell slot of 6th level or higher, the radius of the spell increases by 5 feet for each slot level above 5th. Fissure 4th level Transmutation Casting Time: 1 Action Range: 60 Feet Components: V, S Duration: Instantaneous (permanent) A crack splits the earth open, starting a point within range that you know is earth or stone and extending in a direction of your choice. The Fissure is 10 feet wide, 10 feet long and 40 feet deep. If the fissure cuts through a creature of size large or smaller when it is created, the creature must make a Dexterity saving throw. On a failed save, the creature falls into the fissure. A Creatures that succeeds moves to the closest space of their choice outside the fissure. Buildings or structures within the Spells area may collapse or become structurally unsound. At Higher Levels you may cast this spell using a spell slot of 5th level or greater, the fissure is an additional 20 feet long for each slot level above 4th. Fist of Stone Conjuration Cantrip Casting Time: 1 Action Range: 60 Feet Components: V, S, M Duration: Instantaneous A casing of solid stone surrounds your fist, and flies off of your hand as you punch towards a creature you can see. The Fist speeds towards the target, up to the limit of the spell, where it crumbles harmlessly to dust. If the fist would enter a creatures space, make a melee spell attack against it. The attack is a critical hit on a 19 or 20. If it hits, the creature takes harm This level Fla 3nd l Casti Rang Comp you Dura With space of you takin succe Flin 3rd le Casti Rang Comp Dura You g The t it is h for ea distan could the ea also t At Hi of 4th feet f For 2nd l Casti Rang Comp Dura A spl two c feet a creat dama At Hi of 3rd for ea Fro 5th le Casti Rang Comp hai 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
You create a 30 foot radius frozen coating of ice centered on a point within range that halts movement and prevents hostile actions. The coating of ice is 3 inches thick, and spreads around corners and up walls and other vertical objects in the area, up to a height of 6 feet. If this spell targets a body of water, that water freezes up to a depth of 2 feet and creates a 30 foot radius solid surface. The spells area is difficult terrain, and any creature attempting to move more than 5 feet or make an attack must make a Dexterity saving throw. On a failed save, they fall prone. When a creature ends their turn within the spells area and did not take the move action, it must make a Constitution saving throw, taking 1d6 cold damage and becoming restrained on a failed save. As an action on its turn, a creature can make a Strength (Athletics) check against the DC of the spell to break the ice and will no longer be restrained. Galvanic Discharge 5th level Evocation Casting Time: 1 Action Range: 60 feet Components: V, S, M (Two amber arrowheads) Duration: Instantaneous A sudden strike of lightning blasts a creature you can see in range and then surges to two other targets within 40 feet of the first. A line of lightning 5 feet wide emanates from the original target to each of the additional targets. Each target creature and any creature in the lines must make a Dexterity saving throw, taking 7d8 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 6th level or higher, the damage increases by 1d8 for each slot level above 5th Glacial Barricade 2nd Level Conjuration Casting Time: 1 Reaction you take when a creature you can see makes an attack or casts a spell Range: 10 feet Components: V, S, M (a small fragment of glass) Duration: Instantaneous You summon forth a barrier of ice to safeguard your companions or yourself. You create a wall of ice 10 feet tall, 10 feet wide and 6 inches thick, centered on a point you can see within range. The barrier has AC 13, 25 Hit points and is vulnerable to fire. The barrier lasts for one round or until destroyed, when it melts harmlessly into a puddle. Hammer of Kagarad 2nd level Transmutation Casting Time: 1 Action Range: Self (60 Foot line) Components: V, S, M (a rough-hewn hammer of stone) Duration: Instantaneous A line of earth 5 feet wide explodes toward a point you can see within range. Make a melee spell attack against each creature in the line. This attack is a critical hit on a 19 or 20. Creatures hit take 2d6 bludgeoning damage. If you hit a creature that is on the point you chose, they instead take 3d6 bludgeoning damage and become prone. At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, you do an additional 1d6 damage to each target for each slot level above 2nd. Howling Gales 5th level Conjuration Casting Time: 1 Action Range: 120 Feet Components: V, S Duration: Concentration, up to 1 minute You reach skyward, and howling, shrieking winds descends in a cylinder 20 feet wide and 50 feet tall centered on a point you can see within range, whipping with a maddening howl. Creatures cannot fly within the cone, and any flying creature entering the area of the spell for the first time on each of its turns must make a Strength saving throw. on a failure, the creature falls, crashing straight down. When a creature enters the area for the first time on a turn or starts its turn there it must make a Dexterity Saving throw. On a failed save, a creature is deafened and their movement is reduced to 0. A creature ending their turn within the cylinder is moved 10 feet towards the center of the spells area. Hydroburst Conjuration Cantrip Casting Time: 1 Action Range: 30 feet Components: S Duration: Instantaneous You hurl a small orb of water at a nearby creature. The target must make a Dexterity saving throw, taking 1d8 cold damage and becoming completely doused in water on a failure. This water extinguishes any non-magical flames affecting the creature or that they are carrying. This spell's damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Ice Spear 4th level Conjuration Casting Time: 1 Action Range: 120 feet Components: V, S, M (a miniature glass spear) Duration: Instantaneous You summon a spear of ice and throw it at a creature you can see within range. Make a ranged spell attack against the target. On hit, the target takes 6d6 cold damage. Hit or miss, the spear explodes in a blast of cold air that affects the target and all creatures within 10 feet of it. Each affected creature must make a Constitution saving throw. On a failure, its movement reduced by half, and it cannot take the dash action, on its next turn. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Incinerate 5th level Evocation Casting Time: 1 Action Range: 60 feet Components: V, S, M (a pinch of ash and a blackened bone) Duration: Concentration, up to 1 minute You blast a creature within range and that you can see with clinging, blossoming fire. The target and creatures within 5 feet of them take 1d8 fire damage. The target must make a Dexterity saving throw or becomes vulnerable to fire damage until the end of your next turn. You can, as a bonus action on your turn, cause the fire to flare up and deal 3d6 fire damage to the target. Involuntary Combustion 4th level Evocation Casting Time: 1 Action Range: 60 feet Components: V, S, M (a twig tip in sulfur) Duration: 1 round You violently snap your fist close, and flames engulf a creature you can see within range. The target must succeed on a Wisdom saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one. Each time the creature takes damage, including from the spell, during the duration, it moves half its movement in a random direction. To determine the direction, roll a d8, and assign a direction to each number. 1:North 2:Northeast 3:East 4:Southeast 5:South 6:Southwest 7:West 8:Northwest At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th Juriath's Dome 6th level Conjuration Casting Time: 1 Action Range: Self (10 foot hemisphere) Components: V, S Duration: Concentration, up to 1 minute You summon a dome of opaque, roiling water. The dome is centered on you and 1 foot thick, 10 feet high and 20 Feet wide. When the dome appears, if it cuts through a creature’s space, that creature must make a Strength saving throw. On a failed save, it is forcibly ejected to the outside of the dome and takes 5d6 bludgeoning damage. The dome blocks line of site completely. Fire, Cold, Poison, Electricity and Acid cannot pass through the dome's area of effect. Any other attack made through the dome suffers disadvantage. Any creature, as an action on its turn, can attempt to pass through the dome by making a Strength saving throw. On a failure, their movement is reduced to zero, On a success, they move throu Ligh 9th le Casti Rang Comp Dura A swa finger Targe lightn succe as the targe spells is out time Liqu 3rd le Casti Rang Comp Dura You c both gain t Yo Sh W sa ha W wi on in m Yo it wa th da As tri 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mountainstance 7th level Transmutation Casting Time: 1 Action Range: Self Components: V, S, M (a fragment of obsidian) Duration: Concentration, up to 1 minute You become one with the heart of the mountain. You gain the following benefits Immunity to non-magical Bludgeoning, Piercing and slashing damage Armor Class of 20 Temporary hit points equal to 5 times your Wizard Level. Advantage on constitution saving throws. Your unarmed melee attack does d8+5 and you have proficiency with unarmed attacks. Polar Grasp 8th level Conjuration Casting Time: 1 Action Range: 100 feet Components: V, S Duration: Concentration, up to 1 minute You create an area of frigid cold. Each creature within 20 feet of a point you can see within range must make a Constitution saving throw, taking 10d6 cold damage on a failed save and half as much damage on a success. Creatures that fail also have their actions slowed as the arctic wind takes hold; they are unable to take reactions, have disadvantage on dexterity checks and saves, and attacks made against them automatically hit if the attacker is within 5 feet of the creature. At the end of each of their turns, an affected creature must make a Constitution saving throw, ending the effect on them with a success. Rimehammer 1st Level Conjuration Casting Time: 1 Action Range: Self (30-foot line) Components: V, S, M (a crystal icicle) Duration: Instantaneous You summon a battering spray of ice and snow that blasts from your open palm. Each creature in a 30 foot line 5 feet wide originating from you must make a Constitution saving throw. A creature takes 2d6 cold damage and has disadvantage on opportunity attacks until the end of your next turn if it fails, or half as much damage on a success. At Higher Levels When you cast this spell using a spell slot of 2nd level or greater, the damage increase by 1d6 for each slot level above 1st. Roiling Wave 4th level Transmutation Casting Time: 1 Action Range: 60 Feet Components: V, S, M (Three glass vials, one of loam, one of mud, and one of sand) Duration: Concentration, up to 1 minute The earth itself ripples and churns itself into waves, flinging creatures about. Each creature you choose within 20 feet of a point you can see within must make a Dexterity saving throw. A creature takes 4d6 damage and is moved 10 feet towards the edge of the spells area on a failed save, or half as much damage and is not moved on a success. The spells area is difficult terrain. As an action on your turn, you may move the area of the spell to another point within range, and all creatures within the area are affected by the spell as if you had just cast it. If you do not move the spells area, creatures entering the spells area for the first time on their turn or ending their turn within the area of the spell must make a Dexterity. A creature that fails this save takes 4d6 damage and is moved 10 feet towards the edge of the spells area. Scalding Reprisal 2nd level Conjuration Casting Time: 1 reaction, which you take when you are attacked Range: 10 feet Components: S,V Duration: Instantaneous A scalding blast of steam bursts forth from your hand. If this reaction is taken against an weapon attack, the creature has disadvantage on all attacks until the end of its turn. If this reaction is taken against a spell attack, the creature must make a concentration check with a DC equal to your spell DC. If it fails, it loses the spell slot and the spell does not take effect Searing Gaze 6th level Evocation Casting Time: 1 Action Range: Self Components: S Duration: Concentration, up to 1 minute Your gaze burns hot enough to light living beings on fire. When you cast this spell, and as an action on each of your turns, you can choose a creature you can see within 30 feet of you to make a Constitution saving throw. A creature that fails the saving throw has their organs being to smolder and burn from the inside, and takes 10d6 Fire damage. Serrated Gust 4th level Conjuration Casting Time: 1 Action Range: Self (60 Foot line) Components: V, S, M (a cluster of broken glass) Duration: Instantaneous A barrage of whipping, lashing wind abrades your enemies in a line 60 feet long and 5 feet wide, originating from you. Each creature tin the line must make a Dexterity saving throw. A creature takes 7d6 damage and cannot regain hit points until the end of its next turn on a failed save, or half as much damage on a success. At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sinkhole 9th level Transmutation Casting Time: 1 Action Range: 240 Feet Components: V, S Duration: Instantaneous You collapse the stone and earth, creating a massive hole in the ground that swallows all within. Target a point within range. A hole 50 feet in all directions instantly appears and all building, creatures, plants and other objects on the surface collapse to the bottom of the 80 foot deep hole. The edges of the sinkhole are muddy and smooth, imposing disadvantage on any skill checks made to climb the walls. Static Bolt 1st Level Evocation Casting Time: 1 Action Range: 60 feet. Components: V, S, M (A piece of cloth and a glass rod) Duration: Instantaneous A blast of electrical energy streaks out towards a creature you can see within range, and then leaps to a second creature within 20 feet of the first. Both creatures must make a Dexterity saving throw, taking 2d8 Lightning damage on a failed save, or half as much on a success. At Higher Levels When you cast this spell using a spell slot of 2nd level or greater, you may choose one additional target within 20 feet of the first for each slot level above 1st. Stonescales 1st level Transmutation Casting Time: 1 Reaction, which you take when you are hit by an attack Range: Self Components: V, S, M (a small slab of slate) Duration: Instantaneous When a blow strikes you, you can turn a portion of your skin to stone and protect yourself from much of the damage. When you cast this spell, you reduce the damage from Piercing, Bludgeoning and Slashing weapons by 10 + your spellcasting modifier until the end of your next turn. Stone Spike 2nd level Transmutation Casting Time: 1 Action Range: 60 Feet Components: V, S, M Duration: Instantaneous Swelling up from deep underground, a massive stone spike bursts through the earth. Chose a point on the ground within range. You do not need to be able to see the point. A 5 foot diameter stone spike bursts from the ground at that point. Make a melee spell attack against each creature in the area of the spike. This attack is a critical hit on a 19 or 20. On a hit, a creature takes 3d8 piercing damage. If you target a point that is not on the ground, the spell fails and the spell slot is still consumed. At Higher levels When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d8 for each slot level above 2nd Stony Embrace 3rd level Transmutation Casting Time: 1 Action Range: Self Components: V, S, M Duration: Concentration, Up to 1 minute. Large slabs of stone pull themselves up from deep underground, becoming your shield and weapons. When you cast this spell, you summon 4 stone slabs that float gently around you, protecting you from harm. Your base armor class becomes 10 + the number of slabs + your Dexterity modifier. As an action on your turn, you may launch a slab at a creature within 60 feet. The stone detaches from orbit around you and rockets towards the target. Make a ranged spell attack against the creature. This attack is a critical hit on a 19 or 20. If you hit, the creature takes 3d6 damage. The slab them breaks apart and falls to the ground as dust. At Higher Levels when you cast this spell using a spell slot of 4th level or higher, you gain one additional slab for every two slot levels above 3rd. Sudden Sea 9th level Transmutation Casting Time: 1 Action Range: 1 mile Components: S,M Duration: Concentration up to 1 hour With intense focus, you depress the earth and water speeds to fill the space. Chose a point within range. The land in up to a 1000 foot radius, as you choose, collapses 15 feet and fills with rushing water. Each creature caught in the onslaught of rushing water must make a Dexterity saving throw. A creature takes 12d6 bludgeoning damage and 12d6 cold damage on a failed save, or half as much on a success as they are battered and buffeted about and thrust underwater. Buildings collapse and most objects are inundated by the rushing water. If you maintain concentration on the spell for the entire duration, the sea becomes permanent, otherwise, the water drains away and the land gently returns to its form. 11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Trapped under Ice 5th Level Conjuration Casting Time: 1 Action Range: 60 feet Components: V, S, M (a patch of ice mummy skin) Duration: Concentration, up to 1 minute You cause ice to encase a creature you can see within range. The target must make a Constitution saving throw, taking 5d6 cold damage and becoming restrained on a failure, or taking half as much damage on a success. An affected creature must make a constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If it fails three times, it becomes completely entombed in ice and subject to the petrified condition for the duration. If you maintain your concentration on this spell for the entire duration, the creature is petrified in a tomb of Ice until the effect is removed. A petrified creature can be carefully removed from the ice by hand in 10 minutes, by dealing the tomb 25 fire damage, or letting the ice melt naturally. Undertow 5th level Conjuration Casting Time: 1 Action Range: 120 Feet Components: V,S,M (a broken fishbone) Duration: Instantaneous You summon a roaring current of water that pulls creatures away. Chose a creature you can see within range and center a 5 foot deep, 30 wide rush of water on that creature. Every creature within the wave when it is created must make a Strength saving throw. On a failed save, a creature takes 12d6 bludgeoning damage and is pushed 50 feet directly away from you. Updraft 7th level Transmutation Casting Time: 1 Action Range: 60 Feet Components: S, M (a bronze whistle) Duration: Concentration, up to 1 minute Summoning powerful winds, you raise you and your allies into the air, making you light and nimble. Chose up to 4 willing creatures you can see within range who are no more than 30 feet apart. Until the spell ends, the targets gain the following benefits they may not be targeted by opportunity attacks They have advantage on Dexterity saving throws and skill checks They gain +2 AC versus ranged weapon attacks They gain a fly speed equal to their movement speed, though they cannot obtain a height of more than 10 Feet from the ground A creature affected by the spell that makes a melee or ranged weapon attack, rolls 1d4 and add it to the result. Voltaic Charge 6th Level Enchantment Casting Time: 1 Action Range: 1 creature you touch Components: V, S, M (an electrum plated key) Duration: Concentration, up to 1 minute You touch a creature and imbue it with the power of lighting. As long as the spell is active, the creature gains the following benefits Its speed is increased by 40 feet. Attacks of opportunity targeting it suffer disadvantage Weapon attacks it makes have advantage It can make an additional attack as part of its combat action. When it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. When the spell ends, the creature takes 4d8 lightning damage as the power erupts from it. Wind Blast Conjuration Cantrip Casting Time: 1 Action Range: 60 Feet Components: V, S Duration: Instantaneous A small burst of wind explodes with a bang next to a creature you can see within range. Make a ranged spell attack against the target. On A hit, the target suffers 1d6 thunder damage and is deafened until the end of its next turn This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Winter Bolt 2nd Level Conjuration Casting Time: 1 Action Range: 90 feet Components: V, S, M (a small sliver rod studded with blue glass gems) Duration: Instantaneous You create a bolt of pure cold that streaks toward a creature that you can see within range. The creature must make a Constitution saving throw. On a failed save, it takes 3d10 cold damage and has disadvantage on Dexterity saves and ability checks until the end of their next turn, taking half as much damage on a success. At higher levels When you cast this spell using a spell slot of 3rd level or higher, it does an additional 1d10 damage for every spell level above 2nd. Wrecking Squall 1st level Conjuration Casting Time: 1 Action Range: 60 Feet Components: V, S, M (a dried oak leaf) Duration: Instantaneous Wind Creat must spells This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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