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Kibbles' Generic Spells _ GM Binder

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Published by crestia123456, 2022-10-03 15:35:32

Spells Elementais

Kibbles' Generic Spells _ GM Binder

Kibbles' Generic Spells

Kibbles' Generic Spells 1

Generic Spells Acid
Widely features damage over time, acid deals damage with
One of the common things I see folks at my table and across smaller initial damage and typically deals its damage in
the D&D Community looking for all the time is spells that consistent d4s. Generally features Dexterity saving throws.
better fit elemental archetypes beyond fire. It feels as if the
fire spell list was completed, and everything else got a few Level Spells
leftovers. This is the complete list that gives each element it's
own buffet. Cantrip acid splash, primal savagery

You can simple reflavor fire spells suit your needs - if that 1st caustic brew
works for and your table, great! However, in my experience
over the years of doing exactly that, it tends to rob the 2nd acid arrow
elements of the last vestige of unique flavor, subtle 3rd erodeK
differences, and as consequent the world setting which
should feel deep, mysterious, and magical, starts to feel more 4th vitriolic sphere
game-like, more formulic. 5th acid rainK

In providing this wave of new spells and their possibilities, Cold
this document can help a world have that mystifying depth of Cold spells deal less than other types of spells, often using d8
magic that represents the true scope of elemental magic and damage dice they tend to debuff the target, slowing them,
the touch of the thousands of wizards that have come before restraining them, or leaving difficult terrain. They most often
leaving behind the research, a true basis and complete feature Constitution saves.
system of generic elemental magic.

Generic Spells License and Use Level Spells

The new spells (marked with K) presented here are Cantrip frostbite, ray of frost
meant to be as generic, universal, and generally 1st arctic breathK, entombK, ice knife,
useful as possible, and consequently are created 2nd
with the intention of open and free use. 3rd cold snapK
4th flash freezeK
Feel free to use them with or without credit for ice storm, ice spikeK
whatever you want. You can import them to your
VTT of choice, you can include them in your 5th cone of cold
supplements or character options or whatever you
want to use them for. Earth
In the unusual position of dealing a physical damage type
My only goal here is to provide additional spells (bludgeoning) this type most often uses d10 damage and
for 5e. If you want to credit or support me, I targets Dexterity saves, often having secondary elements
certainly welcome it, but do not require it. knocking targets around, creating difficult terrain, or creating
obstacles and cover.
This is a list of spells that do straight forward effects of the
elements and only includes damaging effects. Some types of Level Spells
spells have control effects beyond their damaging application, Cantrips magic stone
but those are not recorded here, as this just focuses on an earth tremor
alternative to retheming the same fire spells for each damage 1st earth rippleK
type. 2nd erupting earth
3rd orbital stonesK
Fire 4th
Fire spells are largely complete in the default list, and 5th fissureK
consequently get the fewest new items. Fire spells typically
deal the most damage, and typically operate with consistent
d6 dice, and sometimes ignite for additional damage.
Generally feature dexterity saves.

Level Spells
Cantrips create bonfire, firebolt, produce flame

1st burning hands, hellish rebuke
aganazzar's scorcher, flaming sphere,
2nd
scorching ray
3rd fireball, melf's minute meteors
4th
5th fire shield, wall of fire
flame strike, immolation

2 Kibbles' Generic Spells

Force Poison
Force damage brings the ultimate in consistency, with most Offering high damage with high limitations, poison spells
spells offering no save or attack roll, but consequently dealing typically target Constitution and deal high variance d12
only moderate but consistent damage with d4s. damage, some having a chance to poison the target for an
ongoing effect.
Level Spells
Cantrip force boltK Level Spells

1st magic missile Cantrips poison spray
2nd seeking orbK, star dustK 1st bad bloodK, nauseating poisonK
3rd aether lanceK 2nd
4th force bladeK 3rd poison dartK, vicious vaporsK
5th aether stormK, 4th spider biteK, stinking cloud
stinging swarmK, poison puffK

5th cloudkill

Lightning Water
Highly volitile damage spells, these often feature d12s with Water spells conjure and forcefully manipulate water, using it
high variance, and sometimes come with powerful status as a medium to transfer kinetic energy, frequently moving
effects, shocking targets or even stunning them, they come in targets or knocking them prone. They most often feature
a mix of Constitution and Dexterity saving throws. strength or dexterity saves, and use reliable d6 damage dice.

Level Spells

Cantrip shocking grasp Level Spells
1st lightning tendrilK,
2nd crackleK, lightning chargedK Cantrips crashing waveK, water blastK
3rd electrocuteK, call lightning, lightning bolt 1st dancing waveK
4th jumping joltK storm sphere 2nd water cannonK
5th 3rd geyserK
sky burstK 4th pressure cutterK
5th

Thunder Wind
Exclusively area of effect spells, it tends to deal d8 damage Spells that deal damage typically involve manipulating into
dice, feature Constitution saves, and often have some intense bursts, blades of compressed force, or manipulating
element of knockback. into creating dangerous vortexes. It tends to deal slashing
damage with d8s and have Dexterity saving throws.
Level Spells
Cantrips thunderclap Level Spells
thunderpunchK, thunderwave Cantrips windborne weaponK
1st
2nd shatter 1st gale boltK
3rd thunder pulseK 2nd hurricane slashK
4th echoing lanceK 3rd
5th sonic shriekK 4th vortex blastK
5th aero barrageK, suffocateK

tornadoK

Kibbles' Generic Spells 3

Acid Entomb

Erode 1st-level transmutation
Classes: Wizard
3rd-level conjuration Casting Time: 1 action
Classes: Occultist, Wizard Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 20 feet Duration: Concentration, up to 1 minute..
Components: V, S You attempt to encase a Medium or smaller creature you can
Duration: Instantaneous. see within ice. The creature must make a Strength saving
You blast a target with a glob of acid. The target must make a throw or become restrained by ice for the duration. At the
Dexterity saving throw. On failure, the target takes 8d4 acid end of each of its turns, the target takes 1d8 cold damage and
damage immediately and becomes covered in acid. On a can make another Strength saving throw. On success, the
success, the target takes half as much damage and is not spell ends on the target.
covered in acid. While covered in acid, the target takes 2d4
acid damage at the end of each of its turns. The target or a If the creature takes more than 5 fire or bludgeoning
creature within 5 feet of it can end this damage by using its damage from a single damage roll while restrained, the ice
action to clear away the acid. breaks and the target is freed, ending the spell for the target.

At Higher Levels. When you cast this spell using a spell At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the damage (both initial and later) slot of 2nd level or higher, the damage increases by 1d8 for
increases by 1d4 for each slot level above 3rd. each slot level above 1st.

Acid Rain Cold Snap

5th-level conjuration 2nd-level evocation
Classes: Druid, Occultist, Wizard Classes: Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 300 feet Range: 90 ft (5 ft radius)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute. Duration: Instantaneous.
Acid rain begins falling within a 40-foot-radius 60-foot-high A swirling burst of freezing wind erupts at a point you choose
cylinder centered on a point you choose within range. When within range. Each creature in a 5-foot-radius sphere
a creature moves into the spell's area for the first time on a centered on that point must make a Constitution saving
turn or starts its turn there, the creature must succeed on a throw. On a failed save, a creature takes 3d8 cold damage
Dexterity saving throw or take 8d4 acid damage, and and becomes stuck in the ice, reducing their movement
becomes covered in acid. speed on their next turn by 10 feet. On a success, the target
takes half as much damage and is not stuck in ice.
A creature takes 2d4 acid damage if it ends its turn while
covered with acid. A creature can clear the acid with an The ground in the area is covered with slick ice and snow,
action. making it difficult terrain until the start of your next turn.

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

1st-level conjuration Flash Freeze
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action 3rd-level evocation
Range: Self (30 ft line) Classes: Sorcerer, Wizard
Components: V, S Casting Time: 1 action
Duration: Instantaneous. Range: Self(30-foot cone)
A line of freezing arctic wind 30 feet long and 5 feet wide Components: V, S
blasts out from you in a direction you choose. Each creature Duration: Instantaneous.
in the line must make a Dexterity saving throw. On a failed A freezing wind ripples outward. Each creature in a 30-foot
save, a creature takes 2d8 cold damage and their movement cone must make a Constitution saving throw. On a fail save, a
speed is reduced by 10 feet until the end of their next turn. creature takes 4d8 cold damage and is restrained by ice until
On a successful save, a creature takes half as much damage the start of your next turn. On a successful save, the target
and isn't slowed. takes half as much damage and isn't restrained.

At Higher Levels. When you cast this spell using a spell At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for slot of 4th level or higher, the damage increases by 1d8 for
each slot level above 1st. each slot level above 3rd.

4 Kibbles' Generic Spells

Ice Spike Orbital Stones

4th-level evocation 4th-level transmutation
Classes: Sorcerer, Wizard Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, Up to 1 Minute.
You create a lance of ice that shoot up from the ground to You lift three inanimate Small or Medium sized rocks or
impale a creature within range. The target must make a similar objects from within 10 feet of you, causing them to
Dexterity saving throw. The target takes 4d8 piercing damage defy gravity and slowly circle you. With all three stones
and 4d8 cold damage on a failed save. The target takes only orbiting, you have three quarters cover. With at least one
the 4d8 cold damage on a successful save. stone remaining, you have half cover.

At Higher Levels. When you cast this spell using a spell As a bonus action while at least one stone remains in orbit,
slot of 6th or 7th level, you can create a second spike. When you can magically fling a stone at target within 60 feet. Make
you cast this spell using a spell slot of 8th or 9th level, you can a ranged spell attack roll. On hit, the target takes 3d10
create a third spike. Additional spikes can target the same or bludgeoning damage and is knocked backward 5 feet.
different creatures.
Stone Fist
Earth
1st-level transmutation
Earth Ripple Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 action
2nd-level transmutation Range: Self
Classes: Druid, Occultist, Sorcerer, Wizard Components: V, S
Casting Time: 1 action Duration: 1 round.
Range: 60 feet You turn your hand and forearm (or similar appendage) to
Components: V, S stone until the start of your next turn. As part of casting the
Duration: Instantaneous. spell, you can make a melee spell attack against one creature
You cause the earth to deform and ripple, a target creature you can reach. On a hit, the target takes 2d10 bludgeoning
must make a Dexterity saving throw or suffer one of the damage.
following effects (your choice):
Until the start of your next turn, you can use your reaction
It is pulled into the earth, taking 1d8 bludgeoning damage when you take slashing or piercing damage from an attack to
and reducing its movement speed to zero until a creature gain resistance to damage from that attack.
spends an action to dig it free.
It is slammed 5 feet in a direction of your choice by a wave At Higher Levels. When you cast this spell using a spell
of earth, taking 2d8 bludgeoning damage and being slot of 2nd level or higher, the damage increases by 1d10 for
knocked prone. each slot level above 1st.
It is impaled by a spike of earth, taking 4d8 piercing
damage. Force

Fissure Aether Lance

5th-level transmutation 3rd-level evocation
Classes: Druid, Sorcerer, Wizard Classes: Sorcerer, Wizard
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60 foot line) Range: Self (30-foot line)
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You rend asunder the earth in a 60-foot-long 5-foot-wide line, You gather raw aether in your hand and expel it in a lance of
targeting an area of dirt, sand, or rock at least 10 feet deep. power forming a line 30 foot long and 5 foot wide. Each
creature in a line takes 8d4 force damage.
Creatures in that line must make a Dexterity save. On a
failure, a creature falls into a suddenly opened crevice in the At Higher Levels. When you cast this spell using a spell
ground, falling into it before it snaps shut, crushing them. slot of 4th level or higher, the damage increases by 1d4 for
From the fall and crush, creatures that fail the saving throw each slot level above 3rd.
take 6d10 bludgeoning damage. The creature is buried in 10
feet of rubble, and creatures without a burrowing speed
require 30 feet of movement to extract themselves from the
loose rubble to return to where they failed the saving throw. If
they end their turn while buried, they take an additional 1d10
bludgeoning damage.

Kibbles' Generic Spells 5

Aether Storm You create an oversized blade of pure scintillating force
energy in your hand. For the duration of the spell, as an
5th-level evocation action, you can sweep the blade through on target within
Classes: Sorcerer, Wizard reach, dealing 2d12 force damage.
Casting Time: 1 Action
Range: 120 feet Star Dust
Components: V, S
Duration: Concentration, up to 1 minute. 2nd-level evocation
You conjure a storm of aether erupting from a point of your Classes: Sorcerer, Wizard
choice within range. The aether storm fills a 10-foot radius, Casting Time: 1 Action
40-foot-high cylinder. When the storm appears, each creature Range: Self (30-foot cone)
within its area takes 8d4 force damage. Components: V, S
Duration: Instantaneous
A creature takes 1d4 force damage for each 5 feet they You evoke a burst of brilliant particles of force energy
move through the storm, and if a creature ends their turn sweeping out in a 30-cone originating from you. Creatures in
within the aether storm, they take 8d4 force damage. On your the radius take 3d4 force damage and the next attack roll
turn, you can move the storm 10 feet in any direction as a made against them before the start of your next turn has
bonus action. advantage.
Lightning
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d4 for Shocked
each slot level above 5th.
Shocked is a pseudo condition used in many
Seeking Orb Lightning spells that stuns a target until the start of
their next turn. This effectively means they cannot
2nd-level evocation take reactions, are incapacitated (interrupting some
Classes: Sorcerer, Wizard effects such as concentration), automatically fail
Casting Time: 1 Action Strength and Dexterity saves, and attacks against
Range: 5 feet them have advantage.
Components: V, S
Duration: Concentration, up to 1 minute. This is a very powerful condition, but far less
You create a Tiny orb of pure arcane energy that hovers powerful than stunning them until the end of the
within range, and designate a target creature within 120 feet. turn, which also makes them lose their action.
For the duration of the spell, at the end of each of your turns,
the orb grows larger and moves 30 feet directly toward the Shocked will always be described inline (as
creature. If the orb reaches the target, it will detonate dealing "shocking the target, stunning them until the start
6d4 force damage and an additional 1d4 damage for each of the next turn").
round since you cast the spell to the target. The spell ends
after it deals damage. If the orb does not reach the target Crackle
before the spell ends, it fades away without dealing damage.
2nd-level evocation
Force Bolt Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 action
evocation cantrip Range: 60 feet
Classes: Sorcerer Components: V, S
Casting Time: 1 Action Duration: Instantaneous
Range: 120 ft. You create three arcs of lightning striking targets in range.
Components: V, S You can direct them at one target or several.
Duration: Instantaneous
You hurl a mote of arcane energy at a creature or object Make a ranged spell attack for each arc. On a hit, the target
within range. Make a ranged spell attack against the target. takes 1d12 lightning damage. If three or more arcs hit a
On a hit, the target takes 2d4 force damage. single target, they must make a Constitution saving throw or
become shocked, stunning them until the start of their next
This spell's damage increases by 2d4 when you reach 5th turn.
level (4d4), 11th level (6d4), and 17th level (8d4).
At Higher Levels. When you cast this spell using a spell
Force Blade slot of 3rd level or higher, you create one additional arc for
each slot level above 2nd.
4th level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 bonus action.
Range: Self (5 feet)
Components: V, S
Duration: Concentration, up to 1 minute.

6 Kibbles' Generic Spells

Electrocute Lightning Tendril

3rd-level evocation 1st-level evocation
Classes: Sorcerer, Wizard Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: 20 feet
Components: V, S Components: V, S, M (a twig from a tree that has been struck
Duration: Instantaneous.
A massive arc of lightning leaps from your hand to a target by lightning)
you can see within range. The target must make a Duration: Concentration, up to 1 minute.
Constitution saving throw. On a failed save, the target takes Crackling beams of blue energy leap from your hands. For
4d12 lightning damage and is stunned until the start of your the duration of the spell, as an action, you can direct them
next turn. On a successful save, the target takes half as much toward a creature within range, dealing 1d12 lightning
damage and isn't stunned. damage to that creature.

At Higher Levels: When you cast this spell using a spell At Higher Levels. When you cast this spell using a 3rd- or
slot of 4th level or higher, the damage increases by 1d12 for 4th-level spell slot, the damage increases to 2d12 and the
each slot level above 3rd. range increases to 30 feet. When you cast it using a 5th- or
6th-level spell slot, the damage increases to 3d12 and the
Electrify range increases to 60 feet. When you cast it using a spell slot
of 7th level or higher, the damage increases to 4d12 and the
1st-level evocation range increases to 120 feet.
Classes: Occultist, Sorcerer, Wizard
Casting Time: 1 bonus action Jumping Jolt
Range: Self
Components: V, S 4th-level evocation
Duration: 1 round. Classes: Sorcerer, Wizard
Casting Time: 1 action
You channel lightning into your hands. The next time you Range: 60 feet
hit a creature with a melee attack (including a melee spell Components: V, S
attack) before the start of your next turn, the target takes Duration: Instantaneous.
1d10 lightning damage and must make a Constitution saving You release an arc of lighting at a creature within range.
throw. On a failed save, the target becomes stunned until the Make a ranged spell attack roll against the target. On hit, the
start of their next turn. target takes 4d12 lightning damage, and you can cause the
spell to jump to another target within 20 feet of the first
The spell ends after dealing damage, or at the start of your target making a new attack roll for each target. The spell
next turn, whichever occurs first. For the duration of the spell, cannot hit the same target twice, or jump to a target out of
you can cast the spell shocking grasp. the spells range. The spell can jump a maximum of five times.

Lightning Charged On a miss, the target takes half as much damage and the
spell does not jump to a new target.
2nd-level evocation
Classes: Inventor At Higher Levels: When you cast this spell using a spell
Casting Time: 1 action slot of 5th level or higher, the starting damage increases by
Range: Touch 1d12 for each slot level above 4th.
Components: V, S, M (a piece of once used lightning rod)
Duration: 10 minutes Sky Burst
You channel lightning energy into a creature. The energy is
harmless to the creature, but escapes in dangerous bursts to 5th-level evocation
other nearby creatures. Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Every time that creature strikes another creature with a Range: 120 feet
melee attack, a spell with a range of touch, is struck by Components: V, S
another creature with a melee attack, or ends their turn while Duration: Instantaneous.
grappling or being grappled by another creature, they deal Five bolts of lightning strike five points of your choice that
1d6 lightning damage to that creature. you can see within range. Each creature within 5 feet of the
chosen points must make a Dexterity saving throw. A
Once this spell has discharged 6 times (dealing up to 6d6 creature takes 4d12 lightning damage on a failed save, or half
damage), the spell ends. as much on a successful one. A creature in the area of more
than one lightning burst is affected only once.
At Higher Levels: The spell can discharge damage 2
additional times (dealing 2d6 more total damage) before the At Higher Levels: When you cast this spell using a spell
spell ends for each slot level above 2nd. slot of 6th level or higher, you can call down an additional bolt
of lightning targeting another point within range for each slot
level above 5th.

Kibbles' Generic Spells 7

Poison Poison Puff

Bad Blood 4th-level transmutation
Classes: Druid, Occultist, Warlock, Wizard
1st-level necromancy Casting Time: 1 action
Classes: Druid, Occultist, Warlock, Wizard Range: Self (30-foot cone)
Casting Time: 1 action Components: V, S
Range: 60 ft Duration: 1 round.
Components: V, S, M (a piece of rotten meat) You exhale a cloud of poison that magically expands to fill a
Duration: Concentration, up to 1 minute. 30 foot cone. Creatures in that area must make a
Targeting a creature you can see within range, you attempt to Constitution saving throw. On a failure, they take 4d12
corrupt its blood. Creatures without blood are immune to this poison damage and become poisoned until the start of their
effect. The target must make a Constitution saving throw. On next turn. On a success, the target takes half as much
failure, they take 1d12 poison damage and become poisoned damage and is not poisoned.
for the duration.
The area is lightly obscured until the start of your turn, and
At the end of each of its turns, the target can make another any creature that ends their turn within the area takes 2d4
Constitution saving throw. On a success, the spell ends on the poison damage.
target, on failure; they take an additional 1d4 poison as the
poison continues to ravage them. Stinging Swarm

At Higher Levels. When you cast this spell using a spell 4th-level conjuration
slot of 2nd level or higher, you can target one additional target Classes: Druid, Occultist, Warlock, Wizard
for each slot level above 2nd. The targets must be within 30 Casting Time: 1 action
feet of each other when you target them. Range: 60 ft
Components: V, S
Nauseating Poison Duration: Concentration, up to 1 minute.
You conjure a magical swarm of flying insects that fill a 5 foot
1st-level necromancy cube within range. For the duration of the spell, the swarm is
Classes: Druid, Occultist, Warlock magically replenished and cannot be destroyed. As a bonus
Casting Time: 1 bonus action action, you can direct the swarm to move up to 30 feet. If the
Range: Self swarm enters another creature's space, it stops and swarms
Components: V, S them, stinging repeatedly, and cannot be moved until the start
Duration: 1 round. of your next turn. The creature takes 2d4 piercing damage
You shroud your hand, a weapon you are holding, or a natural and must make a Constitution saving throw, taking 2d12
weapon in dark ichorous miasma. The next time you hit a poison damage on failure.
creature with a melee attack (including a melee spell attack)
before the start of your next turn, the attack deals an extra Spider Bite
1d12 poison damage and the target must succeed on a
Constitution saving throw or be poisoned until the end of 3rd-level transmutation
your next turn. Classes: Druid, Occultist, Warlock, Wizard
Casting Time: 1 action
The spell ends after dealing damage, or at the start of your Range: Touch
next turn, whichever occurs first. Components: V, S
Duration: Instantaneous
Poison Dart You prick a target with a tiny magical fang of venom. Make a
melee spell attack against a creature within reach. On a hit,
2nd-level transmutation the target takes 4d12 poison damage and must succeed on a
Classes: Occultist, Warlock, Wizard Constitution saving throw or becoming poisoned for 1
Casting Time: 1 action minute. At the end of each of its turns, the target can make
Range: 60 ft another Constitution saving throw. On a success, the target is
Components: V, S no longer poisoned.
Duration: Instantaneous.
You conjure a dart of pure poison and hurl it at a creature you If you miss your melee attack roll, you can concentrate (as
can see within range. Make a ranged spell attack. On a hit, if concentrating on a spell) to maintain the attack for another
the target takes 3d12 poison damage and must succeed a attempt until the end of your next turn.
Constitution saving throw or become poisoned until the start
of your next turn. At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d12 for
At Higher Levels. When you cast this spell using a spell each slot level above 3rd.
slot of 3rd level or higher, the damage increases by 1d12 for
each slot level above 2nd.

8 Kibbles' Generic Spells

Vicious Vapors Thunder Pulse

2nd-level transmutation 3rd-level evocation
Classes: Druid, Occultist, Warlock, Wizard Classes: Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft Range: Self(15-foot cone)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute. Duration: Concentration, up to 1 minute.
You fill the air with poisonous vapors in a cube 5 feet on each You gather sonic energy and can expel it in shockwaves for
side. A creature must make a Constitution saving throw when the duration. Until the spell ends, you can use an action to
it enters the spell's area for the first time on their turn or emit a shockwave in a 15-foot cone. Each creature in that
starts its turn there. On a failed save, they take 1d12 poison area must make a Constitution saving throw, taking 3d8
damage and become poisoned until the end of their next turn. thunder damage and being knocked 10 feet away from you on
On a successful save, they take half as much damage and do a failed save, or half as much damage and not being knocked
not become poisoned. away on a successful one.

You can move the cloud of vapors up to 20 feet as a bonus At Higher Levels. When you cast this spell using a spell
action during your turn. slot of 3rd level or higher, the damage increases by 1d8 for
each slot level above 2nd.
Thunder Spells
Thunder Punch
Echoing Lance
1st-level evocation
4th-level evocation Classes: Sorcerer, Wizard
Classes: Occultist, Sorcerer, Wizard Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 60 feet Components: V, S
Components: V, S Duration: Instantaneous.
Duration: Concentration, up to 1 minute. You charge your hand (or similar appendage) with thunder
You emit a targeted burst of intense sonic energy at a target power. Make a melee spell attack against the target. On a hit,
within range. The target must make a Constitution saving there is a thunderous crash audible from up to 300 feet of
throw. On failure, they take 3d8 thunder damage and become you and the target takes 3d8 thunder damage, and is knocked
deafened and stunned for the duration by the intense sound. 10 feet away from you.
On a successful save, the target takes half as much damage
and is not stunned. At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
At the end of each of its turns, the target can make another each slot level above 1st.
Constitution saving throw. On a success, the spell ends on the
target; on failurem they take an additional 1d8 thunder from
the echoes within their mind.

Sonic Shriek

5th-level evocation
Classes: Bard, Occultist, Sorcerer, Wizard
Casting Time: 1 action
Range: Self(120-ft cone)
Components: V, S
Duration: Instantaneous.
You emit a sonic blast covering a huge area. Each creature in
a 120 foot cone must make a Constitution saving throw. On a
failed save, a creature takes 6d8 damage and is deafened if
they are within 60 feet of you, or 3d8 damage if they are
further than 60 feet from you. On a successful save, a
creature takes half as much damage. The spell emits a
ringing shriek audible out to 300 feet in the direction cast.

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.

Kibbles' Generic Spells 9

Water Pressure Cutter

Crashing Wave 5th-level conjuration
Classes: Sorcerer, Wizard.
1st-level conjuration Casting Time: 1 Action
Classes: Druid, Sorcerer, Wizard. Range: Self (60 foot line)
Casting Time: 1 Action Components: V, S
Range: Self (15 foot cone) Duration: Instantaneous
Components: V, S You unleash a blast of highly pressurized water in a 60-foot-
Duration: Instantaneous long 15-foot-wide line, slashing through everything in its path.
A wave of water sweeps out from you. Each creature in a 15- Each creature in the line must make a Dexterity saving throw,
foot cone must make a Strength saving throw. On a failed taking 10d6 slashing damage on a failure. On a successful
save, a creature takes 2d6 bludgeoning damage and is save, a creature takes half as much damage.
knocked 10 feet away from you. If a creature is knocked into
a wall, another creature, or fails by 5 or more, it is At higher levels: When you cast this spell using a spell lot
additionally knocked prone. On a successful save, the of 6th level or higher, the damage increases by 1d6 for each
creature takes half as much damage and is not knocked back. level above 5th.
If you have a source of water at least 5 cubic feet within 5 feet
when you cast the spell, you can displace that water, Water Blast
increasing the range of the spell to a 25 foot cone.
1st-level conjuration
At higher levels: When you cast this spell using a spell lot Classes: Druid, Occultist, Sorcerer, Wizard.
of 2nd level or higher, the damage increases by 1d6 for each Casting Time: 1 Action
level above 1st. Range: 30 feet
Components: V, S
Dancing Wave Duration: Instantaneous
You conjure a ball of water before hurling it at a target. Make
2nd-level conjuration a ranged spell attack against the target. On a hit, the target
Classes: Druid, Occultist, Sorcerer, Wizard. takes 3d6 bludgeoning damage and if it is Large or smaller
Casting Time: 1 Action must make a Strength saving throw or be knocked prone.
Range: 30 feet
Components: V, S At higher levels: When you cast this spell using a spell lot
Duration: Concentration, up to 1 minute. of 2nd level or higher, the damage increases by 1d6 for each
You summon a surging mass of water into existence at a level above 1st.
point on the ground within range. The mass of water remains
cohesive filling a 5 foot radius, though only rises 3 feet from Water Cannon
the ground. The area is difficult terrain for any creature
without a swimming speed. 3rd-level evocation
Classes: Druid, Occultist, Sorcerer, Wizard.
For the duration of the spell, as a bonus action you can Casting Time: 1 Action
move the wave of water up to 30 feet along a surface in any Range: Self (30 foot line)
direction. The first time the wave enters any creature's space Components: V, S
during a your turn, they must make a Strength saving throw Duration: Instantaneous
or take 1d6 bludgeoning damage and be knocked prone. A You unleash a spout of water that blasts out in a line 30-foot-
creature automatically fails the saving throw against this long and 5 foot-wide-line. Creatures in the area must make a
spell if they are prone. Strength saving throw, or take 6d6 bludgeoning damage and
be pushed to an open space at the end of the line away from
Geyser you. If there is no open space to move to (for example they
would move into a wall or another creature), they are pushed
4th-level conjuration to the closest space and take an additional 2d6 bludgeoning
Classes: Druid, Sorcerer, Wizard. damage and are knocked prone. On a successful save, they
Casting Time: 1 Action take half as much damage and are not pushed.
Range: 120 feet
Components: V, S
Duration: Instantaneous
You cause a massive eruption of water to blast upwards from
the ground at a point within range. Creatures within 10 feet
of the point must make a Dexterity saving throw or take 4d6
bludgeoning damage and be knocked 60 feet into the air. On
a successful save, creatures take half as much damage, and
are instead knocked their choice of 10 feet away from the
point or 10 feet upward.

10 Kibbles' Generic Spells

Wind At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, you can create an additional line of
Aero Barrage effect. A creature in the area of more than one slash is
affected only once
4th-level transmutation
Classes: Sorcerer, Wizard. Suffocate
Casting Time: 1 Action
Range: 120 feet 4th-level transmutation
Components: V, S Classes: Occultist, Sorcerer, Wizard.
Duration: Instantaneous Casting Time: 1 Action
You create four lances of rapidly spinning condensed wind Range: 60 feet.
and hurl them at targets within range. You can hurl them at Components: V, S
one target or several. Duration: Concentration, up to 1 minute.
You create a whirling sphere of air around a target that
Make a ranged spell attack for each lance. On a hit, the causes them to struggle to breathe. The target must make a
target takes 2d8 slashing damage and is knocked 10 feet Constitution saving throw. On a failure, the target loses 5d8
backwards. hit points due to lack of air, has disadvantage on all ability
checks, and cannot speak. On a success, the target takes half
At Higher Levels: When you cast this spell using a spell as much damage and suffers no other effects. For the
slot of 5th level or higher, you create one additional lance for duration, as an action, you can force the creation to make a
each slot level above 4th. saving throw against the ability again.

Gale Bolt If a target fails their saving throw against this spell 3 times
in a row, they become incapacitated until they succeed on a
1st-level evocation save or the spell ends. If you don’t use your action to force the
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard. target to make a save, it counts as a success.
Casting Time: 1 Action
Range: 120 feet A creature that does not breathe is unaffected by this spell.
Components: V, S
Duration: Instantaneous Tornado
A blast of concentrated wind streaks toward a creature of
your choice within range. Make a ranged spell attack against 5th-level transmutation
the target. On a hit, the target takes 2d8 bludgeoning damage Classes: Druid, Sorcerer, Wizard.
and if it is Large or smaller is knocked 10 feet away from you. Casting Time: 1 Action
Range: 120 feet.
At higher levels: When you cast this spell using a spell lot Components: V, S
of 2nd level or higher, the damage increases by 1d8 for each Duration: Concentration, up to 1 minute.
level above 1st. A whirling tornado erupts, filling a 20-foot-radius, 40-foot-
high cylinder centered on a point within range.
Windborne Weapon
Any creature that starts its turn within the tornado must
transmutation cantrip make a Strength saving throw. On a failed save, the creature
Classes: Druid, Sorcerer, Wizard takes 4d8 bludgeoning damage and is pushed 10 feet away
Casting Time: 1 action and 40 feet up. On a successful save, the creature takes half
Range: 150 feet as much damage and isn't pushed.
Components: V, S
Duration: Instantaneous As a bonus action, you can move the tornado up to 30 feet
Make an attack with a weapon with the ammunition or in any direction. Any ranged weapon attack against a target
thrown property as part of the action used to cast this spell, within 20 feet of the tornado has disadvantage, and any
turning it into a ranged spell attack. This attack ignores cover. ranged attack that passes through it automatically misses.
On hit, it deals 1d8 damage of the weapon's damage type.
Vortex Blast
At higher levels: This spell's damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8), and 17th 3rd-level evocation
level (4d8). Classes: Occultist, Sorcerer, Wizard.
Casting Time: 1 Action
Hurricane Slash Range: Self (30 foot cone)
Components: V, S
2nd-level evocation Duration: Instantaneous
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard. You create a sudden violent vortex that blasts outwards in a
Casting Time: 1 Action cone, tossing characters and objects within the area.
Range: Self (30-foot line) Creatures take 2d6 bludgeoning damage and must succeed a
Components: V, S Strength saving throw or be knocked 20 feet backward and
Duration: Instantaneous 40 feet upward.
You condense wind into a razor sharp blast that shreds a 30-
foot-long 5-foot-wide line. Creatures in the area must make a At Higher Levels. When you cast this spell using a spell
Dexterity saving throw. A creature takes 3d8 slashing damage slot of 4th level or higher, the damage increases by 1d6 for
on a failed save or half as much on a success. each slot level above 3rd.

Kibbles' Generic Spells 11

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Ethan Hart Art Credits
Fencing Bucket
FS-1414 Cover Image that Kibbles' definitely did not recycle from
Garion Pankievich Psion - Art by Adrytia45 - Copyright KibblesTasty
Garrí K
Garth Ott Kibbles' Generic Spells
Gengoron
Glacirus
Glider Onair
GMBinder
herdsheep
Ihileath
Issac Dyne
Jake Sine
Jason Lasica
Johannes Wieland
Kainoa Pacrro
KnightOfAlcea
Kybernetes
Larry Eger
lastnamefirst
Meerkat Manor
Michael Ramage
Micheal Molik
Mitchell Baltosser
Nannette Groft
Nicholas Sherman
OrionSquared
Patrick Hart
Peter Steil
Prussi Antique
Robert White
Rory Collier
Sam B Spivey
Seffykun
Seranata


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