The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Delightful Chaos - A homebrewed document for Dungeons & Dragons 5th Edition. Frankly, a ludicrous amount of spells, with many spells ranging from impossible to useless to comedy.

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by johnnyrider1144, 2022-09-17 21:40:24

(DnD 5E) Delightful Chaos - The Homebrewery

Delightful Chaos - A homebrewed document for Dungeons & Dragons 5th Edition. Frankly, a ludicrous amount of spells, with many spells ranging from impossible to useless to comedy.

Keywords: DnD,D&D,5E,5th Edition,Delightful Chaos,The Homebrewery

Delightful Chaos

A truly amazing compendium of spells brought to you by enterprising young mages and
forgotten scholars alike.

Homebrew Spell Descriptions

The following is a list of spells compiled from a variety of

Homebrew D&D 5E Texts, as well as many of my own

invention. The spells are presented (mostly) in alphabetical

order. Some of them are better than others, and spell lists are

left up to the DM, rather than detailed in this document.



Absorb Magic



5th-level transmutation

Casting Time: 1 hour

Range: Touch

Components: V, S, M (A magic item of your choice)

Duration: Permanent

You feel an instant of searing pain from your back, as you



complete the spell, which swiftly fades into a sensation of

ultimate freedom.

When this spell is cast, the magic item that is the material
component, disintegrates. Your body is marked by an Ace of Spades
arcane rune (DM's choice) representabel to the magic item
that is absorbed. If the magic item requires attunement, it Evocation Cantrip
still applies within the arcane rune. Casting Time: 1 action
You may end the attunement as you would do by normal Range: 30 ft.
circumstances for the magic item but your arcane rune will Components: S
fade away over the next 24 hours. If you end the Duration: Instantaneous
attunement, the magic that is stored within the arcane You create a playing card of pure magical energy and throw it
rune, vanishes.
If the magic item dosn't require attunement, the effect is at a target within range.
permanent, even when targeted by dispel magic. When Make a ranged spell attack against the target. On a hit, the
your physical body dies, all magic vanishes directly.
target takes 1d6 slashing damage. The target also has
Accelerate disadvantage on their next attack.
At Higher Levels. The spell creates more than one card
Transmutation cantrip when you reach higher levels: two cards at 5th level, three
Casting Time: 1 Action cards at 11th level, and four cards at 17th level. You can
Range: 120 feet direct the cards at the same target or at different ones.
Components: V, S, (a miniscule hard object, such as a rock, Make a separate attack roll for each card.

tooth, or piece of wood) Achriba's Gravity Well
Duration: Instantaneous
This spell accelerates an object you are holding out to a 3rd-level transmutation
Casting Time: 1 action
creature you can see within range. Make a ranged spell Range: 60 ft.
attack against the target. On a hit, the target takes Components: S, M (one inch diameter lead ball)
bludgeoning damage: 1d6 if it is within 30 feet of you, 1d8 Duration: Instantaneous
if it is between 30 and 60 feet, 1d10 if it is between 60 and You magically alter the lead ball used in the casting of this
90, and 1d12 between 90 and 120.
This spell’s damage increases by 1 die when you reach 5th spell, changing its physical properties, and send it to a
level (two dice), 11th level (three dice), and 17th level (four point within range. It magically hovers in the designated
dice). The dice are all the same type. space, exerting its hold on all objects and creatures that
are within 15 ft. of it.
For each 5 ft. an affected creature attempts to move away
from the ball, they must succeed on a Strength check
against your spell save DC or be unable do so. A creature
moving through the area must spend 5 feet of movement
for every 1 foot it moves.
Creatures and objects in the area can only be forcefully
moved away from the ball by another creature if that
creature succeeds on a Strength check against your spell
save DC.

2

Acid Rain Aero Barrage

5th-level conjuration 4th-level transmutation
Casting Time: 1 action Casting Time: 1 Action
Range: 300 feet Range: 120 feet
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 You create four lances of rapidly spinning condensed wind

cylinder centered on a point you choose within range. and hurl them at targets within range. You can hurl them at
When a creature moves into the spell's area for the first time one target or several.
Make a ranged spell attack for each lance. On a hit, the target
on a turn or starts its turn there, the creature must succeed takes 2d8 slashing damage and is knocked 10 feet
on a Dexterity saving throw or take 6d4 acid damage, and backwards.
become covered in acid. On a successful save, a creature At Higher Levels. When you cast this spell using a spell slot
takes half the initial damage and is not covered in acid. of 5th level or higher, you create one additional lance for
A creature takes 3d4 acid damage if it ends its turn while each slot level above 4th.
covered with acid. The target or a creature within 5 feet of
it can end this damage by using its action to clear away the Aether Lance
acid.
3rd-level evocation
Acid Swamp Casting Time: 1 Action
Range: Self (30-foot line)
7th-level transmutation Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 240 ft. You gather raw aether in your hand and expel it in a lance of
Components: V, S, M (A small vial of acid)
Duration: Concentration, up to 1 minute power forming a line 30 foot long and 5 foot wide. Each
★ Black and opaque liquid starts to spread from a point on creature in a line takes 8d4 force damage.
At Higher Levels. When you cast this spell using a spell slot
the water's surface. Fishes, sea elves, aquatic mammals, of 4th level or higher, the damage increases by 1d4 for each
yes all life are boiled beneath. slot level above 3rd.
This spell transforms a 100-foot-radius, up to 240-foot deep
cylinder contained of water, centered on a point within Aether Storm
range, into a pool of thick bubbling acid. The acid is black
and opaque that smells of sulfur. 5th-level evocation
Anyone splashed by the acid takes 1d6 points of acid damage Casting Time: 1 Action
per round; if totally immersed, the damage is 10d6 per Range: 120 feet
round. If the acid reaches only to the waist, the damage is Components: V, S
5d6 per round. Duration: Concentration, up to 1 minute
At Higher Levels: When you cast this spell using a spell slot You conjure a storm of aether erupting from a point of your
of 8th level or higher, the radius increases by 100 foot and
the depth increases by 200 for each spell slot above 7th. choice within range. The aether storm fills a 10-foot radius,
40-foot-high cylinder. When the storm appears, each
Adiabatic Flame creature within its area takes 8d4 force damage.
A creature takes 1d4 force damage for each 5 feet they move
4th-level transmutation through the storm, and if a creature ends their turn within
Casting Time: 1 action the aether storm, they take 8d4 force damage. On your
Range: 60 ft. turn, you can move the storm 10 feet in any direction as a
Components: V, S, M (Non-magical flame within range) bonus action.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell slot
As you complete this spell, you feel flames warming your skin of 6th level or higher, the damage increases by 1d4 for each
slot level above 5th.
from within your body.
A bright streak flashes from your pointing finger to a point

you choose within range, absorbing non-magical flames in
a 20-foot-area. Until the end of your next turn, you deal
1d10 extra fire damage on top of your normal damage with
spells that deal fire damage.

3

Amelia's Painted Tie Arcane Flashsword

5th-level Necromancy Evocation Cantrip
Casting Time: 1 action Casting Time: 1 Bonus Action
Range: 60 ft. Range: Self
Components: V, S Components: V, S, M
Duration: 1 round Duration: Until the end of your turn.
When you cast this spell, choose two creatures you can see You project an ephemeral blade from your focus, creating a

within range. An infinity symbol appears between them, shortsword of arcane energy. You are proficient with this
each of them in the center of a loop. When the first shortsword, and it retains all the properties of a mundane
creature is damaged, the second creature regains an one, save that it deals 1d6 force damage.
amount of health equal to the damage dealt. At Higher Levels. The damage dealt by the sword increases
This lasts until the end of your next turn when spell ends or by 1d6 when you reach 5th level (2d6), 11th level (3d6), and
80 damage is dealt to the first creature, whichever comes 17th level (4d6).
first.
At higher levels: When you cast this spell with a spell slot of Arcane Obstruction
6th level or higher, the second creature regains health until
the spell ends or an additional 20 damage is dealt per spell 9th-level abjuration
slot above 5th level. Casting Time: 1 action
Range: 120 ft.
Angelic Rebuke Components: S
Duration: Concentration, up to 1 minute
5th-Level Evocation You invoke this spell and celestial rays lance down from
Casting Time: 1 reaction which you take in response to
above. Out of these sparkling rays manifest great glowing
being damaged by a creature within 60 feet of you that you balls of power. The shadows of greater warriors coalesce
can see. within this light.
Range: 60 ft. You imbue a 60-foot-radius area, centered on a point you
Components: V choose within range, with such a strong divine presence
Duration: Instantaneous that arcane magic have difficult functioning properly. A
★ Even the darkest fiend cannot withstand the light of creature needs to make a Wisdom saving throw when
heaven. attempting to cast an arcane spell. On a failed save, the
With a word, you invoke the searing radiance of the higher creature looses the action and the spell negates.
planes to strike down your attacker.
The creature must make a Charisma saving throw. If they fail, Arc Jolt
they are blinded until the start of your next turn and take
5d10 radiant damage. If they succeed, they take half as Evocation Cantrip
much damage and are not blinded. Casting Time: 1 Action
Range: 30 feet
Arcane Barrage Components: S
Duration: Instantaneous
4th-level Evocation You create two balls of electrical energy and unleash them
Casting Time: 1 action
Range: 130 ft. towards targets within range. You must unleash them at
Components: V, S separate targets.
Duration: Instantaneous Make a ranged spell attack for each ball. You have advantage
You conjure two swirling intertwined balls of raw force, on both attack rolls if the targets are within 10 feet of each
other. On a hit, the target takes 1d4 lightning damage.
hurling them at a point you choose within range and then At Higher Levels. This spell's damage deals to one of the
pushing beings away as they make an explosion of force. targets you select increases by 1d4 when you reach 5th
Each creature in a 10-foot-radius sphere centered on that level (2d4), 11th level (3d4), and 17th level (4d4). You may
point must make a Dexterity saving throw. choose which jolt deals this increased damage after both
A target takes 6d8 force damage on a failed save, or half as attack rolls have been made.
much damage on a successful one, and are pushed 5 feet
away from the point of impact.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8, and the
push back by 5 feet for each slot level above 4th.

4

Archibald's Deployable Turret Arozaphir's Magic Missile

3rd-level conjuration Cantrip evocation
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 120 ft.
Components: V, S, M (A tiny, folded up metal trinket that Components: V, S
Duration: Instantaneous
expels the turret when you cast this spell) ★ When you heard a thunder back in the dust of ages, people
Duration: 10 minutes
A turret is expelled from a tiny, folded up metal trinket, the ran away. He had arrived, and where he were, danger was
imminent.
exact appearance of which you determine. The turret uses You create three blue darts of magical thunder. Make a
the Deployable Turret stat block and always attacks the ranged spell attack with each dart on each creature of your
closest enemy to it, unless you command it not to attack at choice that you can see within range. A dart deals 1d4
all. (no action required by you either way). The turret is an thunder damage to its target. The spell emits a thunderous
ally to you and your companions. In combat, the turret boom audible out to 300 feet.
shares your initiative count, but takes its turn immediately At Higher Levels: You create an additional dart when you
after yours. reach 5th level, 11th level, and 17th level.

Deployable Turret Ascendant Flame

Small construct, unaligned 5th-level Evocation
Armor Class 17 Casting Time: 1 action
Hit Points 30 + 10 for each spell slot level above Range: 90 feet
Components: V
3rd Duration: Concentration, up to 1 minute
Speed 30ft. Flames capture a creature you can see within range and burn

STR DEX CON INT WIS CHA inwards, hotter by the second. The target must make a
10 (+0) 16 (+3) 14 (+2) 6 (-2) 6 (-2) 6 (-2) Dexterity saving throw. It takes 6d6 fire damage on a failed
save. For this save and any after, whenever the target fails,
Condition Immunities charmed, poisoned, the flames burn hotter. At the end of its turns, the target
frightened must repeat the saving throw.
It takes 6d6 fire and an additional 2d6 for each time the fire
Languages - burns hotter. The burning target sheds bright light in a 30-
Focused. The turret always attacks the closest foot radius and dim light for an additional 30 feet. These
enemy within reach, unless you command it not to magical flames can’t be extinguished nonmagically.
attack at all (no action required by you either way). On any success, the target takes half as much fire damage as
it would have, and the spell ends. You can end the spell at
Actions any time (no action required).
At Higher Levels. When you cast this spell using a spell slot
Multiattack. The turret makes a number of attacks of 6th level or higher, Both instances of the fire damage
equal to half the spell slot level used (rounded up). increases by 1d6 for each slot level above 5th.
Bolt to the Eye. Ranged Weapon Attack: your spell
attack modifier to hit, reach 60 ft., one target. Hit
10 (2d6 + 3) magical piercing damage.

Arctic Breath

1st-level conjuration
Casting Time: 1 action
Range: Self (30 foot line)
Components: V, S
Duration: Instantaneous
A line of freezing arctic wind 30 feet long and 5 feet wide

blasts out from you in a direction you choose. Each
creature in the line must make a Dexterity saving throw.
On a failed save, a creature takes 2d8 cold damage and their
movement speed is reduced by 10 feet until the end of their
next turn. On a successful save, a creature takes half as
much damage and isn't slowed.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st.

5

Ashen Pack Aspect of Pride

4th-Level Conjuration 6th-level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (30 feet)
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
Those are not torches burning in the woods beyond. They are If you are in complete darkness when you cast or for the

eyes, and they are hungry. duration of the spell, the spell immediately fails and ends.
With a gesture, you summon three flaming wolves made from For the duration, black shadowy tendrils with many eyes
and teeth surround you, waiting for a command.
ash and metal into your space. When you cast this spell, When you cast the spell, a tendril stretches out to a point you
and as an action on each of your turns while it is in effect, can see within range. Each creature within 5 feet of that
you can choose a point within 60 feet of you. point must make a Dexterity saving throw. On a failed save,
When you do, one of the flaming wolves rushes to the target a creature takes 6d12 piercing damage and is moved 10
point, and then seeks out the nearest creature within 30 feet in any direction of your choice except up. On each of
feet of it, making a melee spell attack using your spell your turns until the spell ends, you can use your action to
attack modifier. If the attack hits, the target takes 4d10 fire outstretch tendrils again, targeting the same point or a
damage and must make a Strength saving throw. different one.
If the target fails, they are knocked prone. The flaming wolf At Higher Levels. When you cast this spell using a spell slot
then immediately returns to your space, coiling around of 7th or higher level, the damage increases by 1d12 for
your feet. The wolves have an AC equal to your spell save each slot level above 6th.
DC.
If a flaming wolf is struck by a weapon or spell attack or is Asphyxiate
prevented from returning to your space after making an
attack, it vanishes. The spell ends when all three wolves 3rd-level Necromancy
are lost, or you lose concentration. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell slot Range: 30 feet
of 5th level or higher, the fire damage of the wolf’s attack Components: S
increases by 1d10 per spell slot level above 4th. Duration: Concentration, up to 1 minute
Shadowy tendrils extends from you and swirls around the
Aspect of Atium
throat of a creature within range. The target must make a
3rd-level transmutation successful Dexterity saving throw or be restrained for the
Casting Time: 1 bonus action spells duration. While restrained in this way, the target is
Range: Self also suffocating.
Components: M (an atium bead worth 100gp, consumed) At the end of each of its turns, the target must make a
Duration: 1 round Constitution saving throw. On a failed save, the target loses
You infuse the bead of atium with your spirit and ingest it, 1 minute of air until the target is knocked unconscious. On
a successful save, the target is freed from the tendrils and
gaining insight into the immediate future. Until the the spell ends.
beginning of your next turn, you gain a +5 bonus to AC,
attack rolls, and dexterity saving throws. Astral Smite
At Higher Levels. If you cast this spell using a spell slot of
3rd level or higher, the bonuses increases by 1 for each 5th-level evocation
level above the 2nd. Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 minute, concentration
You channel your consciousness through the astral plane,

targeting a creature you are familiar with. If you cannot see
the creature, it can make a charisma saving throw, ending
the spell early on a success.
The next attack you make for the duration ignores the
material world, passing instead through the plane of
thoughts. The creature is automatically considered within
reach of your weapon, and the attack deals an additional
8d8 psychic damage on a hit.

6

Azuradon's Image Become Water

7th-level illusion 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S, M (Chrysolite powder) Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 round
★ Balding old sage with a huge, flared beard. His eyes are You become a burst of elemental water. Until the start of your

blazing orbs of fire. His red robe burns with a white flame. next turn, you gain the following benefits:
Azuradon, master of flames, is here. • You are resistant to bludgeoning, piercing, and slashing
Three illusory duplicates of Azuradon's image appear in your
space. Until the spell ends, the duplicates move with you. damage from nonmagical attacks.
You can use your action to dismiss the illusory duplicates. • You can move through the space of other creatures and
Each time you cast the cantrip fire bolt, the duplicates of
Azuradon's image cast the fire bolt cantrip at the same ignore difficult terrain; the first time you move through a
location as you. Make a spell attack for each image. On a Large or smaller creature on a turn, it must pass a
hit, the target takes 1d10 fire damage. The duplicates does Strength saving throw or be knocked prone.
not benefit from any of your class features, except for your
spellcasting modifier, nor any magic item that would Become Wind
increase your cantrip damage otherwise. If you do not have
the fire bolt cantrip learned, you learn it during the 2nd-level transmutation
duration of this spell. Casting Time: 1 bonus action
Range: Self
Bad Blood Components: V, S
Duration: 1 round
1st-level necromancy You become a burst of elemental wind. Until the start of your
Casting Time: 1 action
Range: 60 feet next turn, you gain the following benefits:
Components: V, S, M (a piece of rotten meat) • You have resistance to lightning damage and bludgeoning,
Duration: Concentration, up to 1 minute
Targeting a creature you can see within range, you attempt to piercing, and slashing damage from nonmagical attacks.
• You can move through the space of other creatures and
corrupt its blood. Creatures without blood are immune to
this effect. The target must make a Constitution saving ignore difficult terrain; the first time you move through a
throw. On failure, they take 1d12 poison damage and Large or smaller creature, it must pass a Strength saving
become poisoned for the duration. throw or be knocked prone.
At the end of each of its turns, the target can make another • Additionally; you gain flying speed of 30 feet, can move
Constitution saving throw. On a success, the spell ends on through the space of other creatures, and ignore difficult
the target, on failure; they take an additional 1d4 poison as terrain, but will fall at the start of your next turn if not held
the poison continues to ravage them. aloft.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target one additional target Bee Sting
for each slot level above 2nd. The targets must be within 30
feet of each other when you target them. 1st-level Conjuration
Casting Time: 1 action
Become Fire Range: 60 feet
Components: V, S, M (a Bumblebee's Stinger)
2nd-level transmutation Duration: Instantaneous
Casting Time: 1 bonus action You conjure a small bee that stings one creature within
Range: Self
Components: V, S range. The stung creature must make a Constitution saving
Duration: 1 round throw against poison. If the saving throw fails, the creature
You become a burst of elemental flames. Until the start of takes 2d8 poison damage and becomes poisoned until the
end of your next turn. If the save succeeds, the creature
your next turn, you gain the following benefits: takes half damage and is not poisoned.
• You are resistant to fire damage and to bludgeoning, At Higher Levels. When you cast bee sting using a spell slot
of 2nd level or higher, you do an additional 1d8 damage for
piercing, and slashing damage from nonmagical attacks. each slot level above 1st.
• You can move through the space of other creatures and

ignore difficult terrain. The first time you enter the space of
another creature on a turn, it takes 1d6 fire damage.
• Once during your turn when you roll fire damage, you can
maximize the value of one die of fire damage.

7

Belnaar's Burning Blink Blizzard

2nd-Level Evocation 8th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 20 feet Range: 150 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You disappear in a flash of fire & reappear at a point within A swirling cloud of freezing air full of rock-hard hailstones

range. Each creature in a line between your starting point appears in a 20-foot-radius sphere centered on a point
and the destination must make a Dexterity saving throw. within range. The cloud spreads around corners & is
On a failed save, the creature takes 4D4 Fire damage or half heavily obscured. It lasts for the duration or until a wind of
as much damage on a successful one, as the area flashes moderate or greater speed (at least 10 miles per hour)
over and flames flash momentarily. disperses it.
The fire ignites flammable objects in the area that aren't When the cloud appears, each creature in it must make a
being worn or carried. Dexterity saving throw. A creature takes 5d8 cold and 5d8
bludgeoning damage on a failed save, or half as much
Blade Dance damage on a successful one. A creature must also make
this saving throw when it enters the spell’s area for the first
Conjuration Cantrip time on a turn or ends its turn there.
Casting Time: 1 Action The cloud moves 10 feet directly away from you in a direction
Range: Touch that you choose at the start of each of your turns.
Components: V, S
Duration: 1 minute Bloodbath
You summon a tiny spirit into a weapon you (and only you)
2nd-level necromancy
are touching, which begins to float and move alongside Casting Time: 1 action
you. The weapon must be a melee weapon that lacks the Range: 60
Heavy property, and you must be proficient in the use of the Components: V, S
weapon. When you cast this spell, and as an action each Duration: Instantaneous
round until the spell ends you may cause one weapon Your eyes turn wine red as you point your finger towards the
animated by you using this spell to fly out and make a
melee spell attack against a target within 15 feet of you. creature and a ray of blood spurts out from the top of your
The attack deals 1d8 damage of the weapon’s type. Any finger.
modifiers or effects inherent to the weapon used (such as This gruesome spell causes blood to spurt from a target’s
magical effects) can be applied. If you have more than one eyes, ears, nose, and mouth. Make a ranged spell attack
weapon animated by this spell after attacking this way, you against a target within range. On a hit, the target takes 2d6
can use your bonus action to direct one of the other necrotic damage and must make a Constitution saving
weapons to make a single additional attack. throw. On a failed save, the target is blinded and deafened
When the spell ends, you may catch the weapon if you have a until the start of your next turn.
free hand, otherwise the weapon falls in an unoccupied At Higher Levels: When you cast this spell using a spell slot
space adjacent to you. You may also intentionally pluck the of 3rd level or higher, the damage increases by 1d6 for
weapon out of the air and end the spell early. each slot level above 2nd.
At Higher Levels. The number of attacks you can make with
this spell using your action increases by 1 when you reach Blood Bow
5th level, for a total of two attacks. You may never make
more than one attack with this spell using a bonus action. 1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (Longbow, crossbow or shortbow and a

drop of blood)
Duration: Concentration, up to 1 minute
Your eyes turn wine red as streaks of blood starts to pour

down your arm towards the ranged weapon. A thin layer of
wine red blood engulfs the ranged weapon.
By touching a ranged weapon of your choice with a drop of
blood, you imbue it with blood magic for the duration of the
spell. When you reduce a creature to 0 hit points, you gain
temporary hit points equal to your spellcasting ability
modifier. The temporary hit points vanishes after a long
rest.
At Higher Levels: When you cast this spell using a spell slot
of 2nd level or higher, the temporary hit points increases by
1d4 for each slot level above 2nd.

8

Bloodburn Blunt

8th-level transmutation 5th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 ft.
Components: V, S, M (A wounded creature) Components: S, M (A vial of mercury)
Duration: Instantaneous Duration: Instantaneous
Your eyes turn into hellish fire, burning the skin around them. Choose up to 3 creatures within range. A creature must

The creature's blood from the wound starts to glow. Then succeed on an Intelligence saving throw or have the
in an instant, it transforms into hellish flames and every weapons it is currently holding blunted. Nonmagical
touch fills the creature with agony. weapons instantaneously and irreversibly become useless,
This spell allows you to ignite the exposed blood of one and henceforth count as improvised weapons.
creature, turning its flowing blood into hellish flames. The Magical weapons have their magical properties removed and
target must succeed on a Constitution saving throw, on a count as improvised weapons for up to 3 turns. A creature
failed save, the target takes 1 fire damage for each hit point wielding such a weapon can repeat the saving throw at the
it takes until the start of your next turn. end of each of its turns. On a success, or after 3 turns
automatically, the weapon regains its magic and sharpness.
Bloodshed
Bound Souls
3rd-level necromancy
Casting Time: 1 action 7th-level enchantment
Range: 120 Casting Time: 10 minutes
Components: V, S Range: Touch
Duration: Instantaneous Components: V, S, M (A tiny reliquary worth at least 1,000
Blood spurts from your now wine red eyes as the blood flows
gp containing a sacred relic, such as a scrap of cloth from a
down to your hands where it coagulate. Three rays of saint’s robe or a piece of parchment from a religious text. A
boiling blood are ejected from your palms. statuette of yourself and the target, carved from ivory and
You sacrifice some of your health to deal damage up to 3 decorated with gems worth at least 5000 gp)
creatures around you within range. Each creature must Duration: 24 hours
make a Constitution saving throw. You take 2d8 necrotic ★ Your ivory statuettes merge as one. You and your target feel
damage, and a target takes twice the necrotic damage you as if your souls become intertwined.
take on failed save, or half as much damage on a successful This spell wards a willing creature you touch and creates a
one. mystic connection between you and the target until the
At Higher Levels: When you cast this spell using a spell slot spell ends. While the target is within 60 feet of you, it gains
of 4th level or higher, the damage increases by 1d8 for each a +2 bonus to AC and saving throws, and it has resistance
slot level above 3rd. to all damage.
Also, each time it takes damage, you take the same amount of
Blowtorch damage. You can make any spell you cast on the target to
also be casted on yourself.
2nd-level evocation
Casting Time: 1 action Break
Range: Self
Components: V, S Evocation Cantrip
Duration: Instantaneous Casting Time: 1 action
You produce a tiny flame at your fingertips, the heat of which Range: 30 ft.
Components: V, S
is so strong that instead of burning ordinary materials, it Duration: Instantaneous
just melts them. ★ The world is a brittle thing in the hands of a god.
You make a continuous cut 1 foot deep for a total length You snap your fingers, generating a thunderclap of sound that
based on the substance of whatever object you are cutting.
This object can for example be a lock, a wooden wall, or a can be heard up to 100 feet away. You inflict 10 thunder
iron grate. You cannot cut through materials that are damage to an unattended object that you can see within
imbued with magic, and the blowtorch makes a loud range. Even if the object remains intact, it flings small
hissing sound audible up to 60 feet away. shards of shrapnel at creatures within 5 feet of it.
Each creature must make a Dexterity saving throw. If they
Material Cutting Length fail, they take 1d4 piercing damage.
At Higher Levels. This cantrip's damage die increases at
Wood 12 feet levels 5, 11, and 17.

Plaster 6 feet

Stone 3 feet

Iron 2 feet

Steel 1 foot

9

Breath of Nature's Wrath Cacophony

8th-level transmutation 4th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 ft.
Components: V, S, M (Twig from a tree that has been struck Components: V, S
Duration: Instantaneous
by lightning, a red dragon's scale, a firefly, a pinch of dust Your magic causes the surrounding region to vibrate briefly
and a few drops of water)
Duration: Concentration, up to 1 minute with a deep rumble.
★ Your skin warms, and your chest fills with a rush of cool Cacophony causes several small alarm bells to show up
air. The sensation fades as you touch your subject,
transferring a spark of all the energies of nature. around a target of your choice, within range. The target
You touch one willing creature and imbue it with the power of must succeed on a Intelligence saving throw, on a failed
nature. The creature can use an bonus action to exhale save, the target takes 4d8 psychic damage and its
energy from its mouth, provided it has one, in a 15-foot intelligence is reduced by 1. This reduction lasts until the
cone. Each creature in that area must make a Dexterity target finishes a long rest. The target becomes braindead if
saving throw, taking 2d6 fire, 2d6 cold, 2d6 lightning and this spell reduces its intelligence score to 0. Creatures that
2d6 thunder damage on a failed save, or half as much have an Intelligence score of 2 or lower are unaffected.
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 for each
Bug Bites slot level above 4th.

Cantrip conjuration Cacophony Armor
Casting Time: 1 action
Range: Self 2nd-level abjuration
Components: V, S, M (Holly berry) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Self
★ One by one, the bugs pour out of your equipment. The Components: V, S
Duration: 8 hours
great number makes you almost undistinguishable in the An invisible force swirls around you. When targeted by a spell
buzzing heap of bugs that is now you.
You are surrounded by a swarm of insects. When a creature attack, a waterdrop in an medium sized pool of translucent
you can see moves into a space within 5 feet of you or force eminates infront of you.
starts its turn there, you can use your reaction to deal ld4 Cacophony armor causes unpleasant mixture of loud bell
poison damage to that creature unless it succeeds on a sounds to any spellcaster that targets you with an ranged
Constitution saving throw. spell attack. The target must make a Wisdom saving throw
At Higher Levels: This spell’s damage increases by 1d4 or impose disadvantage on the attack roll.
when you reach 5th level, 11th level, and 17th level.
Call of the Wild Companion
Cabeen's Death Grip
2nd-level enchantment
2nd-level Transmutation Casting Time: 1 hour
Casting Time: 1 bonus action Range: 30 ft.
Range: 60 feet Components: V, S
Components: V, S Duration: Permanent
Duration: Instantaneous "Until one has loved an animal, a part of one's soul
Necrotic energy grasps around a Huge or smaller creature
remains unawakened." — Scalanis the druid.
within range. Make an ability check with your spellcasting By charming a 1/8 Challange Rating (CR) beast with the
ability contested by the creature's Strength check.
If you win the contest, you move the creature up to 30 feet animal handling ability (DM decide if the beast is charmed),
towards you in a straight line. you can cast this spell to make it your animal companion.
The beast obeys your commands as best as it can. It takes
its turn on your initiative, though it doesn't take an action
unless you command it to.
On your turn, you can verbally command the beast where to
move (no action required by you). You can use your action
to verbally command it to take the Attack, Dash,
Disengage, Dodge, or Help action. You can only have 1
active companion at a time with this spell.
At Higher Levels: When you cast this spell using a spell slot
of 4th level or higher, the CR increases up to 1/2.

10

Carcass Carapace Carnage

2nd-level necromancy 8th-Level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: S, M (a corpse or a bunch of bones) Components: V, S, M (a Martial Weapon)
Duration: 1 hour Duration: 1 minute
You unravel the corpse and form an exoskeleton from the ★ Blood will rain upon the battlefield, and a single warrior

bones. For the duration, your AC cannot be lower than 17. will stand alone before the armies of heaven and hell.
As a bonus action for the duration, you can feed the When you cast this spell, you teleport 120 feet and make a
ravenous bones with your blood and flesh. You lose 1d6 hit
points, and gain twice as much temporary hit points. melee weapon attack against all creatures within your
The bones crumble away, and the temporary hit point vanish, reach. Roll a single attack for all targets. If you hit a
when the spell ends. If you die while under the effects of creature, it takes an additional 6d12 force damage. On
this spell, your corpse turns into a ghoul. your subsequent turns, you can use your action to continue
At Higher Levels: The AC increases by 1 for each two levels your deadly assault. Each time you use this action, it has a
of the spell slot expended above the 2nd. different effect:
• 2nd Use. You teleport up to 60 feet and make a melee
Cards of Power weapon attack against all creatures within a 20-foot-cone.
Each creature you hit is knocked prone and takes an
2nd-Level Transmutation additional 6d12 force damage.
Casting Time: 1 bonus action • 3rd Use. You teleport up to 30 feet and make a single melee
Range: 60 ft. weapon attack against a creature within reach. If the
Components: V, S, M (a deck of cards) creature is above half its maximum hit points, this attack
Duration: Concentration, up to 1 minute inflicts an additional 6d12 force damage. If you hit, the
You imbue magical energy into a regular deck of cards. They creature is then paralyzed until the end of your next turn.
• 4th Use+. You teleport up to 60 feet into the air and
glow and crackle with magical light, vibrating slightly in descend, smashing into the ground at a point of your
your hands. choosing that you can see within 120 feet of your starting
For the duration, you can use a bonus action to throw a card, point. You take no falling damage, but each creature within
making a ranged attack roll against any creature within 30 feet of you must make a Constitution saving throw. If
range. On a hit, they take 1d8 slashing damage. they fail, they take 6d12 force damage. You then make a
melee weapon attack targeting a creature within reach. If
Carnivorous Fungi you hit, the target takes an additional 8d12 force damage.

1st-level conjuration Carry On
Casting Time: 1 action
Range: 60 ft. 2nd-level Evocation
Components: V, S, M (A mushroom) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 30 Feet
Poisonous thorns pierce through the targets throat. Components: V, S
Choose a creature that you can see within range. The Duration: Instantaneous
You choose a creature you can see within range and inspire it
creature must succeed on a Constitution saving throw, on a
failed save, purplish-black fungus start to grow from its to carry on with positive energy. The target regains 3d6
mouth, provided it has one, making it mute, taking 1d4 hitpoints. Every other creature of your choice within 5 feet
poison damage and 1d4 piercing damage. of the target must make a Dexterity saving throw or take an
The creature is unable to speak and cast spells with the amount of radiant damage equal to the number of hitpoints
verbal component. The creature can repeat this saving the target regained.
throw at the end of each of its turns, ending the effect on At Higher Levels. When you cast this spell using a spell slot
itself on a success. of 3rd level or higher, the healing increases by 1d6
hitpoints for every slot level above 2nd.

11

Chaos Armor Cheat Death

1st-level abjuration 6th-level necromancy
Casting Time: 1 action Casting Time: 1 reaction, when you drop to 0 hit points
Range: Self Range: Self
Components: V, S Components: S, M (the bone of a deceased humanoid)
Duration: 8 hours Duration: 1 hour
Classes: Sorcerer, Warlock, Wizard You reflexively imbue yourself with necrotic energy.
Chaotic energy swirls around your body. Leaving you If you fall unconcious due to the incoming damage, you are

vulnerable, or, do you want them to swing at you? immediately stablized with zero hit points. You appear
Your base AC becomes 7 + your Dexterity modifier. Whenever dead, and no divination magic - barring a wish spell - can
reveal the truth. You can withstand up to 10 damage in a
a creature within 5 feet of you hits you with a melee attack, single attack with no repurcussions. If you take more than
the armor erupts with chaotic energy. The attacker takes 10 damage in a single attack, the spell ends early.
1d8 damage. The number rolled on that die determines the When the spell ends naturally, you wake up with 1 hit point.
damage type, as shown below.
Charged Lightning
d8 Damage Type
1 Acid 3rd-level evocation
2 Cold Casting Time: 1 action
3 Fire Range: 120 ft.
4 Force Components: V, S, M (Three silver pins)
5 Lightning Duration: Concentration, up to 1 minute
6 Poison Your muscled fists crackle with the unbridled power of
7 Psychic
8 Thunder lightning.
One tiny orb of lightning forms from your pointing finger,
The spell ends if you don armor or if you dismiss the spell as
an action. then condenses to linger on at a chosen point within range
for the duration.
Chaos Barrage When the spell ends, either because your concentration is
broken or because you decide to end it, the orb explodes
4th-level evocation into a burst of lightning. Each creature in a 20-foot-radius
Casting Time: 1 action sphere centered on that point must make a Dexterity
Range: 120 saving throw. A creature takes lightning damage equal to
Components: V, S the total accumulated damage on a failed save, or half as
Duration: Instantaneous much damage on a successful one. The spell’s base
You conjure forth an incorporeal field of malign, chaotic damage is 4d6.
If at the end of your turn the orb has not yet detonated, the
energy that appears next to you and moves inexorably damage increases by 1d6. If the lightning orb is touched
toward the target of the spell. Make a ranged spell attack, before the interval has expired, the creature touching it
on a hit, the target takes 1d4, 1d6, 1d8, 1d10 and 1d12 must make a Dexterity saving throw. On a failed save, the
damage. Roll 1d8 for each damage die. The number rolled spell ends immediately, causing the orb to explode in a
on that die determines the attack's damage type, as shown burst of lightning. On a successful save, the creature can
below. throw the orb up to 80 feet. When it strikes a creature or a
solid object, the spell ends, and the orb explodes.
d8 Damage Type At Higher Levels: When you cast this spell using a spell slot
1 Acid of 4th level or higher, the base damage increases by 1d6 for
2 Cold each slot level above 3rd.
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

On a critical hit, you add each d8 die to the damage instead of
doubling each die. The damage type of each d8
corresponds to the table shown above.

12

Chill of Evil Cloudsurf

5th-level enchantment 6th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S, M (an undead eyeball encased in a gem Components: V, S, M (A golden wire and a wing feather from

worth at least 300 gp) any bird)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
Bones blanket the ground, with heaps of skulls staring into Small white clouds form around your feet as you walk across

the emptiness of the void. Breaking through the debris is a a fluffy surface.
pair of old pillars and the scattered blocks of a ruined You can treat any cloud surface as solid ground. This include
structure. An altar of basalt, black with pale yellow veins,
stands intact.
the spells Cloud of Daggers, Cloudkill, Fog Cloud,
Suddenly the bones tremble, pulling together until they Incendiary Cloud and Stinking Cloud. If you cast this spell
assemble into the form of a horror being. A clot of rotten inside a cloud, you take 4d10 force damage and are pushed
flesh, hairless, misshapen head with dark glassy eyes. Its out to an open area closest to you.
too-thin arms end in tiny clawed hands twitching with
unlife, while atrophied legs hang useless below its rotten Corpse Step (Corpse Stride)
form.
This spell manifests as a chill of evil down to the core of a 4th-level necromancy
target’s being. The target must succeed on a Wisdom Casting Time: 1 action
saving throw, on a failed save, it becomes frightened of you Range: Touch
for 1 minute. Components: V, S
While frightened, the target is vulnerable to all necrotic and Duration: Concentration, up to 1 minute
cold damage you deal. The frightened target can repeat this You gain the ability to harness latent necromancy magic in a
saving throw at the end of each of its turns, ending the
effect on itself on a success. corpse and use it to teleport to another corpse within 500
feet of it. The corpses must be at least the same size as
Chimera host you. While this spell is active, you can sense the location of
all other valid corpses for teleportation within range.
3rd-level transmutation You can use this transportation ability as a bonus action on
Casting Time: 1 action each turn for the duration.
Range: Self
Components: V, S, M (blood of a beast) Conductive Arc
Duration: 1 hour, concentration
Through perverse primal magic, you graft onto yourself parts Evocation Cantrip
Casting Time: 1 action
of another creature. Choose a beast of CR 1 or below. For Range: 60 ft.
the duration, you gain the movement speeds of the Components: S
creature. In addition, you can use your bonus action to take Duration: Instantaneous
any action from the beast's statblock. Your size increases to You draw electrical energy from the air around you, and
be equal to the beast's, unless already greater. When the
spell ends, the bestial limbs fall off. channel it into your fingertips. Make a ranged spell attack
At Higher Levels. When you cast this spell using a spell slot against a creature you can see within range.
of 5th level or higher, the CR you can choose from On a hit, an electrical arc connects you with the creature for a
increases by 1 for each two spell levels above 3rd. split second, and the creature takes 1d8 lightning damage.
Regardless of if the spell hits or not, your movement speed
is increased by 5 ft. until the end of your turn.
At Higher Levels The spell's damage increases by 1d8 when
you reach 5th Level (2d8), 11th level (3d8), and 17th level
(4d8).

Conjure Ice

Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, M, S (some water)
Duration: Concentration, up to 1 minute
You create a patch of ice on ground that you can see within

range. Until the spell ends, the magic ice covers a circle
with a 5-foot radius. Any creature standing where the ice
appears when you cast the spell must succeed on a
Dexterity saving throw or fall prone.
A creature must also make the saving throw when it moves
onto the ice patch for the first time on a turn or ends its
turn there. The ice freezes open water it is cast on, either
covering it or becoming a floating sheet of ice.

13

Cold Snap Cosmic Vision

2nd-level evocation 3rd-Level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 90 ft (5 ft radius) Range: Self (30 foot radius)
Components: S Components: V
Duration: Instantaneous Duration: Concentration, up to 1 minute
With a snap of your fingers a swirling burst of freezing wind You force a vision of the cosmos with stars, planets, and

erupts at a point you choose within range. Each creature in moons onto your life, using the spirit of the cosmic
a 5-foot-radius sphere centered on that point must make a bindings to fulfill the vision. When you cast this spell, you
Constitution saving throw. On a failed save, a creature can designate any number of creatures you can see to be
takes 3d8 cold damage and becomes stuck in the ice, unaffected by it.
reducing their movement speed by 10 feet until the start of When an affected creature starts its turn within 30 feet of
your next turn. On a success, the target takes half as much you, it must make a Charisma saving throw or take 2d10
damage and is not stuck in ice. force damage and be moved up to 15 feet closer to you. On
The ground in the area is covered with slick ice and snow, a success, a target takes half as much damage and isn't
making it difficult terrain until the start of your next turn. moved.
At Higher Levels. When you cast this spell using a spell slot At Higher Levels. If you cast this spell using a spell slot of
of 3rd level or higher, the damage increases by 1d8 for 4th level or higher, the force damage is increased by 1d10
each slot level above 2nd. for each slot level above 3rd.

Cloak of Iron Compulsion of Decay

5th-level transmutation 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: Self (15-foot cube)
Components: S, M (a pinch of iron dust and a rod of copper) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
Choose up to 4 willing creatures within range, one of which Your eyes turn to solid black as the ground beneth you decay.

can be you. The chosen creatures' skin is covered by a thin Death is closer than you think.
layer of iron which grants 10 temporary hit points. If This spell creates a patch of blighted, desecrated ground.
damage reduces the temporary hit points granted by this
spell to 0, shards of iron splinter off. All creatures within 5 Each creature in a 15-foot cube originating from you must
ft. of the creature take 10 magical piercing damage. make a Constitution saving throw when you cast the spell.
At Higher Levels. When you cast this spell using a spell slot On a failed save, a creature takes 2d8 necrotic damage.
of 6th level or higher, both the temporary hit points and An undead creature on the descrated ground make the saving
damage dealt by this spell increase by 5 for each slot level throw with advantage. Plant creatures or magical plants
above 5th. make the saving throw with disadvantage.
Until the spell ends, you use an action to make a ranged spell
Constellate Strings attack against a creature within the 15-foot cube of decay.
On a hit, the target takes 1d8 necrotic damage. The cube
2nd-Level conjuration moves with you.
Casting Time: 1 action
Range: 60 ft
Components: S, M (a starmap)
Duration: Concentration, up to 1 minute
You conjure motes of starlight around a creature within

range, forcing it to make a wisdom saving throw. On a
failed save, starlight ties to the creature akin to the strings
on a puppet. A creature can willingly fail this save.
At the beginning of its turns, the creature uses all its
movement to move in a random direction, as it traces
incomprehensible constellations. To determine the
direction, roll a d8 and assign a direction to each die face.
This movement provokes attacks of opportunity.
The creature can break the pattern by using its Action to
dash, ending the spell. If the spell lasts for its full duration,
as the creature completes the constellation, it is granted a
boon by the stars. Once before the next long rest, it can
reroll any intelligence, wisdom, or charisma check it
makes.

14

Copy Weapon Crackle

3rd-level illusion 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 Range: 60 feet
Components: V, S, M (Copper wire) Components: V, S
Duration: Instantaneous Duration: Instantaneous
You reach for your back and fetch... nothing. The enemies are You create three arcs of lightning striking targets in range.

laughing as you point your right arm towards the leader. You can direct them at one target or several.
You seem to draw something from your right hand with Make a ranged spell attack for each arc. On a hit, the target
your left hand, towards your body. Almost like you are
drawing a string from a bow. takes 1d12 lightning damage. If three or more arcs hit a
With this spell, you create an imaginary copy of a weapon that single target, they must make a Constitution saving throw
a creature within range are holding until the end of your or become shocked, stunning them until the start of their
next turn. next turn.
You gain proficiency and attunement with it until the end of At Higher Levels. When you cast this spell using a spell slot
your next turn. Only you can see the copy and it deals of 3rd level or higher, you create one additional arc for each
psychic damage instead of its normal damage. It can copy slot level above 2nd.
magical weapons of all rarities. If you do not know the
magical properties of the weapon, the spell negates. Crashing Wave

Create Pit 1st-level conjuration
Casting Time: 1 action
1st-level transmutation Range: Self (20 foot cone)
Casting Time: 1 action Components: V, S
Range: 60 feet (5 ft radius) Duration: Instantaneous
Components: V, S A wave of water sweeps out from you. Each creature in a 20-
Duration: Instantaneous
You choose a point on the ground in an area of dirt or natural foot cone must make a Strength saving throw.
On a failed save, a creature takes 2d6 bludgeoning damage
stone you can see. The ground buckles and a 5-foot radius,
10-foot deep pit opens around that point. If the surface is and is knocked 10 feet away from you. If a creature is
not large enough to contain the pit, the spell fails. knocked into a wall, another creature, or fails by 5 or more,
Creatures in the area must make a Dexterity saving throw. it is additionally knocked prone.
On success, they can move 5 feet outside the radius of the On a successful save, the creature takes half as much damage
spell. Creatures that fail their saving throw fall to the and is not knocked back. If there is a source of water of at
bottom of the bit (taking 1d6 bludgeoning damage and least 5 cubic feet within 5 feet of you when you cast the
falling prone). spell, you can displace that water, increasing the range of
The sides of the pit are rough, and can be climbed. The pit the spell to a 25 foot cone.
remains until filled. If a creature saves, but cannot move 5 At Higher Levels. When you cast this spell using a spell lot
feet, they fall prone, hanging from the edge of the pit, and of 2nd level or higher, the damage increases by 1d6 for
cannot stand until they move out of the pit area or fall into each level above 1st.
it.
At Higher Levels. When you cast this spell using a spell slot Crimson forge
of 2nd level or higher, the pit is 5-feet deeper for each slot
level about 1st (to a maximum of 20 feet deep). 3rd-level transmutation
Casting Time: 1 action
Limitations Range: Touch
Components: V, S, M (the corpse of a creature, killed within
The spell fails if the pit would breach another
opening (such as a room or cavern below) as that the last 1 hour)
would be failing to contain the pit. The GM has Duration: 8 hour
wide discretion on what surfaces would qualify for You touch a corpse containing blood and create a medium
this spell.
sized or smaller object from the blood and viscera. The
object can be one simple enough to be made in a metal
forge, such as a weapon, armor, or barding.
If the object is a weapon, it gains a +1 bonus to its attack and
damage rolls. If the object is an armor or shield, it gains a
+1 bonus to AC. The object dissolves to stale blood when
the spell ends.
At Higher Levels: When you expend a spell slot of 5th level
or higher, the duration of the spell increases to 24 hours.
When you expend a spell slot of 9th level, the spell lasts
until dispelled.
In addition, the bonus granted by the weapon or armor
increases by 1 for each three levels of spell slots above the
3rd.

15

Curse of Paranoia Curse of Flesh

2nd-level enchantment 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 ft Range: Self
Components: V Components: S
Duration: 8 hours Duration: Instantaneous
You target a creature within range, inflicting it with The air around you begins to thrash and churn with invisible

maddening paranoia. An unwilling creature can make a forces.
wisdom saving throw to resist the effect. When you cast this spell, you and all gear you are wearing,
On a failed save, the creature is riddled with distrust. Magical
healing it receives for the duration is halved, and it cannot becomes incorporeal until the start of your next turn. You
count as a willing creature for spells cast by others. gain resistance to bludgeoning, piercing, and slashing
However, the creature gains darkvision out to 120 ft., and damage. You can move through other creatures and objects
gains proficiency in perception checks. as if they were difficult terrain.
You take 4d10 force damage if you end your turn inside an
Cryo-Blast object or creature. You are pushed out to an open area
closest to you. The curse can be cured with the spell
5th-Level Evocation Remove Curse.
Casting Time: 1 action
Range: 40 feet Curse of Infirmity
Components: V, S
Duration: Instantaneous 8th-level necromancy
One at a time, you send an orb of Elemental Ice shooting Casting Time: 1 action
Range: 120
towards 3 different enemies, dealing 2D6+ your Charisma Components: V, S
modifier in Cold damage to each target. Duration: Instantaneous
If a target is hit, it must then succeed on a Wisdom saving "We are not victims of aging, sickness and death. These are
throw or be paralyzed until the end of the encounter.
At the end of each of its turns, the target can make another part of scenery, not the seer, who is immune to any form of
Wisdom saving throw. On a success, the spell ends on the change. This seer is the spirit, the expression of eternal
target. being." As you make the final spell gesture, the look in your
At Higher Levels. When you cast this spell using a spell slot rival's eyes gives evidence enough of the chaos rampaging
of 6th level or higher, you can target one additional through his mind.
creature for each slot level above 5th. You reach out and magically drain the life force from one
The creatures must be within 30 feet of each other when you humanoid creature. The target must succeed on a
target them. Intelligence saving throw, on a failed save, the target
rapidly ages by 4d6 years. The curse can be cured with the
16 spell Remove Curse.
Unfortunately, the casting of this spell taps into the negative
energy plane, making you vulnerable to all damage until
the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot
of 9th level, the years taken are added to your life force and
the effect is permanent. Only the spell wish can reverse the
effects.

Daggers of Spellbreak

5th-level enchantment
Casting Time: 1 action
Range: Self
Components: V, M (Two non-magical daggers)
Duration: Concentration, up to 1 minute
The weapons you indicate during the spell’s casting briefly

shimmers brightly with a silver aura that disappears in an
eyeblink.
While holding a non-magical dagger in each hand and taking
the Dodge action, immediately after a creature casts a spell
that targets you or includes you in its area of effect, you can
use your reaction to reflect 2nd-level spells and lower, back
at the caster. The reflected spell counts as your own and
uses your spellcasting ability. The daggers in your hands
glow silver as you are concentrating on the spell.
At Higher Levels: When you cast this spell using a 6th- or
7th-level spell slot, you can reflect 3rd-level spells and
lower. When you cast it using a spell slot of 8th level or
higher, you can reflect 4th-level spells and lower.

Dancing Wave Death Wish

2nd-level conjuration 3rd-level necromancy
Casting Time: 1 action Casting Time: 1 reaction, immediately before you are
Range: 30 feet
Components: V, S reduced to 0 hit points
Duration: Concentration, up to 1 minute Range: Self
You summon a surging mass of water into existence at a Components: V
Duration: Instantaneous
point on the ground within range. The mass of water You sense death is certain, and your time may be short. You
remains cohesive filling a 5 foot radius, though only rises 3
feet from the ground. The area is difficult terrain for any can wish for one of the following before you fall
creature without a swimming speed. unconcious:
For the duration of the spell, as a bonus action you can move • Every ally within 60 feet gains 15 temporary hit points.
the wave of water up to 30 feet along a surface in any • Every ally within 60 feet removes one level of exhaustion.
direction. The first time the wave enters any creature's • Every ally within 60 feet has advantage on all saving throws
space during a your turn, they must make a Strength for the next minute as long as you are unconscious.
saving throw or take 1d6 bludgeoning damage and be • Any ally who touches you - while you are unconcious or
knocked prone. A creature automatically fails this saving dead - for the next minute receives the effects of the lesser
throw if they are prone. restoration spell.
• Every hostile creature within 60 feet takes 15 necrotic
Dark Empowerment damage.
After casting the spell in this way, you have disadvantage on
4th-Level Transmutation your death saves until you die or are stabilized.
Casting Time: 1 action Alternatively, you can use this spell to drain life from others.
Range: Self Every creature within 30 feet of you takes 4d6 necrotic
Components: V, S damage, and you can reduce the incoming damage by half
Duration: Concentration, up to 1 minute as much total damage they all take. If you reduce the
★ Beyond the 'material' world, there are mysteries terrible to incoming damage past 0, you can gain the remaining
reduced damage back as hit points.
behold. Draw them in, and take them for your own. At Higher Levels. When you cast this spell using a spell slot
You channel dark energy into your body, distorting your form of 3th level or higher, you can deal an additional d6
necrotic damage more - via the life drain - for each slot
and making you fearsome to behold. Your size increases to above 3rd.
Large if it is smaller, and your equipment grows to suit
your expanded form. If there is insufficient space, you grow Dehydrate
as large as you safely can.
While in this form, your weapon attacks inflict an additional 2nd-level necromancy
1d8 damage of their normal type and you gain temporary Casting Time: 1 action
hit points equal to twice your spellcasting modifier at the Range: 30 ft.
start of each of your turns that last for the duration of the Components: V, S, M (A small crystal)
spell. Duration: Instantaneous
With a squeezing gesture, you indicate your target and see
Darken Forest
sweat pour off it.
6th-level evocation You afflict a creature with swift dehydration. A creature needs
Casting Time: 1 minute
Range: Self to make a Constitution saving throw, on a failed save, its
Components: V, S Constitution is reduced by 1.
Duration: Concentration, up to 1 minute Oozes, plants, and creatures with the aquatic subtype are
You complete this spell and a hissing, hurtling ribbon of pure more susceptible to this spell and its Constitution is
reduced by 2. If a creature is concentrating on a spell, it
darkness flies from your body. needs to make a concentration check.
While in a forest, magical darkness spreads around you in a This reduction lasts until the creature finishes a long rest.
The creature becomes dead if this spell reduces its
320-foot-radius sphere. The area is considered heavily Constitution score to 0.
obscured. A creature with darkvision can’t see through this
darkness, and nonmagical light can’t illuminate it. Only
creatures with the curse of lycanthropy and the beast form
of a druid's wild shape can see through the darkness.
Creatures standing outside the forest and looking in, will not
see the darkness nor any creatures, structures or objects
within. The magical darkness will not move with you, as
you are concentrating on the spell. If you move outside the
sphere, the spell will end.

17

Delayed Blast Flash Freeze Demon Grimoire

7th-level evocation 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: Self
Components: V, S, M (a drop of water or a tiny ball of ice) Components: V, S, M (chalks infused with precious gems
Duration: Concentration, up to 1 minute
A tiny hailstone shoots from your pointing finger and lingers with 25 gp, which the spell consumes)
Duration: Concentration, up to 1 minute
at a chosen point within range as a shiny ball for the Eldritch runes forms around you in a circle. A chill breeze
duration.
When the spell ends, either because your concentration is touches your skin, making you shiver in doubt. An ancient
broken or because you decide to end it, the hailstone incoherent voice echoes through your mind.
crashes open with the low cracking sound of an iceberg You summon a grimoire from the Outer planes in your hand.
being born that spreads around corners. Each creature in a The cover, made by darkwood, has a symbol of a forked tail
20-foot-radius sphere centered on that point must make a wrapped around a skull on it. The pages are made of
Dexterity saving throw. A creature takes cold damage equal demon skin. You can use an action to give a demon familiar
to the total accumulated damage on a failed save, or half as (made by the spell find familiar) an attack action until the
much damage on a successful one. start of your next turn. The familiar make two additional
The spell’s base damage is 10d6. If at the end of your turn the attacks when it takes the attack action. If you drop the
bead has not yet detonated, the damage increases by 1d6. grimoire or throw it, it dissipates at the end of the turn.
If the shiny ball is touched before the interval has expired, the
creature touching it must make a Dexterity saving throw.
On a failed save, the spell ends immediately, causing the
hailstone to crash open in ice. On a successful save, the
creature can throw the hailstone up to 40 feet. When it
strikes a creature or a solid object, the spell ends, and the
hailstone explodes.
The cold damages objects in the area and freezes water
unless shielded by a foot of solid stone or metal.
At Higher Levels. When you cast this spell using a spell slot
of 8th level or higher, the base damage increases by 1d6 for
each slot level above 7th.

Demonhide

Cantrip abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (A quasit horn, which the spell

consumes)
Duration: 1 minute
You touch your target with eldritch energy and invoke the

horrid words of the Outer planes. A fiery glow spreads
across your targets skin, leaving it with a deep red luster.
When the creature takes cold damage, it can use its reaction
to roll a d4. Add its Constitution modifier to the number
rolled, and reduce the damage by that total.

18

Desecrating Aura Divine Disconnection

3rd-level necromancy 9th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self or Touch Range: 120 ft.
Components: V, S, M (a pinch of decayed once living Components: V, S
Duration: Concentration, up to 1 minute
material) You feel within you, as the spell nears completion, various
Duration: 1 minute
You give off an aura of utter desecration in a 10 foot radius, energies locked in a battle within your body. As nausea
threatens to overcome you, you croak out the final syllables
imbuing your surroundings with negative energy. All of arcane power and point your hand. A single beam of
undead within the aura gain advantage on attack rolls, white light then shoots from your outstretched hand.
damage rolls, and saving throws. Additionally, all undead in You imbue a 60-foot-radius area, centered on a point you
the area gain 2 temporary hit points per HD. choose within range, with such a strong arcane presence
Charisma checks made to turn undead within this area have that divine magic have difficult functioning properly. A
disadvantage. creature needs to make a Wisdom saving throw when
Your desecrating aura cannot be dispelled except by a dispel attempting to cast an divine spell. On a failed save, the
evil spell or similar effect. The desecrating aura is creature looses the action and the spell negates.
suppressed if it enters a consecrated or hallowed area, but
the auras presence also suppresses the consecrated or Divine Dragon Gauntlet
hallowed effect for as long as it remains in the area.
Higher levels. When Desecrating Aura is cast using a higher 6th-level conjuration
level spell slot, all undead gain an additional 2 temporary Casting Time: 1 minute
hit points per additional level. Range: 30 ft.
Components: V, S, M (A forked, metal rod worth at least 250
Desecration
gp, attuned to the plane named Dragon Eyrie)
5th-Level Necromancy Duration: Concentration, up to 10 minutes
Casting Time: 10 minutes You cast this spell and your eyes enlarge and turn yellow and
Range: Touch
Components: V, S, M (a pinch of decayed once living catlike, like those of a dragon.
You pull wisps of chromatic dragon scale from Dragon Eyrie
material)
Duration: 1 day to create a gauntlet of medium or small size and bless it
You infect an area with an aura of utter desecration in a 10 with divine magic. You need to be within 60 feet and see
the gauntlet, as you are concentrating on the spell. The
foot radius, imbuing the surroundings with negative gauntlet disintegrates when you stop concentrating on it.
energy. All undead within the aura gain advantage on This gauntlet gives its user a d6 extra damage with
attack rolls, damage rolls, and saving throws. Additionally, unarmed strikes. Roll 1d4 to determine which origin the
all undead in the area gain 2 temporary hit points per HD. scales has. The number rolled on that die determines the
Charisma checks made to turn undead within this area have extra damage type, as shown below.
disadvantage. Your Desecration cannot be dispelled except
by a dispel evil spell or similar effect. The Desecration is d 4 Damage Type Dragon
suppressed if it is entered by a a consecrated or hallowed
aura, but the auras presence also suppresses the 1 Acid Black
consecrated or hallowed effect for as long as it remains in
the area. 2 Cold White

Dimensional tear 3 Fire Red

2nd-Level Conjuration 4 Lightning Blue
Casting Time: 1 reaction, when you are hit by an attack
Range: Self At Higher Levels: When you cast it using a spell slot of 8th
Components: S, M (the eye of an aberration, worth 100 GP) level or higher, the extra damage die changes to a d8.
Duration: Instantaneous
As a reaction to being hit by an attack, you rip open an

ephemeral dimensional tear, deflecting the attack to the
void of space. The attack misses.
Roll a 1d10. On a 1, an aberration of CR equal to or lower
than the spell's level appears in an unoccupied space
within 5ft of you. The DM has the creature's statistics, and
it is hostile to all creatures. Roll initiative for the creature,
which has its own turns.

19

Divine Sovereignty Earthen Arise

5th-level enchantment 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 ft.
Components: V, S, M (A golden crown) Components: V, S
Duration: 8 hours Duration: Instantaneous
You speak the words of the spell and your mind feels clearer With a stern, commanding word, you point at a spot on the

and more organized, as if it were mere drawers where ground. An instant later, the earth around you erupts in a
everything was put in its proper place. Your face grows shower of rock and dirt.
calmer and unexpressive, but your thoughts are more Rock and dirt erupts from the earth around you in a 15-foot
rational and ordered. cube, making it difficult terrain. You hurl the rocks against
Forcing each creature with 50 hit points or fewer, within 120 a creature within range. Make a ranged spell attack, on a
feet of you, to make an Wisdom saving throw. On a failed hit, the creature takes 2d8 bludgeoning damage. If you cast
save, a creature view you as their legitimate ruler and obey this spell again, using any spell slot level, before the end of
you as they would their sovereign king or equivalent ruler your next turn, the difficult terrain area around you
for the duration of the spell. increases to a 30-foot cube.
Because this spell affects only how you are viewed by At Higher Levels: When you cast this spell using a spell slot
onlookers, and does not directly control their behavior, of 2nd level or higher, the damage increases by 1d8 for
lawful creatures tend to be much more obedient than each slot level above 1st.
chaotic creatures. Each creature leaves behind a faint aura
of magic, only detectable by the spell detect magic. Earthfast
Each creature affected by this spell will belive that seeing you
as their legitimate ruler was their own belief after the 2nd-level transmutation
duration, and may still see you as their ruler. Somehow, Casting Time: 1 minute
this spell cannot be aquired through the bard's Magical Range: 120 ft.
Secrets class feature. Components: V, S
Duration: 1 hour
Dust Cyclone Gray bands extend from your fingertips, wrapping themselves

2nd-level conjuration around the wall like a brace, strengthening it for the
Casting Time: 1 action coming assault.
Range: 60 feet (5 foot radius) You reinforce a rock formation or stone structure up to 25
Components: V, S, M (a pinch of dust) cubic feet. The spell doubles the structure’s hit points for
Duration: Concentration, up to 1 minute the duration of the spell. This spell does not function on
Choose a target point on the ground that you can see within constructs.
At Higher Levels: When you cast this spell using a spell slot
range. A small cyclone whips up at the target point with a of 3rd level or higher, the area increases by 25 cubic feet
radius of 5 feet and a height of 30 feet. for each slot level above 2nd.
Any creature that starts its turn within the radius of the dust
devil or enters its radius for the first time during its turn Earth Ripple
must make a Strength saving throw. On a failed save, the
creature takes 1d12 bludgeoning damage is pushed 5 feet 2nd-level transmutation
away from the center. On a successful save, the creature Casting Time: 1 action
takes half as much damage isn't pushed. Range: 60 feet
As a bonus action, you can move the dust devil up 30 feet in Components: V, S
any direction. The first time you pass the dust devil's radius Duration: Instantaneous
through a creature, that creature must make the saving You cause the earth to deform and ripple, a target creature
throw against the dust devils's damage and are pushed out
its way on failure. You can continue to move the dust devil, must make a Dexterity saving throw or suffer one of the
but its strength is exhausted until the end of your turn & following effects (your choice):
subsequent creatures are unaffected by it passing through. • It is pulled into the earth, taking 1d8 bludgeoning damage
If the dust devil moves over sand, dust, loose dirt, or small and reducing its movement speed to zero until a creature
gravel, it sucks up the material and heavily obscures its spends an action to dig it free.
radius until the start of your next turn. • It is slammed 5 feet in a direction of your choice by a wave
of earth, taking 2d8 bludgeoning damage and being
knocked prone.
• It is impaled by a spike of earth, taking 4d8 piercing
damage.

20

Echoing Lance Electromagnetic Storm

4th-level evocation 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 ft.
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You emit a targeted burst of intense sonic energy at a With a thunderous boom, a black storm cloud appears.

creature within range. The target must make a Charged particles with lightning arcs swirls around in it.
Constitution saving throw. On a failure, they take 3d8 You create a whirling storm of strongly magnetized and
thunder damage & become stunned for the duration by the
intense sound. On a successful save, the target takes half as electrified iron filings in a 20-foot-tall cylinder with a 40-
much damage and isn't stunned. foot radius centered on a point you choose within range.
At the end of each of its turns, the target can make another Each creature in the cylinder must make a Dexterity saving
Constitution saving throw. On a success, the spell ends, on throw. All constructs make the saving throw with
failure, they take an additional 1d8 thunder from the disadvantage. A creature takes 2d6 bludgeoning damage
echoes within their mind. and 2d10 lightning damage on a failed save, or half as
At Higher Levels. When you cast this spell using a spell slot much damage on a successful one.
of 5th level or higher, the damage increases by 1d8 for each At Higher Levels. When you cast this spell using a spell slot
slot level above 4th. of 4th level or higher, the lightning damage increases by
1d10 for each slot level above 3rd.
Electrocute

3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A massive arc of lightning leaps from your hand to a target

you can see within range. The target must make a
Constitution saving throw.
On a failed save, the target takes 4d12 lightning damage and
is stunned until the start of your next turn. On a successful
save, the target takes half as much damage and isn't
stunned.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d12 for
each slot level above 3rd.

Electrify

1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
You channel lightning into your hands. The next time you hit

a creature with a melee attack (including a melee spell
attack) before the start of your next turn, the target takes
1d12 lightning damage and must make a Constitution
saving throw.
On a failed save, the target becomes shocked, stunned until
the start of their next turn.
The spell ends after dealing damage, or at the start of your
next turn, whichever occurs first.

21

Empathic Wave Ethereal Axe

2nd-level enchantment 2nd-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: 30 ft. Range: Self
Components: V Components: V
Duration: 1 minute Duration: Concentration, up to 1 minute
You release an empathic wave of energy around you. You get A thin layer of frost forms around your hands as threads of

a feeling, you're not alone anymore.* green energy descend from the sky and coalesce into the
You broadcast your emotions to humanoid creatures around form of a greataxe.
You weave together threads of ethereal to create a axe of
you within range. Each creature must make a Charisma solidified green gloom in both of your hands. This magic
saving throw. On a failed save, each creature get the same axe lasts until the spell ends. It counts as a martial melee
emotion you have when you cast the spell. If you feel angry, weapon with which you are proficient. It deals 2d10 cold
those creatures feel angry as well. This spell does not share damage on a hit. incorporeal creatures take a d10 extra
thoughts or reasons, just the emotions themselves. cold damage on a hit. If you drop the weapon, it dissipates
at the end of the turn.
Entomb At Higher Levels. When you cast this spell using a 3rd- or
4th-level spell slot, the damage increases to 3d10. When
1st-level transmutation you cast it using a 5th- or 6th-level spell slot, the damage
Casting Time: 1 action increases to 4d10. When you cast it using a spell slot of 7th
Range: 60 feet level or higher, the damage increases to 5d10.
Components: V, S
Duration: Concentration, up to 1 minute Exile from Forests
You attempt to encase a Medium or smaller creature you can
8th-level abjuration
see within ice. The creature must make a Strength saving Casting Time: 1 action
throw or become restrained by ice for the duration. At the Range: Touch
end of each of its turns, the target takes 1d8 cold damage Components: V, S
and can make another Strength saving throw. On success, Duration: Instantaneous
the spell ends on the target. You utter the eldest words of nature. Those who stray too far
If the creature takes more than 5 fire or bludgeoning damage
from a single damage roll while restrained, the ice breaks from the path of evenhandedness pay the price for their
and the target is freed, ending the spell for the target. sins as the words judge them.
At Higher Levels. When you cast this spell using a spell slot You curse the creature touched and invoke one of the oldest
of 2nd level or higher, the damage increases by 1d8 for law of nature. The creature must make a Wisdom saving
each slot level above 1st. throw, on a failed save, it cannot willingly enter a forest
until the curse is removed. If the creature is inside a forest
Erode while being cursed, it will take the Dash action and move
away from the forest by the safest available route on each
3rd-Level conjuration of its turns, unless there is nowhere to move. This also
Casting Time: 1 action applies when the creature are being draged into a forest
Range: 20 feet against its will.
Components: V, S
Duration: Instantaneous Explosive Skin
You blast a target with a glob of acid. The target must make a
1st-level abjuration
Dexterity saving throw. On failure, the target takes 8d4 acid Casting Time: 1 action
damage immediately and becomes covered in acid. On a Range: Self
success, the target takes half as much damage and is not Components: V, S, M (A firefly)
covered in acid. Duration: Concentration, up to 1 minute
While covered in acid, the target takes 2d4 acid damage at As you cast the spell, your hands become sheathed in barely
the end of each of its turns. The target or a creature within
5 feet of it can use its action to clear away the acid. perceptible yellow flames. With a roar, the flames burst
At Higher Levels. When you cast this spell using a spell slot from your hands, leaving the hands trailing wisps of black
of 4th level or higher, the damage (both initial and later) smoke.
increases by 1d4 for each slot level above 3rd. Black smoke wraps around you and sinks into your skin. If a
creature touches you while you are under the duration of
the spell, flaming runes emerge from your skin and
explodes. The creature must make a Dexterity saving
throw. On a failed save, it takes 3d6 fire damage, or half as
much damage on a successful one, and the spell ends.
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.

22

Familiar Pocket Fiery Orbs

6th-level conjuration 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S, M (A bag of holding) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
From your outstretched hand bursts a small sphere similar in You conjure five spheres of fire, which circle you. As an

appearance to a soap bubble. In a blink of an eye, it action, you can make the following attacks:
transforms into a small bag.* • Bolt of Fire (Costs 1-3 spheres). You combine one, two, or
You conjure forth a magical bag in your hand, for the
duration. This bag has an interior space considerably three spheres of fire and hurl them as a ranged spell attack
larger than its outside dimensions, roughly 2 feet in at a single creature within 100 feet. On a hit, they take 2d6
diameter at the mouth and 4 feet deep. Any familiar from fire damage per sphere.
the spell find familar fits in the bag. • Cone of Fire (Costs 1 sphere). You blow one of the
The familiar can use its movement and a bonus action to hide spheres into a massive cone of fire. Each creature in a 15-
inside it. You can use a bonus action on your turn to foot cone must make a Dexterity saving throw. A creature
summon the familiar from the bag to a spot within 120 feet takes 3d6 fire damage on a failed save, or half as much
from you that you can see. If a creature tries to store damage on a successful one. The fire ignites any
anything else inside the bag it transforms into a bag of flammable objects in the area that aren’t being worn or
devouring (p. 153 in Dungeon Master's Guide), and the carried.
creature will be sucked in. • Ring of Fire (Costs 3+ spheres). You combine three or
The spell lasts until the end of your next turn, even if you stop more spheres into a ring around you. The ring explodes
concentrating on the spell. The object that the creature outward like a firestorm; each creature in a 30 foot radius
tried to store will disintegrate immediately if its a non- must make a Dexterity saving throw. Each creature takes
living object. If you end the spell while your familiar is 2d6 + 3 fire damage per sphere on a failed save, or half as
hiding inside the bag, it will die. The bag weighs 15 much damage on a successful one. The fire ignites
pounds. flammable objects in the area that aren’t being worn or
carried.
Familicide If you still have one or more spheres at the end of your turn,
you can maintain concentration in order to use them on
2nd-Level Necromancy your next turn. Additionally, each sphere of fire grants you
Casting Time: 1 action +1 to AC, but only against melee attacks.
Range: Self While you have at least one sphere, you can expend it as a
Components: V, S, M (a piece of bone, from a creature killed reaction when a creature makes a melee attack against
you, hit or miss. The creature takes 2d6 fire damage.
within the past 24 hours) Casting the shield spell while maintaining concentration
Duration: 1 minute, concentration on this spell will cause it to end.
You weave together spine and sinew to create a bow of bone At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, you conjure one additional sphere of
in your hands. When you cast the spell and as an action of fire for each slot above 4th.
your turns thereafter, you can make a ranged spell attack
against a creature within 150ft of you. On a hit, you deal Fire Seeds
2d8 piercing damage on a hit.
If the creature is of the same type as that of the material 6th-Level Enchantment
component used for the spell, the attack deals an additional Casting Time: 1 action
2d8 necrotic damage and the creature can't regain hit Range: Touch
points until the beginning of your next turn. Components: V, M (A handful of acorns, berries, or seeds,
At Higher Levels: When you cast this spell using a spell slot
of 3rd level or higher, the necrotic damage increases by which the spell consumes)
1d8 for each level above the 2nd. Duration: Instantaneous
You take a handful of acorns, berries, or seeds, and transform
Fiery Breathing
them into a cluster of 3 magical grenades, each one
3rd-Level Transmutation (Ritual) causing 1D10 Fire damage upon detonation.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell slot
Range: 30 feet of 7th level or higher, you can either increase the initial
Components: V, S, M (A short rod of titanium) damage by 1D10 for each slot level above 1st, or you can
Duration: 24 hours change them to smokebombs, creating ½ cover.
This spell grants up to ten willing creatures you can see

within range the ability to breathe in flames unharmed
until the spell ends. Affected creatures also retain their
normal mode of respiration.

23

Fists of Acid Fists of Frost

1st-level transmutation 1st-level transmutation
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Your fists drip with acid, harmless to you but deadly to anyone Your fists drip with hoarfrost, harmless to you but deadly to

else. For the duration, you make unarmed strikes with your anyone else. For the duration, you make unarmed strikes
spellcasting attack roll and your attacks deal bonus acid with your spellcasting attack roll and your attacks deal
damage equal 1d4 + your spellcasting modifier. bonus cold damage equal 1d4 + your spellcasting modifier.
If you cast any spell that deals acid damage while If you cast any spell that deals cold damage while
maintaining concentration on this spell, you can add 1d4 maintaining concentration on this spell, you can add 1d4
acid to the damage. cold to the damage.
At Higher Levels. When you cast this spell using a spell slot At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, your unarmed attack and spell bonus of 2nd level or higher, your unarmed attack and spell bonus
does 1d4 more damage for each slot above 1st. does 1d4 more damage for each slot above 1st.

Fists of Earth Fists of Fire

1st-level transmutation 1st-level transmutation
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Your fists seem to harden and turn to stone. For the duration, Your fists glow with the elemental power of fire. For the

you make unarmed strikes with your spellcasting attack duration, you make unarmed strikes with your spellcasting
roll and deal bonus magical bludgeoning damage equal attack roll and deal bonus fire damage equal 1d4 + your
1d4 + your spellcasting modifier. spellcasting modifier. If you touch something flammable for
If you cast any spell that deals bludgeoning damage while a full action, it will light on fire.
maintaining concentration on this spell, you can add 1d4 If you cast any spell that deals fire damage while maintaining
bludgeoning to the damage. concentration on this spell, you can add 1d4 fire to the
At higher levels: When you cast this spell using a spell slot of damage.
2nd level or higher, your unarmed attack and spell bonus At Higher Levels. When you cast this spell using a spell slot
does 1d4 more damage for each slot above 1st. of 2nd level or higher, your unarmed attack and spell bonus
does 1d4 more damage for each slot above 1st.

24

Fissure Forecast

5th-level transmutation 2nd-level Evocation
Casting Time: 1 Action Casting Time: 1 action (Ritual)
Range: Self (60 foot line) Range: Self
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 predict the weather conditions for the area within 30

targeting an area of dirt, sand, or rock at least 10 feet deep. miles of your current location for the next three days with
Creatures in that line must make a Dexterity saving throw. 90% accuracy.

On a failure, a creature falls into a suddenly opened crevice Fortify Familiar
in the ground, falling into it before it snaps shut, crushing
them. Creatures that fail the saving throw take 6d10 4th-level abjuration
bludgeoning damage from the fall and crushing. Casting Time: 1 action
The creature is buried in 10 feet of rubble, and creatures Range: 60 ft.
without a burrowing speed require 25 feet of movement to Components: V, S
extract themselves from the loose rubble to return to Duration: 8 hours
where they failed the saving throw. If they end their turn You point your finger on your familiar. A beam of yellow
while buried, they take an additional 1d10 bludgeoning
damage. energy bursts into it.
This spell makes your familiar, granted by the spell find
Focused Blast
familiar, tougher. The familiar's hit point maximum and
Cantrip evocation current hit points increase by 15 for the duration.
Casting Time: 1 action At Higher Levels: When you cast this spell using a spell slot
Range: 60 ft. of 5th level or higher, the familiar's hit points increase by
Components: V, S, M (A wand made of glass) an additional 15 for each slot level above 4th.
Duration: Instantaneous
You call up a hemisphere of force around you, clear as glass.
Make a ranged spell attack against a creature within range.

On a hit, the creature takes 1d4 force damage. If you cast
this spell again on the same target, until the end of your
next turn, the creature takes 3d6 force damage on a hit.
If you miss, the spell resets. After dealing the increased
damage the spell resets. This spell’s increased damage
increases by 2d6 when you reach 5th level, 11th level, and
17th level.

Force Bolt

evocation cantrip
Casting Time: 1 action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
You hurl a mote of arcane energy at a creature or object

within range. Make a ranged spell attack against the target.
On a hit, the target takes 2d4 force damage.
At Higher Levels. This spell's damage increases by 2d4
when you reach 5th level (4d4), 11th level (6d4), and 17th
level (8d4).

Force Blade

4th level evocation
Casting Time: 1 bonus action
Range: Self (10 feet)
Components: V, S
Duration: Concentration, up to 1 minute
You create an oversized blade of pure scintillating force

energy in your hand. For the duration of the spell, as an
action, you can sweep the blade through up to two
creatures within reach, dealing 2d12 force damage to each.
At Higher Levels. When you cast it using a 5th- or 6th-level
spell slot, the damage increases to 3d12. When you cast it
using a spell slot of 7th level or higher, the damage
increases to 4d12.

25

Forged Revival Form of Fire

5th-level transmutation 6th-level transmutation
Casting Time: 8 hours Casting Time: 1 action
Range: Touch Range: Self
Components: V, S, M (precious metals worth 1000 gp, which Components: V, S
Duration: Concentration, up to 10 minutes
the spell consumes) You become elemental fire, shedding bright light in a 30-foot
Duration: Instantaneous
You touch the corpse of a creature, and forge for it a body of radius and dim light for an additional 30 feet. Until the
spell ends, you gain the following benefits:
steel and metal. You return it to life, provided that it has • You are immune to fire damage.
been dead no longer than 1 day. If the creature's soul is • You can move through the space of other creatures and
both willing and at liberty to rejoin the newly forged body, ignore difficult terrain. The first time on your turn you
the creature returns to life with 1 hit point. The creature's enter the space of another creature, it takes 1d6 fire
race changes to warforged. damage.
This spell also neutralizes any poisons and cures nonmagical • If a creature within 5 feet hits you with a melee attack, it
diseases that affected the creature at the time it died. This takes 1d6 fire damage.
spell doesn't, however, remove magical diseases, curses, or • You can use your action to create a line of fire 30 feet long
similar effects; if these aren't first removed prior to casting and 5 feet wide extending from you in a direction of your
the spell, they take effect when the creature returns to life. choice. Each creature in the line must make a Dexterity
The spell can't return an undead creature to life. saving throw. A creature takes 6d6 fire damage on a failed
This spell closes all mortal wounds, and replaces missing save, or half as much damage on a successful one.
limbs with arcane prosthetics. If the creature is lacking • During your turn, if you roll fire damage, you can maximize
organs integral for its survival—its head, for instance—the one die of the fire damage dealt.
spell automatically fails.
Form of the Elements
Form of Ice
9th-level transmutation
6th-level transmutation Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Self Components: V, S
Components: V, S Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 10 minutes For the duration of the spell, you gain the benefits of the form
You freeze over, taking on a form of elemental ice. Until the
of fire, form of ice, form of stone, form of water, and form of
spell ends, you gain the following benefits: wind spells.
• You are immune to cold damage.
• You can move across difficult terrain created by ice or snow Form of Stone

without spending extra movement. 6th-level transmutation
• The ground in a 10-foot radius around you is icy and is Casting Time: 1 action
Range: Self
difficult terrain for creatures other than you. The radius Components: V, S
moves with you. Duration: Concentration, up to 10 minutes
• You can use your action to create a 30-foot cone of freezing You become made of stone. Until the spell ends, you gain the
wind extending from your outstretched hand in a direction
you choose. Each creature in the cone must make a following benefits:
Constitution saving throw. A creature takes 4d8 cold • You have resistance to bludgeoning, piercing, and slashing
damage on a failed save, or half as much damage on a
successful one. A creature that fails its save against this damage from nonmagical attacks.
effect has its speed halved until the start of your next turn. • You can move across difficult terrain made of earth or stone
• During your turn, if you roll cold damage, you gain
temporary hit points equal to one die rolled (your choice). without spending extra movement. You can move through
solid earth or stone as if it was air and without
destabilizing it, but you can't end your movement there. If
you do so, you are ejected to the nearest unoccupied space,
this spell ends, and you are stunned until the end of your
next turn.
• You can use your action to call spikes of stone to raise from
the ground. All creatures of your choice within 15 feet of
you must make a Dexterity saving throw. A creature takes
4d8 piercing damage on a failed save, or half as much on a
successful one. Their space becomes difficult terrain either
way.

26

Form of Water Flame Walk

6th-level transmutation 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 20 ft.
Components: V, S Components: V
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You become a surge of elemental water. Until the spell ends, You traverse up to 30 feet of ground in a straight line, leaving

you gain the following benefits: a trail of flame in your wake. You don't provoke opportunity
• You have resistance to bludgeoning, piercing, and slashing attacks, but you cannot move through other creatures'
space. The fiery trail remains behind you in a line up to 30
damage from nonmagical attacks. feet long, depending on distance travelled with this spell,
• You can move through the space of other creatures and until the end of your next turn.
A creature other than you entering the trail's space or a space
ignore difficult terrain; the first time you move through a within 5 ft. of it for the first time on a turn takes 1d6 fire
Large or smaller creature, it must pass a Strength saving damage.
throw or be knocked prone. At Higher Levels. When you cast this spell using a spell slot
• You can use your action to unleash a blast of water 15 feet of 3rd level or higher, the distance you can travel and thus
long and 5 feet wide extending from you in a direction your the maximum length of the fiery trail you leave behind
choice. Each creature in the line must make a Strength increase by 5 feet for each slot level above 2nd. The
saving throw. A creature takes 5d6 bludgeoning damage damage also increases by 1d6 for each slot level above 2nd.
and is knocked prone on a failed save, or half as much and
isn't knocked prone on a successful one. Flare

Form of Wind Evocation Cantrip
Casting Time: 1 Action
6th-level transmutation Range: 300 ft
Casting Time: 1 action Components: V, S
Range: Self Duration: 1 minute
Components: V, S An elementary spell for emergency lighting and signaling.
Duration: Concentration, up to 10 minutes
You become a gust of elemental wind. Until the spell ends, You point your finger and project a mote of light that flies
directly to a point within range you indicate, before lighting
you gain the following benefits: to shed brilliant light in a color of your choice. If the mote
• You have a flying speed of 60 feet. hits a solid obstacle before reaching its destination, the
• You can move through and occupy the space of other spell fails.
A lit flare illuminates 60 feet in bright light, and 60 feet of
creatures, and you ignore difficult terrain. dim light beyond that. At the beginning of your next turn
• You are invisible. the light produced by this spell all fades to dim light in a
• You can use your action to unleash a powerful blast of wind 120ft radius for the duration.
If fired into a location with a clear line of sight, the bright
in a 30 foot cone. Each creature in the cone must make a light produced by this spell is clearly visible in daylight up
Strength saving throw. A creature takes 4d8 bludgeoning to five miles away, and up to 20 miles away at night. The
damage is knocked 15 feet away from you on a failed save, dim light remains clearly visible at half that range.
or takes half as much damage and isn't knocked backward
on a successful one. Flash Freeze

Fox's Fangs 3rd-level evocation
Casting Time: 1 action
3rd-Level Illusion Range: 150 feet
Casting Time: 1 action Components: V, S, M (a drop of water or a tiny ball of ice)
Range: Self (60 ft.Radius) Duration: Instantaneous
Components: V, S A freezing wind ripples outward as a drop of water freezes
Duration: 1 minute
★ The fox is a trickster, and those with many tails have many and flies from your pointing finger to a point you choose
within range and crashes open with the low cracking
tales to tell. sound of an iceberg being born.
You summon nine illusory blades of light and shadow to swirl Each creature in a 20-foot radius must make a Dexterity
saving throw. On a failed save, a creature takes 6d6 cold
behind you. Whenever you could make a weapon attack or damage and is restrained by ice until the start of your next
unarmed strike, you can choose to attack with one of these turn. On a successful save, the target takes half as much
blades instead. damage and isn't restrained. The ice spreads around
Make a ranged weapon attack or ranged spell attack (your corners. It freezes water (unless shielded by 4 inches of
choice) against a target within 60 feet. If you hit, the target solid rock, ceramic or metal) in the area that isn’t being
takes 2d6 psychic damage, and you recover 3 hit points. worn or carried.
After a blade is thrown, it vanishes. Once all nine blades are At Higher Levels. When you cast this spell using a spell slot
gone, the spell ends. of 4th level or higher, the damage increases by 1d6 for each
slot level above 3rd.

27

Fold reality FrostFlame

3rd-level evocation 2nd-level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30ft Range: 30 ft.
Components: V, S Components: V, S, M (a Piece of Glass and Sulfur)
Duration: Instantaneous Duration: Instantaneous
You fold reality on a creature within range, forcing it to make You hurl a icy-blue bolt of flames at a creature within range.

a charisma saving throw. On a failed save, the creature Make a ranged spell attack against the creature. On a hit,
takes 6d8 force damage. If the creature dies, its body and the target takes 2d6 Fire damage and 2d6 Cold damage.
nonmagical equipment are squished to be 1 inch wide in a At Higher Levels. When you cast this spell using a spell slot
direction of your choice, such as flat on the ground or in a of 3rd level or higher, the fire and cold damage increases by
vertical plane. Any magic items it was carrying are shunted 1d6 for each slot level above 1st.
to the nearest unoccupied space.
Alternatively, you can fold reality around a willing creature Gale Bolt
and teleport it to an unoccupied space within 30ft of it.
At Higher Levels: When you cast this spell using a spell slot 1st-level evocation
of 4th level or higher, the damage increases by 1d8 for Casting Time: 1 action
every level above the 3rd. Range: 120 feet
Components: V, S
Force Flechette Duration: Instantaneous
A blast of concentrated wind streaks toward a creature of
Evocation Cantrip
Casting Time: 1 Action your choice within range. Make a ranged spell attack
Range: 30 feet against the target.
Components: V, S On a hit, the target takes 2d8 bludgeoning damage and if it is
Duration: Instantaneous Large or smaller is knocked 10 feet away from you.
You summon and launch a small dart of magic that unerringly At Higher Levels. When you cast this spell using a spell lot
of 2nd level or higher, the damage increases by 1d8 for
strikes your target. Choose one creature within range you each level above 1st.
can see. That creature takes 1d4 force damage.
At Higher Levels. The number of darts, and thus creatures Gate of Envy
this spell can target, increases by 1 when you reach 5th
level (2 targets), 11th level (3 targets), and 17th level (4 4th-level conjuration
targets). Each dart must target a different creature. Casting Time: 1 action
Range: Self
Fresh Paint Components: V, S, M (a stolen object)
Duration: 1 hour, concentration
Conjuration Cantrip Manifesting the vice of envy, you conjure a gibbering mouther
Casting Time: 1 action
Range: Self that wraps around you and acts as a conduit of the envy in
Components: S your subconscious. It disappears when it drops to 0 hit
Duration: 1 hour points or when the spell ends.
★ Ink is the blood of the imagination. The creature is an ally to you and your companions. In
You create a magical paint that runs from your fingertips or combat, the creature shares your initiative count, but it
takes its turn immediately after yours. It obeys your
fills a small container. You can use this paint in any way you telepathic commands (no action required by you). It cannot
could use ordinary paint, though it only remains tangible move, but moves with you and shares your space.
for one hour. You are immune to the mouther's abilities, such as the
For each additional minute you spend coating a surface in difficult terrain created by it and its spittle.
this paint, the paint remains on that surface for twice as
long as before. You can create any color of paint you
choose each time you cast the spell.

28

A word about Geometrical Shapes

This spell is designed to encourage tactical
positioning during combat, but Geometrical
Shapes is still worth casting even when you don't
have the option to position yourself in a way that
triggers the special effect. Aside from allowing you
to creatively distinguish yourself from other
spellcasters, this spell deals secure damage, similar
to the magic missile spell.

Gate of Sloth Geyser

4th-level conjuration 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Cone (30ft) Range: 120 feet
Components: S, M Components: V, S
Duration: Instantaneous Duration: Instantaneous
You open a sixfold tear in reality, leading to the absolute You cause a massive eruption of water to blast upwards from

stillness of the void inbetween worlds. All creature within a the ground at a point within range. Creatures within 10
30ft cone originating from you must make a constitution feet of the point must make a Dexterity saving throw or
saving throw, or take a level of exhaustion. take 4d6 bludgeoning damage and be knocked 60 feet into
Any creature failing its saving throw must make another the air. On a successful save, creatures take half as much
saving throw, gaining another level of exhaustion on a damage, and are instead knocked their choice of 10 feet
failure, and so on. away from the point or 10 feet upward.
At Higher Levels. When you cast this spell using a spell slot
Geometrical Shapes of 5th level or higher, the damage increases by 1d6 for each
level above 4th.
1st-Level Evocation
Casting Time: 1 action Giant Boulders
Range: 60 feet
Components: V, S, M (a tiny triangle, square, and circle cut 5th-level transmutation
Casting Time: 1 action
out from a thin brass sheet) Range: Touch
Duration: Instantaneous Components: V, S
Two tiny, translucent, bronze-colored geometrical shapes Duration: 1 minute
With a deafening roar, you rattle some pebbles in your closed
spring forth from you fingers. You choose if they are
triangles, squares or cricles. Each shape strikes a creature hand, completing the spell that will allow them to become
of your choice within range and deals 2d4 magical slashing boulders.
(square), piercing (triangle) or bludgeoning (circle) damage. You touch one or two pebbles and turn them into giant
The shapes strike simultaneously, and you can direct them boulders. You can make a ranged spell attack with each
to hit one creature or two. A Shield spell successfully pebble by hurling them on a creature you can see within 30
negates the damage of this spell. feet. On a hit, the creature takes 5d6 bludgeoning damage
Special. If the shapes hit two seperate creatures, check if you + your spellcasting ability modifier for each pebble. Hit or
and the creatures hit form the corners of a rectangular miss, the spell then ends on the stones.
triangle. If so, you can designate one of the creatures hit by At Higher Levels. When you cast this spell using a spell slot
this spell, and that creature takes additional damage equal 6th level of or higher, the damage increases by 1d6 for
to your spellcasting modifier. every two slot levels above the 5th.
You and your enemies may not be at the same ground level
when you cast this spell. Elevation has no impact on Glacier
triggering the special effect.
At Higher Levels. When you cast this spell using a spell slot 5th-level transmutation
of 2nd level or higher, each creature struck by the shapes Casting Time: 1 action
takes an extra 1d4 damage for each slot level above 1st. Range: 1 mile
Components: V, S
Duration: Concentration, up to 8 hours
As part of this spell you target up a mass of ice, not exceeding

a 100 yard cube in volume. You can move all of the ice 5
foot.
As long as you concentrate on this spell, you can move the ice
an additional 5 foot as an action.
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, you can target an additional 100 yard
cube in volume of ice that is up to another half mile away
and move it for each slot above 5th.

29

Glare Gravekeeper

Evocation Cantrip 2nd-Level Necromancy (Ritual)
Casting Time: 1 Action Casting Time: 1 minute
Range: 60 feet Range: Self (100ft radius)
Components: V, S Components: V, S, M (a lantern; and 10gp worth of incense,
Duration: Instantaneous
You direct a thin beam of light to strike your target that consumed)
Duration: 1 minute
flashes with intense heat on contact. You light the gravekeeper's lantern, and summon the spirit of
Make a ranged spell attack. On a hit, the target takes 1d6 fire
a long dead creature from the earth. The spirit can tell you
damage. This damage ignores resistance to fire damage about the primary inhabitants of the area, and its
and treats immunity to fire damage as resistance instead. prominent seasons and weather.
At Higher Levels. This spell's damage increases by 1d6 In addition, it can tell you about any necromancy spells cast
when you reach 5th level (2d6), 11th level (3d6), and 17th in the area, as well as the name of any sentient creature
level (4d6). killed in range within the past 24 hours. You might get
additional information at the DM's discretion.
Glasswings
Gravewalk
2nd-level Conjuration
Casting Time: 1 action 6th-level necromancy
Range: Self Casting Time: 1 action
Components: S Range: 10 feet
Duration: Instantaneous Components: V, S, M (a pinch of grave dirt)
Wings of glass unfold from your back. You gain a flying speed Duration: 1 round
This spell creates a magical link between a graveyard within
of 30 feet. Additionally, if you are adjacent to a creature,
you can give up some or all of your remaining flying speed range and another graveyard, at any distance, on the same
to strike it with your glass cut wings. Make a melee spell planet. You must have visited the destination graveyard at
attack against the creature. least once before. For the duration, any creature can step
On a hit, it takes 1d6 slashing damage for every 5 remaining into the target graveyard and exit from the destination
movement you gave up, to a maximum of 30. Additionally, graveyard by using 5 feet of movement.
the creature's speed is reduced by 15 until the end of its A graveyard here counts as any location where 10 or more
next turn. The spell ends at the end of your turn, the wings humanoids have been buried.
shattering to glitter and fading away. If you cast this spell between the same two graveyards every
At Higher Levels. When you cast this spell using a spell slot day for a year, you can create permanent portal linked
of 3rd level or higher, you gain an additional 10 feet of between the graveyards. However, this portal can only be
flying speed for each slot level above 2nd, and you can gain activated (no spell slot or action required) by someone who
damage to a maximum increased by the same amount. knows this spell, and it still only stays open for 1 round.

Golden Orb Graveyard Shift

2nd-level evocation 5th-level necromancy
Casting Time: 1 action Casting Time: 10 minutes
Range: 30 ft. Range: Self
Components: V, S, M (A glass orb worth 10 gp) Components: V, S
Duration: Instantaneous Duration: Special
Calling on the limitless light of the Positive Energy Plane, you You grant yourself the sleepless power of the graveyard.
After you're done casting this spell, if you subsequently
coax a tiny portion of its power into a fragile glass orb.
Make a ranged spell attack against a creature within range. maintain nothing but light activity (such as reading and/or
keeping watch) for 8 hours, you regain all features and
On a hit, the creature takes 2d6 radiant damage and spells as if you took a long rest.
regains hit points equal to twice the damage taken + your During these 8 hours, all magic will recognize you as undead.
spellcasting ability modifier. If a creature drops to 0 hit
points with this spell it doesn't regain hit points. Geno's Lucky Shield
At Higher Levels. When you cast this spell using a spell slot
3rd level of or higher, the damage increases by 1d6 for 4th-level transmutation
every two slot levels above the 2nd. Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
A shimmering field of energy coats your body, and you feel a

roguish enthusiasm well up inside you.
Immediately after failing a Dexterity saving throw, you can

cast this spell as a reaction and immediately gain +5 to
your saving throw. If you still fail the saving throw, you take
half damage. If you succeed, you take no damage.

30

Greater Lay on Hands Hand of Judgment

2nd-Level Evocation 4th-level evocation
Casting Time: 1 free action Casting Time: 1 action
Range: 30 feet Range: 5 ft.
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
Your blessed touch can heal wounds, using a standard action Your hand glows with a brilliant yellow radiance or shimmer

to heal wounds (your own or those of others). with a black aura. You feel invigorated with divine power.
You gain a pool of healing power that replenishes when you Forces of divine radiance or necrotic energy forms in your

take a long rest. With that pool, you can restore a total hand, then condenses to linger for the duration.
number of hit points equal to your level x 5. When the spell ends, either because your concentration is
As a free action, you can touch a creature and draw power
from the pool to restore a number of hit points to that broken or because you decide to end it, you can make a
creature, up to the maximum amount remaining in your melee spell attack against a creature within 5 feet of you.
pool. On a hit, the creature takes radiant or necrotic damage,
A player may choose to divide their healing among multiple depending on your alignment, equal to the total
recipients, and they don’t have to use it all at once. accumulated damage.
Alternatively, you can expend 5 hit points from your pool of The spell’s base damage is 2d8. If you have not made a melee
healing to cure the target of one disease or neutralize one spell attack at the end of your turn while concentrating on
poison affecting it. - You can cure multiple diseases and the spell, the damage increases by 2d8. When the hand
neutralize multiple poisons with a single use of 'Greater strikes a creature or a solid object, the spell ends.
Lay on Hands,' expending hit points separately for each
one. Hail Cloud
Alternatively, you can use any or all of this healing power to
deal damage to undead creatures. Using 'Greater Lay on 2nd-level conjuration
Hands' in this way requires a successful melee touch attack Casting Time: 1 action
& doesn’t provoke an opportunity attack. Range: 60 feet
You can then decide how many of can daily allotment of Components: V, S, M (water or a sliver of ice)
points to use as damage after successfully touching an Duration: Concentration, up to 1 minute
undead creature. This feature has no effect on constructs. You fill the air with spinning, razor-sharp icicles in a cube 5

Greater Tongues feet on each side, centered on a point you choose within
range.
4th-Level Divination A creature takes 4d4 slashing damage when it enters the
Casting Time: 1 action spell’s area for the first time on a turn or starts its turn
Range: Touch there.
Components: V, M (A pocket dictionary, which is consumed At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 2d4 for
when the verbal component is pronounced.) each slot level above 2nd.
Duration: Instantaneous
This spell grants the creature touched the ability to speak Hoarfrost Hands

and understand any spoken language it hears, whether it is 1st-level evocation
a species language or a regional dialect. Casting Time: 1 action
Naturally, the subject can speak only one language at a time, Range: Self (15-foot cone)
although they may be able to understand several Components: V, S
languages. Tongues does not enable the subject to speak Duration: Instantaneous
with creatures who don’t speak. As you hold your hands with thumbs touching and fingers
Moreover, when the target speaks, any creature that knows at
least one language and can hear the target understands spread, a thin sheet of ice shoots forth from your
what it says. outstretched fingertips.
This spell has no effect on nonverbal languages, such as Each creature in a 15-foot cone must make a Dexterity saving
Morse Code, or any form of Sign Language. throw. A creature takes 3d6 cold damage on a failed save,
or half as much damage on a successful one. Open water
hit by this spell, up to a 15-foot cube, freezes instantly.
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.

31

Holy Shield Iceblade

1st-level abjuration 2nd-level illusion
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range:Self
Components: V, S, M (A shield) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
A burning representation of the symbol of your deity appears You freeze together layers of water to create a sword of solid

on your shield. ice in your hand. This magic sword lasts until the spell
Until the start of your next turn, if a creature infront of you ends. It counts as a simple melee weapon with which you
are proficient. It deals 2d8 cold damage on a hit and has
miss with a melee attack, you block it with your shield the finesse, light, and thrown properties (range 20/60).
instead. Each creature in a 15-foot cone are blasted with In addition, when you use the sword to attack a target that is
radiant energy coming from the symbol on your shield. soaked through or frozen, you make the attack roll with
Each creature in that area must make a Dexterity saving advantage.
throw, taking 1d10 radiant damage on a failed save, or half If you drop the weapon or throw it, it evaporates at the end of
as much damage on a successful one. the turn. Thereafter, while the spell persists, you can use a
At Higher Levels. When you cast this spell using a spell slot bonus action to cause the sword to reappear in your hand.
of 2nd level or higher, the damage increases by 1d10 for At Higher Levels. When you cast this spell using a 3rd- or
each slot level above 1st. 4th-level spell slot, the damage increases to 3d8. When you
cast it using a 5th- or 6th-level spell slot, the damage
Hunter’s Prey increases to 4d8. When you cast it using a spell slot of 7th
level or higher, the damage increases to 5d8.
4th-level divination
Casting Time: 1 action
Range: 90 ft.
Components: V
Duration: Concentration, up to 1 minute
With the words "I will hunt you down", you cause a tiny mark

to appear upon the target’s forehead.
You choose a creature you can see within range and mark it

for death. The creature must make a Wisdom saving throw.
On a failed save, you take one additional action on top of
your regular action and a possible bonus action to make
weapon attacks against your target on each of your turns,
for the duration of the spell.
The spell ends if you switch target, loose concentration or
lose sight of your target. When the spell end, you get 1 level
of exhaustion. This spell does not stack with similar
effects.

Hurricane Slash

2nd-level evocation
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S
Duration: Instantaneous
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 Dexterity saving throw. A

creature takes 3d8 slashing 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 3rd level or higher, you can create an additional line of
effect. A creature in the area of more than one slash is
affected only once.

32

Iceblock Ice Patch

2nd-level evocation 1st-level abjuration
Casting Time: 1 action Casting Time: 1 minute
Range: Touch Range: touch
Components: V, S, M (diamond dust worth 500gp, which the Components: S, M (1 liter of water)
Duration: 8 hours
spell consumes) As you cast this spell, you use the water to create a pool with
Duration: Until dispelled
An object that you touch, up to a 5-foot cube in size, freezes a 5-foot radius on the ground or the floor. When you finish
casting, the water freezes, the ice disappears and the ice
instantly. The effect looks like regular ice, but it radiates no patch becomes magical.
cold and doesn’t melt. An iceblock cannot be removed with This ice patch is nearly invisible, requiring a successful
regular heat or sunlight, only by magical fire. Intelligence (Investigation) check against your spell save
DC to be discerned.
Ice Bolt The ice patch triggers as a trap when a Small, Medium, or
Large creature moves onto the ground or the floor in the
Evocation Cantrip spell’s radius. That creature must succeed on a Dexterity
Casting Time: 1 action saving throw or slip and magically fall prone. The creature
Range: 120 feet is restrained on the ground until the spell ends.
Components: V, S A restrained creature can make a Dexterity saving throw at
Duration: Instantaneous the end of each of its turns, ending the effect on itself on a
You hurl a shard of ice at a creature or object within range. success. Alternatively, the creature or someone else who
can reach it can use an action to make an Intelligence
Make a ranged spell attack against the target. On a hit, the (Arcana) check against your spell save DC. On a success,
target takes 1d10 cold damage. Water, up to a 5 feet cube, the restrained effect ends.
hit by this spell freezes. After the trap is triggered, the spell ends when no creature is
At Higher Levels. This spell's damage increases by 1d10 restrained by it.
when you reach 5th level (2d10), 11th level (3d10), and
17th level (4d10). Ice Shape

Ice Crack 4th-level transmutation
Casting Time: 1 action
1st-level evocation Range: Touch
Casting Time: 1 action Components: V, S, M (some snow or ice, which must be
Range: Self (10-foot radius)
Components: V, S modelled into the desired shape)
Duration: Instantaneous Duration: Instantaneous
You cause ice to crack and shatter in a 10-foot radius. Each You touch an ice statue of Medium size or smaller or a

creature other than you in that area must make a Dexterity section of ice no more than 5 feet in any dimension and
saving throw. form it into any shape that suits your purpose.
On a failed save, a creature takes 1d6 bludgeoning damage So, for example, you could shape a large block of ice into a
and is knocked prone. The area becomes difficult terrain weapon, idol, or coffer, or make a small passage through a
until cleared. wall of ice, as long as the wall is less than 5 feet thick.
At Higher Levels. When you cast this spell using a spell slot You could also shape a door of ice or its frame to seal the
of 2nd level or higher, the damage increases by 1d6 for door shut. The object you create can have up to two hinges
each slot level above 1st. and a latch, but finer mechanical detail isn’t possible.

Ice Spear

3rd-level evocation
Casting Time: 1 action
Range: 60 ft.
Components: V, S
Duration: Instantaneous
You clutch the quartz in your hand, focusing the energy of the

spell into a sharp spear. With a thought, you send it
whistling through the air.
Make a ranged spell attack against the target. On a hit, it
takes 3d8 piercing damage and must make a Constitution
saving throw.
On a failed save, the target takes 5d8 cold damage and its
speed is reduced by 10 feet 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 cold damage increases by 1d8 for
each slot level above 3rd.

33

Ice Spike Imbue Familiar

4th-level evocation 9th-level divination
Casting Time: 1 action Casting Time: 1 hour (ritual)
Range: 60 feet Range: 120 ft.
Components: V, S Components: V, S, M (The powder of a crushed red pearl
Duration: Instantaneous
You create a lance of ice that shoots up from the ground to worth at least 100 gp, which the spell consumes)
Duration: Instantaneous
impale a creature within range. The target must make a Classes: Upon completion of this spell, you feel as if you had
Dexterity saving throw. The target takes 4d8 piercing
damage and 4d8 cold damage on a failed save. The target just cast a number of spells in quick succession. Your
takes only the 4d8 cold damage on a successful save. familiar gives you a knowing nod.
At Higher Levels. When you cast this spell using a spell slot You can imbue a familiar (made by the spell find familiar)
of 6th or 7th level, you can create a second spike. When with any spell of 2nd-level or lower you have currently
you cast this spell using a spell slot of 8th or 9th level, you prepared. The spell lasts until you have finished a long rest.
can create a third spike. Additional spikes can target the The familiar counts as one-third of your spellcaster level
same or different creatures. and its spellcasting ability is Intelligence.
Multiple castings of imbue familiar has no effect. If any
Icy Step transferred spell requires a focus or material component,
you must have it on your person when the spell is cast
3rd-level conjuration (components are consumed as normal).
Casting Time: 1 action
Range: 90 feet Infernal Transformation
Components: V
Duration: Instantaneous 9th-level transmutation
You teleport yourself to an unoccupied space you can see Casting Time: 1 action
Range: Self
within range. Immediately after you disappear each Components: V, S, M (A tomb jade gem worth 1000 gp)
creature within 10 feet of the space you left must make a Duration: Concentration, up to 1 minute
Dexterity saving throw, taking 3d10 piercing damage on a Your blood runs cold as a feeling of utter evil imbues you with
failed save, or half as much damage on a successful one, as
ice spikes erupt from the ground. unholy power. A cackle of sadistic glee escapes your
You can bring along objects as long as their weight doesn’t changing mouth, and you feel your body transforming.
exceed what you can carry. You can also teleport one You transform into a fiendish Cambion (Monster Manual p.
willing creature of your size or smaller who is carrying 36). Your game statistics are replaced by the statistics of
gear up to its carrying capacity. The creature must be the Cambion fiend, but you retain your alignment,
within 5 feet of you when you cast this spell, and there personality, and Intelligence, Wisdom, and Charisma
must be an unoccupied space within 5 feet of your scores.
destination space for the creature to appear in; otherwise, You also retain all of your skill and saving throw proficiencies.
the creature is left behind. When you transform, you assume the Cambion's hit points
At Higher Levels. When you cast this spell using a spell slot and hit dice. When you revert to your normal form, you
of 4th level or higher, the damage increases by 1d10 for return to the number of hit points you had before you
each slot level above 3rd. transformed. However, if you revert as a result of dropping
to 0 hit points, or losing concentration, any excess damage
Illusory Shadows carries over to your normal form. For example, if you take
10 damage in the form of a Cambion and have only 1 hit
4th-level illusion point left, you revert to your normal form and take 9
Casting Time: 10 minutes (ritual) damage. Or if you have 40 hit points left and lose
Range: Touch concentration from taking 10 damage, you revert back and
Components: V, S, M (A bit of fleece) take 10 damage in your normal form. As long as the excess
Duration: 1 hour damage doesn't reduce your normal form to 0 hit points,
You draw material from the Plane of Shadow to cause your you aren't knocked unconscious.
You can't cast spells listed on the Cambion statistics unless
hands and forearms to elongate and change shape into you have them in your normal form, except for Fire Ray.
featureless claws of inky blackness.* You retain the benefit of any features from your class, race,
You weave shadow magic into real objects, making them or other source and can use them in your new fiendish
appear to be illusions. Physical interaction with the object form. You choose whether your equipment falls to the
does not reveal it to be real. ground in your space, merges into your new fiendish form,
A creature that uses its action to examine the object can or is worn by it. Worn equipment functions as normal.
determine that it is real with a successful Intelligence Equipment that merges with the form has no effect until
(Investigation) check against your spell save DC. The object you leave the form.
can be no larger than 10 feet on a side and weigh no more
than 60 pounds.

34

Infuse Blood Magic Investiture of Crystal

5th-level necromancy 6th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: 1 minute Duration: Concentration, up to 10 minutes
Unleashing a cold rush of necromantic energy, You tap into Your body is coated in jagged crystal that reflects light and

the Plane of Negative Energy for power. magical power. You gain the following benefits:
You channel part of your life force into your hands and thus • You have advantage on saving throws against spells and

sacrificing 2d10 hit points in order to cast the spell. other magical effects.
Necromancy spells that deal damage, deal 1d6 extra necrotic • When you take damage from a spell or magical effect, you

damage for the duration of the spell. can use your reaction to send some of that power at a
different target. You gain resistance to the triggering attack
and you may make a ranged spell attack against a creature
within 60 feet, dealing 2d12 damage of the one of the types
you just took on a hit.
• Your body becomes transparent and Wisdom (Perception)
checks to find you are made at disadvantage while you are
in bright light. You can attempt to hide while you are in
bright light even when other creatures have a direct line of
sight to you.

Inquisitorial judgement

2nd-level enchantment
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (the blood of a dead humanoid)
Duration: 1 minute, concentration
You target a creature you can see within range and claw out

its guilt and regrets. The creature must make a wisdom
saving throw, or tell you its most recent action that it
regrets, or a regret that's primarily on its mind.
In addition, the affected creature counts as a fiend for the
duration, in addition to its original creature type.

Jeardra's Supercell Justice Smite

8th-level conjuration 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Sight Range: 90 ft.
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Carnage ensued, trees writhing and flailing, their groans of A barely perceptible rust-brown glow engulfs your weapon,

pain carried away by the wind. It screames like a banshee, then grows into a shining radiance of molten-metal red
uprooting weeds and shrubs in a fit of ever-consuming with each strike.
rage. You call upon your deity to imbue a weapon with power to
A churning storm cloud forms. Centered on a point you can seek justice against a single opponent within range. The
see and spreading to a radius of 360 feet. The wind and creature needs to make a Wisdom saving throw, on a failed
rain count as a severe distraction for the purposes of save, each time you hit the creature with a weapon attack
maintaining concentration on spells. Gusts of strong wind before this spell ends, the weapon deal your paladin level
(ranging from 20 to 50 miles per hour) automatically as extra radiant damage to that creature.
disperse fog, mists, and similar phenomena in the area
whether mundane or magical. Juxtapose
Creatures and unattended objects in this storm, up to Huge
size that does not weigh more than 600 pounds, are pulled 2nd-level Illusion
towards the center. A creature that starts its turn in the Casting Time: 1 bonus action
storm area must succeed on a Strength saving throw. On a Range: Self (20 foot radius)
failed save, the creature is pulled in towards the center of Components: V, S
the storm and becomes restrained while it remains in the Duration: Concentration, up to 1 round
center. The creature can repeat the saving throw at the end You unveil 10 illusory clones of yourself that last until the end
of each of its turns, ending the effect on itself on a success.
Ranged weapon attacks in the area are impossible. of your next turn. Every space within the spell's radius that
could fit you unveils one of your clones, and as part of
Jungle's Might casting the spell, you can immediately switch places with
one clone. The clones move with you, disappearing if they
1st-level abjuration lack space to follow and would be more than twice the
Casting Time: 1 bonus action spell's radius away from you.
Range: Touch If a clone is attacked or would take damage, it immediately
Components: V, S disperses. A creature can use its action to make an
Duration: Concentration, up to 1 minute Intelligence (Investigation) check against your spell save
Your hand glows slightly. With a touch, you transfer the glow DC if it can see your illusions. On a success, it knows
which illusion is you.
from your hand into your companion. At Higher Levels. When you cast this spell using a spell slot
With a touch, you gift your companion with nature’s strength. of 3rd level or higher, you can create one additional illusory
double within range for every spell slot level above 2nd.
Your animal or beast companion gain your spellcasting
ability modifier as extra damage with its damage rolls.

Jumping Jolt

4th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You release an arc of lighting at a creature within range.
Make a ranged spell attack roll against the target. On hit, the

target takes 4d12 lightning damage, and you can cause the
spell to jump to another target within 20 feet of the first
target making a new attack roll for each target.
The spell cannot hit the same target twice, or jump to a target
out of the spells range. The spell can jump a maximum of
five times.
On a miss, the target takes half as much damage and the
spell does not jump to a new target.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the starting damage increases by
1d12 for each slot level above 4th.

36

Karmen's Kiss of Death Knight's Lance

2nd-level necromancy 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 30 ft.
Components: S Components: V, S, M (A golden crown)
Duration: Instantaneous Duration: Instantaneous
You make a melee spell attack against a creature within A glittering corona of sunlight surrounds your body at a few

range, attempting to curse them with the kiss of death. On inches distance, until you release it as a focused beam of
a hit, they take 4d6 necrotic damage. radiance shaped like a needle-sharp lance.
If this damage reduces them to 0 hit points, they are killed Make a ranged spell attack against a creature. On a hit, the
and turned into a zombie with 1 hit point; they under your creature takes 2d6 radiant damage, and it needs to make a
control for the next minute, after which the necrotic energy Wisdom saving throw. On a failed save, it is blinded until
is lost... and they are just a regular dead person. the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, you deal 1d6 more necrotic damage of 2nd level or higher, the damage increases by 1d6 for
for each slot above 2th. each slot level above 1st.

Karsus' Avatar (Karsus' Folly) Leshen Accordance

10th-Level Transmutation/Abjuration 7th-level necromancy
Casting Time: 6 hours Casting Time: 1 hour
Range: 1800 ft. Range: 60 ft
Components: V, S, M (the stone-filled gizzard of a gold Components: V, S, M (an animal skull, and incense worth at

dragon, a mixture of tarrasque blood and 12-headed hydra least 500 gp, which the spell consumes)
bile, 20,000 XP) Duration: Instantaneous
Duration: Instantaneous You touch a dead creature that has been dead for no more
You create a beam of pure magical energy and throw it at a
target within range. Make a ranged spell attack against the than 10 years, that didn't die of old age, and that isn't
target. On a hit, the target takes 1d6 slashing damage. The undead. If its soul is free and willing, the target returns to
target also has disadvantage on their next attack. life with all its hit points as a leshy. The animal skull used
Karsus used this spell to first bind Mystryl and then attempt as the material component is permanently fused to the
to take her place as God of Magic, causing the (literal and creature's face, as a symbol of its tie to the primal world.
figurative) fall of Netheril. The creature can no longer eat, drink or breathe, and it
You create a beam of pure magical energy and throw it at a doesn't need to. It can innately talk to animals and magical
target within range. Make a ranged spell attack against the plants, and they don't attack the creature unless provoked.
target. On a hit, that deity is first transformed into a However, the creature doesn't regain any hit die when
nonmagical sphere of iron. A successful Constitution taking a long rest in an urban environment, such as a city
saving throw versus DC 60 + prime casting statistic or a metropolis.
modifier negates this part of the spell. The deity (whether This spell neutralizes any poisons and cures normal diseases
or not in sphere form) is then dealt 40d20 points of afflicting the creature when it died. It doesn't, however,
damage. A successful Constitution saving throw versus DC remove magical diseases, curses, and the like; if such
60 + prime casting statistic modifier halves this damage. If effects aren't removed prior to casting the spell, they afflict
this is enough damage to destroy the sphere, it is vaporized the target on its return to life.
as per the disintegrate spell. This spell closes all mortal wounds and restores any missing
If the deity still survives, their type changes to Construct, and body parts with grafts made from moss and vines.
they are banished to the Prime Material Plane. A Coming back from the dead is an ordeal. The target takes a
successful Wisdom saving throw versus DC 60 + prime −4 penalty to all attack rolls, saving throws, and ability
casting statistic modifier negates this effect. checks. Every time the target finishes a long rest, the
As part of this spell, the caster takes the portfolio and penalty is reduced by 1 until it disappears.
domains of the displaced deity and becomes a deity
themself, with Divine Rank equal to one-quarter of their hit
dice. However, this transition is painful and deals the
caster 40D6 points of damage. If this kills the caster, the
spell is negated and the caster is unrevivable by any means,
including wish and true resurrection. The deity may make
a DC 60 + prime spellcasting statistic modifier to resist
this effect.
If the deity is not destroyed by this spell, the sphere radiates
strong transmutation and abjuration. Casting Dispel
Magic, wish, and greater restoration on the sphere (in that
order) will return the deity to their natural form and restore
their divine status, but does not restore their portfolio,
essentially making them a deity of nothing.

37

Lesser Spell Resistance Lightning Tendril

6th-level transmutation 1st-level evocation
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: 120 ft. Range: Self (20 feet)
Components: V, S Components: V, S, M (a twig from a tree that has been struck
Duration: Concentration, up to 1 minute
With a few chanted words and a mystic wave with your hand, by lightning)
Duration: Concentration, up to 1 minute
your magic reaches out to invisibly surround the creature. Crackling beams of blue energy leap from your hands. For
This spell enables you to remove the creature's spell
the duration of the spell, as an action, you can direct them
resistance of 1 damage type of your choice. The creature toward a creature within range, dealing 1d12 lightning
can make a Wisdom saving throw at the end of each of its damage to that creature.
turns, ending the effect on itself on a success. Multiple At Higher Levels. When you cast this spell using a 3rd- or
castings of this spell overrules the last spell cast. 4th-level spell slot, the damage increases to 2d12 and the
range increases to 30 feet.
Lightning Charged When you cast it using a 5th- or 6th-level spell slot, the
damage increases to 3d12 and the range increases to 60
2nd-level evocation feet.
Casting Time: 1 action When you cast it using a spell slot of 7th level or higher, the
Range: Touch damage increases to 4d12 and the range increases to 120
Components: V, S, M (a piece of metal once used in a feet.

lightning rod) Liliander's Hellspear
Duration: 10 minutes
You channel lightning energy into a creature. The energy is 3rd-level Evocation
Casting Time: 1 action
harmless to the creature, but escapes in dangerous bursts Range: 60 Feet
to other nearby creatures. Components: V S
Every time that creature strikes another creature with a Duration: Instantaneous
melee attack, a spell with a range of touch, is struck by You summon a burning incorporeal spear and launch it
another creature with a melee attack, or ends their turn
while grappling or being grappled by another creature, they towards a target within range. Make a ranged spell attack
deal 1d6 lightning damage to that creature. against that target.
Once this spell has discharged 6 times (dealing up to 6d6 If there are any creatures 10 feet or less directly behind the
damage), the spell ends. target from you in a line and the attack roll would also hit
At Higher Levels. The spell can discharge damage 2 them, they are also hit. On a hit, a creature takes 4d10
additional times (dealing 2d6 more total damage) before piercing and 4d10 fire damage. At the start of your next
the spell ends for each slot level above 2nd. turn, when the spear dissipates.
At Higher Levels. When you cast this spell using a spell slot
Lightning Shard of 4th level or higher, the piercing damage or the fire
damage (your choice) increases by 1d10 for each slot level
1st-Level Evocation above 3rd.
Casting Time: Special
Range: Self Link Perception
Components V, S, M (a Melee Weapon)
Duration: 1 round 3rd-level Divination
The wrath of storm-scarred steel is fearsome to behold. Casting Time: 10 Minutes
The first time you take the Attack action during your turn, you Range: Self
Components: V, S, M (a Spirit Doll)
can cast this spell to infuse your melee weapon with Duration: Concentration, up to 10 minutes
elemental lightning, scorching and honing it to a razor For the duration of the spell, you can see, hear, and smell
edge.
The first time you hit with this weapon, the target takes an everything that the creature linked to a specific spirit doll
additional 1d6 slashing damage and the static within the experiences, as long as you are both on the same plane of
blade discharges. The target must make a Constitution existence.
saving throw. If they fail, the target and up to two creatures
of your choice within 10 feet of the target take 1d6
lightning damage.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, either the slashing or lightning
damage (your choice) increases by 1d6 per slot level above
1st.

38

Magma Eruption Mega-Shield

4th-level conjuration 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 150 ft. Range: Self
Components: V, S, M (A brimstone which the spell Components: V, S
Duration: Concentration, up to 1 minute
consumes) An invisible barrier of magical force appears and protects you
Duration: Instantaneous
The brimstone vanishes from your hand and the ground and anyone else in a 15 foot radius.
All creatures within the field have +5 bonus to AC and take
erupts beneath your foes, shooting multiple fountains of
fiery liquid and rocks upward. no damage from magic missile.
You cause the ground in a 30-foot-radius sphere, centered on Another creature with this spell can help maintain
a point within range, to explode and spew forth a geyser of
molten rock. Each creature in the sphere must make a concentration by simultaneously maintaining
Dexterity saving throw. A creature takes 1d6 bludgeoning concentration and giving advantage when either creature
and 1d6 fire damage on a failed save, or half as much must make a concentration save.
damage on a successful one. If you cast this spell again, If you move, the barrier moves with you as the center. If
using any spell slot level, before the end of your next turn, another creature is helping you maintain concentration,
each creature that fails twice in a row with its Dexterity they must stay within the barrier or else lose their
saving throw, takes double damage from this spell. concentration.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the bludgeoning and fire damage Melt
increases by 1d6 for each slot level above 4th.
2nd-level Transmutation
Mantis Knight Blade Casting Time: 1 action
Range: 50 feet
2nd-level Transmutation Components: V, S
Casting Time 1 bonus action Duration: Instantaneous
Range Self You melt all inanimate ice and snow within 20 feet of a point
Components V S M (a staff worth at least 5 gp)
Duration Concentration, up to 1 minute you can see.
You magically part a non-magical staff, summoning a weapon Any creatures made of ice or snow in the affected area take

of the feywild used by the nimblest of their knights, the 4d6 fire damage, or half damage with a successful
Mantis. This magic weapon counts as a simple melee Constitution saving throw.
weapon with which you are proficient. It deals 2d6 slashing
damage on a hit and has the finesse property. When you Memories of The World
roll the same result on both of the first two damage dice,
you can immediately make another attack against the same 8th-level divination
target, potentially provoking this feature again. Casting Time: 1 action
Additionally, when you attack charmed targets with this Range: Self
weapon, you make the attack roll with advantage. Components: V
The spell ends if you cast it again or if you let go of the Duration: 1 hour
weapon. When the spell ends, the staff grows back Until the spell ends, when you make a Intelligence check, you
together, the weapon returning to its Mantis in the feywild.
At Higher Levels. When you cast this spell using a 3rd level can replace the number you roll with a 15. Additionally, you
spell slot, the damage increases to 3d6. When you cast it can understand all languages and you know the direction
using a 4th level spell slot, the damage increases to 4d6. and distance to all creatures you are familiar with.
When you cast it using a spell slot of 5th level or higher, the
damage increases to 5d6. Mend Flesh

1st-level necromancy
Casting Time: 1 minute
Range: Touch
Components: S, M
Duration: Instantaneous
You trace a creature's wounds left by non-magical damage;

that is, any damage not caused by spells or similar magical
effects. The hit points lost are fully restored, up to 15 hit
points.
At Higher Levels. When you cast this spell using a spell slot
of 3th level or higher, you can heal up to 5 hit points more
for each slot above 2th.

Mold metal Morridan's Forgotten Pain

2nd-level transmutation 5th-Level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft Range: 60 feet
Components: S, M Components: V, S
Duration: 1 hour, concentration Duration: Concentration, up to 1 minute
You target a metal object within range and make it malleable ★ Suffering felt, even long ago, is easily magnified. A cut

and soft. If the object is held, the creature holding it can hand becomes a severed arm, and a broken bone becomes
make a dexterity saving throw, dodging the effect on a a broken mind.
success. An affected object gains a -2 penalty on attack You call back to dark times, inflicting an ancient magical
rolls made using it or AC granted by it. The object returns torture upon a foe. The creature takes 4d6 damage of the
to its original shape when the spell ends, unless it has type most recently inflicted upon it if it fails a Charisma
insufficient space to do so. saving throw.
In addition, any creature restrained or held by the object has While you maintain concentration on this spell, you can use a
advantage on ability checks or saving throws to escape. bonus action to force the target make a Charisma saving
At Higher Levels. If you cast this spell using a spell slot of throw, taking 4d6 damage of that type if they fail.
4th level or higher, the penalty increases by 1 for each level
above the 2nd. Mortal Coils

Moonlit Death 4th-level necromancy
Casting Time: 1 action
5th-level Evocation Range: 90 feet
Casting Time: 1 Action Components: V, S, M (a silver spring)
Range: Self (30 ft. Radius) Duration: Concentration, up to 1 minute
Components: V Choose a mortal creature within range. Large, silvery coils
Duration: Instantaneous
This spell can only be cast under a moon with at least some seem to wrap around them, attempting to drag them to the
grave.
part visible. You call the moonlight to burn the bodies of They must make a Constitution saving throw or take 6d6
creatures of your choice you can see within range. necrotic damage and be restrained.
Each creature must make a Constitution saving throw or take On a success, they take half as much damage and the spell
6d10 radiant damage, or half as much on a success. ends early.
Undead creatures must save against 8d10 damage. While they are restrained by this spell, you can deal 3d6
necrotic damage to them as a bonus action on your turn.
Moonring Blade They can make the Constitution saving throw again at the
end of each turn to break free and end the spell early.
Transmutation Cantrip
Casting Time: 1 Action Mountain Core
Range: 60 feet
Components: V, M (a flat metal ring 1ft in diameter worth at 4th-level abjuration
Casting Time: 1 action
least 1 GP) Range: Self
Duration: Instantaneous Components: V, S, M (A pebble)
You imbue the metal ring you are holding to cast this spell Duration: Concentration, up to 1 minute
By calling upon the primordial powers of elemental earth,
with sharpness and speed, hurling at a creature within
range. Make a ranged spell attack against the target. On a you complete the spell. A feeling of stubborn determination
hit, the target takes 1d6 magical slashing damage. The ring fills your soul.
returns to your hand at the end of your turn unless it is on a While this spell is in effect, you root yourself to the ground
different plane of existence. beneath. You are immune to the condition grappled and if
When you use an action to cast this spell on your turn, you any creature tries to force you to move against your will
may use your bonus action to cast this spell again if you are through either physical or magical means. Your speed
holding an additional suitable ring. becomes 0 for the duration of the spell.
At Higher Levels. This spell's damage increases by 1d6
when you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

40

Moving Ice Nature's Eye

3rd-level transmutation 2nd-level diviniation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 90 ft.
Components: V, S, M (a piece of marble) Components: S
Duration: Instantaneous Duration: Instantaneous
Choose a point you can see on the ground (must be ice or You cast the spell and are bathed in a golden-green light from

frozen) within range. The ice cracks and breaks and ice above and three circles form around you. As it fades, you
spikes erupt in a 20-foot cube centered on that point. Each feel in touch with your natural surroundings.
creature in that area must make a Dexterity saving throw. Using the foul sight granted by the powers of nature, you can
A creature takes 3d12 piercing damage on a failed save, or determine the condition of animal and plant creatures
half as much damage on a successful one. Additionally, the within range.
ground in that area becomes difficult terrain until cleared You instantly know whether each creature within the area is
away. Each 5-foot-square portion of the area requires at alive, dead or wounded. It allows you to determine a variety
least 1 minute to clear by hand. of other mundane information about the animals and
At Higher Levels. When you cast this spell using a spell slot plants (whether or not the plants are dehydrated, the
of 3rd level or higher, the damage increases by 1d12 for animals are malnourished, and so forth).
each slot level above 2nd.
Nauseating Poison
Mythic fist
1st-level necromancy
3rd-level transmutation Casting Time: 1 bonus action
Casting Time: 1 bonus action Range: Self
Range: Self Components: V, S
Components: V, M (an object marked with a name) Duration: 1 round
Duration: 1 hour You shroud your hand, a weapon you are holding, or a natural
You morph your spirit to mimic that of a fictional warrior, one
weapon in dark ichorous miasma. - The next time you hit a
from a story, myth, or dream. You gain a fighting style of creature with a melee attack (including a melee spell
your choice, from any class's list. attack) before the start of your next turn, the attack deals
For the duration, your gait and mannerisms are distinctly an extra 1d12 poison damage and the target must succeed
different from your usual self, giving you advantage on on a Constitution saving throw or be poisoned until the end
deception checks to pass yourself off as a different person. of your next turn.
At Higher Levels: When you cast this spell using a spell slot The spell ends after dealing damage, or at the start of your
of 4th level or higher, the duration increases to 8 hours. next turn, whichever occurs first.

Necro-Shield

4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You conjure ghostly spirits and skeletal phantoms which

protect you from harm. While the spell is active, you have
the following boons:
• Your AC increases by 2.
• You are immune to necrotic damage.
• Any melee attacker takes 1d6 necrotic damage after they
make an attack, hit or miss.

Now You See Me

2nd-level conjuration
Casting Time: 1 reaction, which you take before you are hit

by an attack
Range: Self
Components: V
Duration: Instantaneous
You fall backwards through space, disappearing into a mist.

You teleport up to 15 feet to an unoccupied space that you
can see.

41

Omni-Shield Pain of Grief

2nd-level illusion 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 ft.
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You cast a myriad of shields around you, all moving in a semi- "When the deep, dark clouds of grief come rolling through

hypnotic pattern. your mind, do not come and cry on my shoulder".
All creatures of your choice that can see you must make a One humanoid creature of your choice that you can see

Wisdom saving throw. within range must succeed on a Wisdom saving throw. On
On a failure, they have a -5 penalty to all attacks against you a failed save, the target takes 1d8 necrotic damage when a
humanoid creature dies within 30 feet of the target.
until the spell ends. At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d8 for
Orb of Light each slot level above 1st.

Evocation Cantrip Poison Dart
Casting Time: 1 action
Range: Self 2nd-level transmutation
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 60 ft
A softly glowing orb appears in your hand. The orb remains Components: V, S
Duration: Instantaneous
there for the duration. When you cast the spell, you can You conjure a dart of pure poison and hurl it at a creature you
choose the color of the orb.
The orb sheds bright light in a 20-foot radius and dim light can see within range. Make a ranged spell attack. On a hit,
for an additional 20 feet. The spell ends if you dismiss it as the target takes 3d12 poison damage and must succeed a
an action or if you cast it again. Constitution saving throw or become poisoned until the
You can also attack with the orb, although doing so ends the start of your next turn.
spell. When you cast this spell, or as an action on a later At Higher Levels. When you cast this spell using a spell slot
turn, you can hurl the orb at a creature within 30 feet of of 3rd level or higher, the damage increases by 1d12 for
you. each slot level above 2nd.
Make a ranged spell attack. On a hit, the target takes 1d6
radiant damage. Partial Simulacra
This spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6). 4th-level illusion
Casting Time: 1 action
Orbital Stones Range: 30 ft
Components: V, S, M (water or ice)
4th-level transmutation Duration: 24 hours
Casting Time: 1 action You target a creature you can see within range and fill its
Range: Self
Components: V, S wounds with hardened snow. The creature gains 4d8 +
Duration: Concentration, up to 1 minute your spellcasting modifier as temporary hit points, upto a
You lift three inanimate Small or Medium sized rocks or maximum amount equal to the number of hit points it is
missing.
similar objects from within 10 feet of you, causing them to In addition, the snow reforms any missing limbs or organs,
defy gravity and slowly circle you. With all three stones granting normal functionality. These limbs and organs melt
orbiting, you have three quarters cover. With at least one away when the spell ends.
stone remaining, you have half cover. At Higher Levels: The temporary hit points increase by 1d8
As a bonus action while at least one stone remains in orbit, for each spell level above the 4th. When you cast the spell
you can magically fling a stone at target within 60 feet. using a spell slot of 8th level or higher, the spell lasts until
Make a ranged spell attack roll. On hit, the target takes dispelled.
3d10 bludgeoning damage and is knocked backward 5 feet.

42

Phantasmal Thief Quicksand

4th-level illusion 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S Components: V, S, M (a pinch of sand)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Shadows rise from the ground to envelop you. A ghostly You cause the ground in a 20-foot radius centered on a point

image of you appears in a space adjacent to you. "What you can see to turn to quicksand for the duration of the
object do you wish for, master?". spell.
An invisible duplicate of yourself appears within 5 feet of you. A creature moving through or out of the area must spend 4
On your turn, you can use an action to make the feet of movement for every 1 foot it moves. A creature that
phantasmal thief steal objects. If a phantasmal thief goes ends their turn must make a Strength saving throw. On
undetected, it can steal any object a creature possesses but failure, they fall prone.
is not holding or wearing. Even objects in a bag of holding
can be stolen. Racing Fire Of Ulban
The phantasmal thief uses your statistics for ability checks
and movement. You lose concentration if the phantasmal 6th-Level Conjuration
thief leaves your sight. You can communicate with it but it Casting Time: 1 action
doesn't move unless you use an action to command it. Range: Touch or Self
Components: V
Poison Puff Duration: 2 minutes
Calling upon the power of the ancient, Far Realm-touched
4th-level transmutation
Casting Time: 1 action star of Ulban, your target is shrouded in a burning blue-
Range: Self (30-foot cone) white miasma of light.
Components: V, S Choose a willing creature that you can see within range. Until
Duration: 1 round the spell ends, the target’s speed is doubled, and any
You exhale a cloud of poison that magically expands to fill a successful attacks deal an additional 2d10 fire damage.
At Higher Levels. When you cast this spell using a spell slot
30 foot cone. Creatures in that area must make a of 7th level or higher, you can target one additional
Constitution saving throw. creature for each slot level above 6th.
On a failure, they take 4d12 poison damage and become
poisoned until the start of their next turn. On a success, the
target takes half as much damage and is not poisoned.
The area is lightly obscured until the start of your turn, and
any creature that ends their turn within the area takes 2d4
poison damage.

Pressure Cutter

5th-level conjuration
Casting Time: 1 action
Range: Self (60 foot line)
Components: V, S
Duration: Instantaneous
You unleash a blast of highly pressurized water in a 60-foot-

long 15-foot-wide line, slashing through everything in its
path.
Each creature in the line must make a Dexterity saving throw,
taking 10d6 slashing damage on a failure. On a successful
save, a creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell lot
of 6th level or higher, the damage increases by 1d6 for each
level above 5th.

43

Rain of Magic Missile Ray of Shattering Thoughts

4th-level evocation 7th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 ft. Range: 120 ft.
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
With a sound like thousand knives being unsheathed, darts of You release a drab violet ray from your palm. The ray shoots

pale blue energy decends from the sky. toward your target in a spiraling corkscrew.
Within range, glowing rain of magical force decends from the You try to blast a creature with a violet ray that you can see

sky. Each creature in a 20-foot-radius sphere, centered on a within range, attempting to shatter its intellect. Make a
point of your choice, takes 1d4+1 force damage. ranged spell attack, on a hit, The target takes 8d6 psychic
At Higher Levels. When you cast this spell using a spell slot damage and must make an Intelligence saving throw. On a
of 5th level or higher, the damage increases by 1d4 for each failed save, the creature lose concentration if trying to
slot level above 4th. maintaining a spell and reduces its intelligence by 1d8.
The creature's intelligence score can be maximum reduced to
Raise Shipwreck 1 by this spell. At the end of every 30 days, the creature can
repeat its saving throw against this spell. If it succeeds on
8th-level evocation its saving throw, the spell ends. The spell can also be ended
Casting Time: 1 action by greater restoration, heal or wish.
Range: 300 ft.
Components: V, S, M (A bottle with sand) Resurgence
Duration: Concentration, up to 10 minutes
Water roils and foams as the shipwreck rises to the surface. 1st-level necromancy
Casting Time: 1 action
Floating now effortlessly, it bobs up and down, never Range: Self
sinking more than an inch. Components: V, S
A powerful tool for those who make their homes on the high Duration: Instantaneous
seas, this spell allows the caster to cause any sunken ship It is the blackest night. It is the heart of darkness. It is the
to rise from the seabed at a speed of 10 feet per round. You
do not need to see the ship in order to cast the spell, but hunger that devours souls. Negative energy, mixed with
you need the location around 300 feet from where the ship light in the Elemental Chaos. I do not fear, I, prevail.
sank. You can raise only a single ship, but that ship may be By tapping into the Plane of Negative Energy your body is
of any size. scorched by a violent dark energy. A third degree burn
covers all of your body. You go down to 0 hit points.
Ray of Molten Lava At the start of your next turn you regain a number of hit
points equal to 4d8 + your spellcasting ability modifier and
3rd-level evocation your third degree burn fades away.
Casting Time: 1 action
Range: 120 ft. Rose Gate
Components: V, S
Duration: Instantaneous 3rd-level Abjuration
Molten lava shoots out at the target from your upturned palm. Casting Time: 1 action
Range: Self (60 foot radius)
The sound of a volcanic eruption follows the ray’s path. Components: V, M (a Rose)
You create two rays of molten lava and hurl them at targets Duration: Instantaneous
You protect yourself and up to 6 allies you can see within 60
within range. You can hurl them at one or two targets.
Make a ranged spell attack for each ray. On a hit, the target feet of you with the rose gate, a calming and beautiful
takes 1d4 fire damage. Until the end of your next turn, each force.
time a creature is hit by a ray of molten lava, using any Each creature protected has resistance to all damage until
spell slot level, it takes 1d4 extra fire damage. Each ray the end of your next turn.
emits a thunderous boom audible out to 150 feet.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the base damage increases by 1d4 for
each slot level above 3rd.

44

Runic Font Shadowfury

3rd-level transmutation 6th-level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 ft.
Components: V, S, M Components: V, S
Duration: concentration, up to 10 minutes Duration: concentration, Up to 1 minute
You touch a creature within range and mark it with a raw You extend your arm and draw crush energy down upon

elemental rune. The rune carries the essence of acid, cold, creatures within a 10-foot radius of a point within range.
fire, lightning, thunder or poison damage (your choice). Each creature must succeed on a Wisdom saving throw, or
For the duration, the creature can use its bonus action to be stunned for the duration of the spell.
make a melee spell attack against a creature within 5ft of A stunned creature must make a Constitution saving throw at
it. On a hit, the target takes 3d6 damage of the chosen type. the end of each of its turns. On a successful save, this
At Higher Levels: When you cast this spell using a spell slot stunning effect ends.
of 4th level or higher, the damage increases by 1d6 for each
level of the spell slot expended above the 3rd. Shard Swarm

Sand Blast 3rd-level transmutation
Casting Time: 1 action
3rd-level Conjuration Range: 60 ft.
Casting Time: 1 action Components: V, S
Range: Self Duration: concentration, Up to 1 minute
Components: V, S, M (a Pinch of Sand) A vortex of metal shards appears in a 5-foot cube at a point
Duration: Instantaneous
Hot sand blasts in a 30-foot cone from your outstretched you can see within range. You can move the vortex up to 20
feet as a bonus action on your turn. A creature that enters
hand. Every creature in the cone must make a Dexterity the vortex for the first time on a turn or starts its turn in its
saving throw. space takes 6d4 magical slashing damage. The creature
If the saving throw fails, the creature takes 6d6 fire damage must also succeed on a Strength saving throw or be
and is blinded until the start of your next turn. If the saving knocked prone.
throw succeeds, the creature takes half damage and is not At Higher Levels. When you cast this spell using a spell slot
blinded. of 4th level or higher, the damage increases by 2d4 for each
The blast extinguishes open flames such as candles, torches, slot level above 3rd.
and even small fires in the cone.
Sharp Retort
Seeking Orb
Transmutation Cantrip
2nd-level evocation Casting Time: 1 Action
Casting Time: 1 action Range: 30 feet
Range: 5 feet Components: V
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute You augment your voice and project a shout into a shocking
You create a Tiny orb of pure arcane energy that hovers
blast of sound directed at a single creature or object within
within range, and designate a target creature within 120 range. The target must make a Constitution saving throw. If
feet. it fails, they take 1d8 thunder damage. The shout is audible
For the duration of the spell, at the end of each of your turns, out to 300 feet from the target and caster.
the orb grows larger and moves 30 feet directly toward the At Higher Levels. This spell's damage increases by 1d8
creature. If the orb reaches the target, it will detonate when you reach 5th level (2d8), 11th level (3d8), and 17th
dealing 6d4 force damage and an additional 1d4 damage level (4d8).
for each round since you cast the spell to the target. The
spell ends after it deals damage. If the orb does not reach Shield of Fear
the target before the spell ends, it fades away without
dealing damage. 1st-level enchantment
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your worst fears appear to protect you.
Until the spell ends, they surround you and allow you to use

your action to target any creature you can see & force them
to roll a Wisdom saving throw against your spell save DC.
On a failure, they are frightened until the spell ends.

45

Shield of Insanity Silver Bullets

4th-level abjuration 7th-level transmutation
Casting Time: 1 reaction Casting Time: 1 action
Range: Self Range: 60 ft.
Components: V, S Components: S, M (a handful of earth and a drop of silver)
Duration: 1 round; Concentration up to 5 rounds Duration: Instantaneous
An invisible barrier of magical force appears and protects You transform the earth used in the casting of this spell into

you. up to four bullets made of pure silver. The bullets share a
Your intelligence drops to 6 until the spell ends. Until the pool of 60 magical piercing damage. You must designate
how much damage each bullet deals, not exceeding the
start of your next turn, you have a +5 bonus to AC, sum of total damage in the pool. Then make a ranged spell
including against the triggering attack. attack for each bullet against a creature within range.
If you are targeted by the magic missile spell, make an On a hit, the creature takes damage equal to the amount you
Intelligence saving throw against the attacking creature's specified before making the attack roll. Lycanthropes and
DC. On a success, they take all damage from their spell other creatures that are vulnerable to damage caused by
meant for you. On a failure, you take no damage. silver weapons are also vulnerable to the silver bullets.
At the start of your next turn, you can choose to use your At Higher Levels. When you cast this spell using a spell slot
action to keep the barrier up as a concentration spell, of 8th level or higher, the damage pool increases by 10 for
however your intelligence lowers by 1 until the spell ends. each slot level above 7th.
You can repeat this on each turn until your intelligence
reaches 1. Then you automatically break concentration and Sky Burst
cast a 2nd-level magic missile without using a spell slot.
5th-level evocation
Shockwave Casting Time: 1 action
Range: 120 feet
Abjuration Cantrip Components: V, S
Casting Time: 1 Action Duration: Instantaneous
Range: 5 feet Five bolts of lightning strike five points of your choice that
Components: V, S
Duration: Instantaneous you can see within range. Each creature within 5 feet of the
You create a burst of warding force that shoves away chosen points must make a Dexterity saving throw.
A creature takes 4d12 lightning damage on a failed save, or
encroaching foes. All creatures within range (other than half as much on a successful one. A creature in the area of
you) must pass a Strength save or be pushed 5 feet directly more than one lightning burst is affected only once.
away. If a creature grappling you fails its save, the grapple At Higher Levels. When you cast this spell using a spell slot
ends unless conditions would make that impossible (such of 6th level or higher, you can call down an additional bolt
as a creature swallowing you). If an enemy does not have of lightning targeting another point within range for each
the space to move or cannot be moved, this spell does not slot level above 5th.
affect them.
If this spell readied and cast as a reaction in response to Snilloc's Freezing Ray
someone making a ranged attack at you or through an area
within range of this spell, the attack is deflected harmlessly. 2nd-level evocation
At Higher Levels. the range increases to 10 feet when you Casting Time: 1 action
reach 5th level, and 15 feet at 10th level. You may limit the Range: 30 feet
range to less than the maximum if you wish at the time of Components: V, S, M (a white dragon's scale)
casting. Duration: Instantaneous
A line of freezing ice 30 feet long and 5 feet wide emanates
Shroud of the Necromancer
from you in a direction you choose.
8th-level necromancy Each creature in the line must make a Dexterity saving throw.
Casting Time: 1 minute
Range: Self A creature takes 3d8 cold damage on a failed save, or half
Components: V, S, M (a square of black silk, which is as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot
consumed) of 3rd level or higher, the damage increases by 1d8 for
Duration: 1 hour each slot level above 2nd.
★ Become like death, hidden from the world, yet feared by all.
You become invisible until the spell ends. Anything you are

wearing or carrying is invisible as long as it is on your
person. You leave no physical trace behind, and you cannot
be tracked except by magic.
You can see 60 feet into the Ethereal Plane, and undead
cannot become invisible to you.

46

Snilloc's Hail Snowglobes

3rd-level evocation 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S, M (flour and water or ice rolled into a Components: V, S
Duration: Concentration, up to 10 minutes
bead) You conjure five spheres of ice, which circle you. As an action,
Duration: Concentration, up to 10 minutes
You create six massive hailstones in your space. They float in you can make the following attacks:
Snowball (Costs 1-3 spheres). You combine one, two, or
the air and orbit you for the spell’s duration. When you cast
the spell — and as a bonus action on each of your turns three spheres of ice and hurl them as a ranged spell attack
thereafter — you can expend one or two of the hailstones, at a single creature within 100 feet. On a hit, they take 2d6
sending them streaking toward a point or points you cold damage per sphere.
choose within 120 feet of you. Blizzard (Costs 1 sphere). You freeze and shatter one of the
Once a hailstone reaches its destination or impacts against a spheres into a wide cone of flying icicles. Each creature in
solid surface, it explodes. Each creature within 5 feet of the a 15-foot cone must make a Dexterity saving throw. A
point where the hailstone explodes must make a Dexterity creature takes 3d6 piercing damage on a failed save, or
saving throw. A creature takes 2d6 cold damage on a failed half as much damage on a successful one.
save, or half as much damage on a successful one. Rings of Ice (Costs 3+ spheres). You combine three or more
At Higher Levels. When you cast this spell using a spell slot spheres into a ring around you. The ring explodes outward
of 4th level or higher, the number of meteors created like a snowstorm; each creature in a 30 foot radius must
increases by two for each slot level above 3rd. make a Constitution saving throw. Each creature takes 2d6
+ 3 cold damage per sphere on a failed save, or half as
Snilloc’s Snowball Swarm much damage on a successful one. A creature killed by this
attack becomes a frozen statue until it thaws.
2nd level evocation If you still have one or more spheres at the end of your turn,
Casting Time: 1 action you can maintain concentration in order to use them on
Range: 90 feet your next turn. Additionally, each sphere of ice grants you
Components: V, S, M (a piece of ice or a small white rock +1 to AC, but only against melee attacks. While you have at
least one sphere, you can expend it as a reaction when a
chip) creature makes a melee attack against you, hit or miss. The
Duration: Instantaneous creature takes 2d6 cold damage.
A flurry of magic snowballs erupts from a point you choose Casting the shield spell while maintaining concentration on
this spell will cause it to end.
within range. Each creature in a 10-foot-radius sphere At Higher Levels. When you cast this spell using a spell slot
centered on that point must make a Dexterity saving throw. of 5th level or higher, you conjure one additional sphere of
A creature takes 3d6 cold damage and is knocked prone on ice for each slot above 4th.
a failed save, or half as much damage on a successful one.
On a critical fail (natural 1) the target is also knocked Sonic Shriek
unconscious.
At Higher Levels. When you cast this spell using a spell slot 5th-level evocation
of 3rd level or higher, the damage increases by 1d6 for Casting Time: 1 action
each slot level above 2nd. Range: Self (120-foot 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 thunder damage.
On a successful save, a creature takes half as much damage.
A creature automatically succeed on its saving throw if it is
more than 60 feet from you.
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.

47

Source Injection Spiritual prism

3rd-level transmutation 2nd-level abjuration
Casting Time: 1 action Casting Time: 1 reaction, which you take when you take
Range: 60 ft
Components: V, S, M (a ruby worth 10gp, consumed) radiant, necrotic, force or psychic damage
Duration: 1 hour, concentration Range: Self (10ft)
You target a creature you can see within range and tweak the Components: S
Duration: 1 round
laws of reality, forcing it to make a charisma saving throw. You absorb the incoming esoteric magic, and deflect it
On a failed save, you can increase or decrease one of its
ability scores by an amount upto your spellcasting modifier, outwards. You gain resistance to the triggering damage
to a minimum of 1 and maximum of 30. When the spell type until the start of your next turn. In addition, up to two
ends, the creature takes 3d6 force damage as its reality creatures of your choice within 10ft of you must make a
resets. dexterity saving throw, or take 2d6 damage of the
At Higher Levels: The damage increases by 1d6 for each triggering type.
spell level above the 3rd. If you use a 9th level spell slot, the At Higher Levels: The damage increases by 1d6 for each
spell does not require concentration and lasts until it is spell level above the 2nd.
dispelled.
Static Shot
Spider Bite
Transmutation Cantrip
3rd-level transmutation Casting Time: 1 Action
Casting Time: 1 action Range: self (weapon’s short range)
Range: Touch Components: V, S, M (a ranged weapon with the
Components: V, S
Duration: Instantaneous Ammunition property)
You prick a target with a tiny magical fang of venom. Make a Duration: One Round
You aim the weapon used in the spell’s casting and make a
melee spell attack against a creature within reach. On a hit,
the target takes 4d12 poison damage and must succeed on ranged attack (using ammunition as normal) with it against
a Constitution saving throw or becoming poisoned for 1 one creature or object within that weapon’s listed short
minute. range. On a hit, the target suffers the weapon attack’s
At the end of each of its turns, the target can make another normal effects and then becomes charged with crackling
Constitution saving throw. On a success, the target is no static until the beginning of your next turn.
longer poisoned. If either the target ends its turn within 10 feet of another
If you miss your melee attack roll, you can concentrate (as if creature, or another creature ends its turn within 10 feet of
concentrating on a spell) to maintain the attack for another the target, both the target and the nearest additional
attempt until the end of your next turn. (You may make creature takes 1d4 lightning damage as the static arcs
subsequent attempts until you hit or lose concentration) between them, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot At Higher Levels. At 5th level, the ranged attack deals an
of 4th level or higher, the damage increases by 1d12 for extra 1d4 lightning damage to the target on a hit, and the
each slot level above 3rd. damage dealt by the arcing static increases to 2d4. Both
damage rolls increase by 1d4 at 11th level (2d4 and 3d4)
and again at 17th level (3d4 and 4d4).

48

Star Dust Stone Coffin

2nd-level evocation 4th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot cone) Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You evoke a burst of brilliant particles of force energy You cause a surge of stone to attempt to engulf a Large or

sweeping out in a 30-cone originating from you. smaller creature in stone. The target must make a
Creatures in the radius take 3d4 force damage and the next Dexterity saving throw. On a failure, they become
restrained and blinded in the stone coffin. A creature can
attack roll made against them before the start of your next choose to fail their save.
turn has advantage. While trapped within the coffin, they have total cover against
all sources. The coffin has an AC of 15 and 50 hit points,
Starwhip and resistance to all damage beside bludgeoning and
thunder damage. When the spell ends or the coffin is
3rd-level conjuration reduced to 0 hit points, it crumbles to fragments and the
Casting Time: 1 bonus action creature within is no longer restrained and blinded.
Range: Self For the duration of the spell you can use your bonus action to
Components: V, S attempt to crush a creature encased in the coffin, dealing
Duration: 1 minute 1d10 bludgeoning damage.
You weave together starlight to form a glistening starwhip in At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the stone coffin gains 10 additional
your hand, containing three starmotes. The weapon counts hit points for each level above 5th.
as a magical whip with which you are proficient. It has a
reach of 5ft per starmote, and deals 1d4 radiant damage Stone Fist
per starmote on a hit.
The weapon dissipates when you are no longer holding it, but 1st-level transmutation
you can reform it as a bonus action (doing so does not Casting Time: 1 action
restore any expended starmotes). Range: Self
As a bonus action on your turn, you can expend a starmote Components: V, S
from the whip and hurl it towards a creature within 60ft of Duration: 1 round
you. The creature takes 3d4+3 radiant damage. You turn your hand and forearm (or similar appendage) to
At Higher Levels: The whip gains an additional starmote for
each level of the spellslot expended above the 3rd. stone until the start of your next turn. As part of casting the
spell, you can make a melee spell attack against one
Stinging Swarm creature you can reach. On a hit, the target takes 2d10
bludgeoning damage.
4th-level conjuration Until the start of your next turn, you can use your reaction
Casting Time: 1 action when you take slashing or piercing damage from an attack
Range: 60 ft to gain resistance to damage from that attack.
Components: V, S At Higher Levels. When you cast this spell using a spell slot
Duration: Concentration, up to 1 minute of 2nd level or higher, the damage increases by 1d10 for
You conjure a magical swarm of flying insects that fill a 5 foot each slot level above 1st.

cube within range. Storming Tornado
For the duration of the spell, the swarm is magically
4th-level transmutation
replenished and cannot be destroyed. As a bonus action, Casting Time: 1 action
you can direct the swarm to move up to 30 feet. Range: Self
If the swarm enters another creature's space, it stops and Components: V, S
swarms them, stinging repeatedly, and cannot be moved Duration: Instantaneous
until the start of your next turn. A blast of whirling wind surrounds you. Arozaphir's thunder
The creature takes 2d4 piercing damage and must make a
Constitution saving throw, taking 2d12 poison damage on roars as you move forward.
failure. You can fly at a speed of 60 feet, and you gain immunity to

ranged weapon attacks until the start of your next turn.
Your movement does not provoke opportunity attacks. A
thunderous boom roars as you move, audible out to 300
feet.

49

Suffocate



4th-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You create a whirling sphere of air around a creature that



causes them to struggle to breathe. The target must make

a Constitution saving throw.

On a failure, the target loses 5d8 hit points due to lack of air,

has disadvantage on all ability checks, and cannot speak.

On a success, the target takes half as much damage and

suffers no other effects.

For the duration, as an action, you can force the creation to

make a saving throw against the ability again.

If a target fails their saving throw against this spell 3 times in

a row, they become incapacitated until they succeed on a

save or the spell ends. If you don’t use your action to force

the target to make a save, it counts as a success.

A creature that does not need to breathe is unaffected by this

spell.



Summon blood angel



5th-level conjuration

Casting Time: 1 action

Range: 90 ft

Components: V, S, M (a bloodstone, worth 500gp)

Duration: 1 minute, concentration

You call forth an Ichorous construct. It manifests in an



unoccupied space that you can see within range. This

corporeal form uses the Blood Angel stat block. When you

cast the spell, choose spilled, coagulated, or vowed. Your

choice determines the creature's abilities in its stat block.

The creature disappears when it drops to 0 hit points or

when the spell ends.

The creature is an ally to you & your companions. In combat,

the creature shares your initiative count, but it takes its

turn immediately after yours. It obeys your verbal

commands (no action required by you). If you don't issue
any, it takes the Dodge action & uses its move to avoid Regeneration. The blood angel regains 10 hit points at
danger. the start of its turn if it has at least 1 hit point.
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, use the higher level wherever the Actions
spell's level appears in the stat block.
Multiattack. The blood angel makes a number of attacks
Blood angel equal to half this spell's level (rounded down).
Frenzied slash (Spilled only). Melee Weapon Attack: your
medium monstrosity, Unaligned spell attack modifier to hit, Range 5ft., one target.

Armor Class 11 + spell level + 2 (vowed only) Hit: 3d4 + 3 + the spell's level slashing damage.
Hit Points 50 + 10 for each spell level above 5th + 10 Blood rain. (Coagulated only). Range Weapon Attack:
your spell attack modifier to hit, Range 150 ft., one
(vowed only) target.

Speed 30ft, Fly 30 ft. (spilled and vowed only) Hit: 2d4 + 3 + the spell's level slashing damage, and
the target is pushed 10ft away from the blood angel.
STR DEX CON INT WIS CHA Berserker axe (Vowed only). Melee Weapon Attack: your
10 (+0) 16 (+3) 16 (+3) 3 (-4) 12 (+1) 5 (-3) spell attack modifier to hit, Range 5ft., one target.

Senses blindsight 30ft, passive Perception 11 Hit: 1d8 + 3 + the spell's level slashing damage.
Condition Immunities charmed, exhaustion, frightened
Languages understands the languages you speak.
Ravenous (Spilled only). The blood angel has advantage

on attack rolls against creatures with less than half

50 their maximum hit points remaining.


Click to View FlipBook Version