Homebrew and Modified Spell Compendium

by Vin

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  • Classes:
  • Casting Time:
  • Range:
  • Components:
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Homebrew Spells

Cantrips

Acid Splash

evocation cantrip


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

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target Choose a point within range, each creature within a 5-foot radius sphere must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Aural Decoy

illusion cantrip


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a bit of fleece)
  • Duration: 1 minute

You create a sound within range that lasts for the duration on a point you can see within range.

Its volume can range from a whisper to a scream and be any sound you choose. The sound continues throughout the duration, or you can make discrete sounds at different times before the duration ends.

Alternatively, you can choose to create a sound that everyone perceives differently in accordance to what will catch its attention or lure it. This doesn't work if the creature that hears it is aware of you casting the spell or succeeds on an Intelligence (Investigation) check against you spell save DC.

Blade Ward

abjuration cantrip


  • Casting Time: 1 action 1 reaction, which you take in response to a visible creature targeting you with a melee attack
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

You trace a sigil of warding, imposing disadvantage on a creature's attack roll against you.

Blessed Weapon

transmutation cantrip


  • Classes: Bard, Druid, Cleric
  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S, M (a sprinkle of holy water and a melee weapon)
  • Duration: 1 minute

The melee weapon you are holding becomes infused with holy energy. The weapon sheds a bright light in a 10 foot radius and dim light for another 10 feet, and becomes magical, if it isn't already. The weapon loses this enchantment if it leaves your grasp.

Cast Light (alternative to Light)

evocation cantrip


  • Classes: Artificer, Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: 10 minutes

You create an orb of light that hovers around you in your space and sheds bright light in a 40 feet radius and dim light for an additional 20 feet

Chilling Blade

evocation cantrip


  • Classes: Artificer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.

On a hit, the target suffers the attack's normal effects, and is partially encased in strands of ice and frost until the start of your next turn. The target's movement speed is reduced by 10 feet, and if it uses its reaction to make an attack of opportunity, it immediately takes 1d8 cold damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage it takes for making an attack of opportunity increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Cursing Touch

necromancy cantrip


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

Your touch brings a creature closer to death. Make a melee spell attack against a target creature. On a hit, you deal 1d10 necrotic damage to the creature.

If this attack is made against an undead target, you gain temporary hit points equal to the damage dealt.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Flashbolt

evocation cantrip


  • Classes: Artificer, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

A bolt of crackling lightning leaps from your outstretched hand at a creature or object in range. Make a ranged spell attack against the target. On a hit the target takes 1d8 lightning damage.

An additional bolt of lightning is released when you reach 5th level, a third at 11th level, and a fourth at 17th level, making an additional attack roll for each bolt. Whenever you cast this spell, one or more of the additional bolts can originate from a creature hit by any other bolt.

Force

evocation cantrip


  • Classes: Cleric
  • Casting Time: 1 action
  • Range: Self (10 ft radius)
  • Components: V, S, M (A piece of cloth or a bell)
  • Duration: Instantaneous

You cause divine force to erupt from you. All creatures within range must make a Strength saving throw or take 1d4 thunder damage and be pushed 10 feet directly away from you. Unsecured objects completely within range are likewise pushed 10 feet away.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Friends

enchantment cantrip


  • Casting Time: 1 action
  • Range: Self 10 feet
  • Components: S, M (Some makeup)
  • Duration: Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

You magically emanate a sense of friendship toward one visible creature within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.

The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw.

Magic Dart

conjuration cantrip


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

You create a single glowing dart of magical force. This dart hits a creature of your choice that you can see within range. The dart deals 1d4+1 force damage to its target. This dart can be blocked by the Shield spell.

This spell creates an additional dart when you reach 5th level, 11th level, and 17th level. All darts strike simultaneously, and you can direct them to hit one creature or several.

Magic Stone

transmutation cantrip


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

You touch one to three a number of pebbles equal to your spell casting ability modifier (minimum of one) and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, A pebble has a range of 60 feet if thrown, and a range of 120 feet if shot from a sling. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Mending

transmutation cantrip


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M(two lodestones)
  • Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

This spell increases in potency at higher levels. At 5th level you can repair a break or tear that is no larger than 5 feet in any single dimension. At 11th level you can fully repair an entire object with one casting, so long as you have the composite parts, know the form it took, and it is no larger than 5 feet in any single dimension. At 17th level you can target two objects at once.

Poison Spray

conjuration cantrip


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

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

You launch a mist of toxic energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Radiant Ray

abjuration cantrip


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

A beam of radiant light shoots forth from the palm of your hand. Make a ranged spell attack against a creature within range. On a hit, the creature takes 1d4 radiant damage and unless it is immune to the blinded condition it has disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Shillelagh

transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
  • Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. If the attack deals daamge, it can be force damage or the weapon's normal damage type (your choice).

The spell ends if you cast it again or if you let go of the weapon.

The weapon's damage die increases when you reach 5th level (1d10), 11th level (1d12), and 17th level (2d6).

True Strike

divination cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S , M (a weapon with which you have proficiency)
  • Duration: Concentration, up to 1 round Instantaneous

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).

Whether you choose to deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach 5th level (1d6), 11th level (2d6), and 17th level (3d6).

Level 1

Age

1st-level transmutation


  • Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You point towards an object or organic creature and rapidly age it. For every second that passes, it ages a minute, time passing for it much more quickly. You can cook food, ripen a fruit, or melt an icicle. If you target a creature with this spell, the creature must be willing.

Arctic Breath

1st-level conjuration


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30 ft 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 Constitution 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.

Bad Blood

1st-level necromancy


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (a piece of rotten meat)
  • Duration: Concentration, up to 1 minute.

You conjure a dart of pure poison and hurl it a creature you can see within range. Make a ranged spell attack. On hit, the target takes 2d6 poison damage and must pass a Constitution saving throw or become poisoned until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you conjure one additional dart.

Beast Bond

1st-level divination


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of fur wrapped in a cloth)
  • Duration: Concentration, up to 10 minutes 1 hour

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Bone Read

1st-level necromancy (ritual)


  • Classes: Bard, Cleric, Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a piece of bone from a creature that has been dead for less than a year and are able to see a brief vision of how that creature died.

Bone Storm

1st-level conjuration


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You conjure shards of bone to shoot forth from your hand in a 15-foot cone in front of you. Creatures in the area must make a Dexterity saving throw or take 4d4 piercing damage, taking half damage on a success.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each spell slot level above 1st and the size of the cone increases by 5 feet for every two levels above first.

Comprehend Langauges

1st-level divination (ritual)


  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of soot and salt)
  • Duration: 1 hour 8 hours

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Crashing Wave

1st-level conjuration


  • Classes: Druid, Sorcerer, Wizard.
  • Casting Time: 1 Action
  • Range: Self (15 foot cone)
  • Components: V, S
  • Duration: Instantaneous

A wave of water sweeps out from you. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or it fails the saving throw by 5 or more, it is knocked prone. On a successful save, the creature takes half as much damage and is not knocked back.

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

Cure Wounds

1st-level evocation


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

A creature you touch regains a number of hit points equal to 1d8 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Hail of Thorns

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before this spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effects of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Healing Word

1st-level abjuration


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

A creature of your choice that you can see within range regains Hit Points equal to 1d4 2d4 plus your spellcasting ability modifier. This spell has no effect on Constructs or Undead.

At Higher Levels. When you cast this spell using a spell slot of level 2 or higher, the healing increases by 1d4 2d4 for each slot level above first.

Jump

1st-level transmutation


  • Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a grasshopper's hind leg)
  • Duration: 1 minute 8 hours

You touch a creature. The creature's jump distance is tripled until the spell ends.

Longstrider

1st-level transmutation


  • Classes: Artificer, Bard, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of dirt)
  • Duration: 1 hour 8 hours

You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Magic Missile

1st-level evocation conjuration


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

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Permafrost

1st-level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You attempt to encase a Medium or smaller creature you can see within ice. The creature must make a Strength saving throw or become restrained by ice for the duration. At the end of each of its turns, the target takes 1d8 cold damage and can make another Strength saving throw. On success, the spell ends on the target.

If the creature takes more than 5 fire or bludgeoning damage from a single damage roll while restrained, the ice breaks and the target is freed, ending the spell for the target.

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.

Speak with Animals

1st-level divination (ritual)


  • Classes: Bard, Druid, Ranger
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes 8 hours

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Starsee

1st-level divination


  • Classes: Druid, Ranger, Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 10 minutes

You can only cast this spell at dusk, night, or dawn. A stellar map appears above your head that only you can see, revealing stars and constellations, named as they are in this land (or else unnamed). Until the spell ends, it provides bright light within 30 feet and dim light for an additional 30 feet visible only to you. Additionally, you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks to determine your location or orientation.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of this spell increases to 1 hour, at 3rd level it increases to 8 hours, and at 4th level it no longer requires concentration.

Stone Fist

1st-level transmutation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round.

You turn your hand and forearm (or similar appendage) to stone until the start of your next turn. As part of casting the spell, you can make a melee spell attack against one creature you can reach. On a hit, the target takes 2d10 bludgeoning damage.

Until the start of your next turn, you can use your reaction when you take slashing or piercing damage from an attack to gain resistance to damage from that attack.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Tenser's Floating Disk

1st-level conjuration (ritual)


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of mercury)
  • Duration: 1 hour 8 hours

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Thunder Punch

1st-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous.

You charge your hand (or similar appendage) with thunder power. Make a melee spell attack against the target. On a hit, the target takes 3d8 thunder damage, and is knocked 10 feet away from you.

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.

Thunderous Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

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.

Water Blast

1st-level conjuration


  • Classes: Druid, Sorcerer, Wizard.
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You conjure a ball of water before hurling it at a target. Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage and if it is Large or smaller must make a Strength saving throw or be knocked prone.

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

White Corona

1st level evocation


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

You attack an enemy with a spinning corona of light. Make a ranged spell attack against a target within range. On a hit, it deals 2d6 radiant damage. Whether it hits or misses, the corona returns to you. Every creature in a line between the target and you, including the original target, must make a Dexterity saving throw or take 1d6 radiant damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the second instance of damage deals 1d6 extra damage for each slot level above 1st.

Witch bolt

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your bonus action to deal 1d12 lightning damage to the target automatically. The spell ends if the target is ever outside the spell's range or if it has total cover from you. The arc is broken if the target leaves the spell's range or if it has total cover from you. If the arc is broken or you miss the initial attack you can use your action on your turn to make a ranged spell attack against a creature within range to create a new arc.

At Higher Levels. When you cast this spell using a spell slot of 2nd 3rd level or higher, the initial damage increases by 1d12 for each every two slot levels above 1st.

Wrathful Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

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.

Level 2

Aganazzar's Scorcher

2nd level evocation


  • Casting Time: 1 action
  • Range: Self (30 foot x 5 foot line)
  • Components: V, S, M (a red dragon's scale)
  • Duration: Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 4d8 fire damage on a failed save, or half as much damage on a successful one.

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

Aldebaran's Palm

2nd level transmutation


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

A creature you choose that you can see within range must make a Strength saving throw or be pulled towards you and becoming grappled by you. The creature can use its action to attempt a Strength check against your spell save DC, ending the spell on a success. For the duration of the spell, when you take damage from a source that is more than 5 feet away from you, as a reaction you can interpose the grappled creature between yourself and the source of the damage, reducing the damage taken by half and causing the target to take the remaining damage.

Borrowed Knowledge

2nd-level divination


  • Classes: Bard, Cleric, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a book worth at least 25 gp)
  • Duration: 1 hour 8 hours

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Chilling Scythe

2nd level necromancy


  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You draw a forth scythe of ice pulled from the frigid depths of the Shadowfell. This scythe lasts until the spell ends and counts as a simple two handed melee weapon with which you are proficient. It deals 2d8 cold damage on a hit and has the reach property. In addition, undead hit with this weapon take 4d8 cold damage rather than 2d8.

If you let go of the weapon it disappears, but you can draw it forth again as a bonus action until the spell ends.

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

Clutch of Ice

2nd level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

When you cast this spell, one of your empty hands becomes sheathed in frigid ice.

The next time you successfully grapple a creature, you inflict 2d10 cold damage to it and withdraw your hand from the icy gauntlet you've created, and magically anchor the gauntlet in place. The creature must use it's action to attempt to break free from the grapple with a DC equal to your spell save DC. The creature makes opportunity attacks with disadvantage for the spell’s duration. Each time the creature attempts to escape the grapple, it suffers an additional 1d10 cold damage. Teleportation or forced movement end the grapple as normal. When the grapple ends, the spell ends as well.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd.

Cold Snap

2nd-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 90 ft (5 ft radius)
  • Components: V, S
  • Duration: Instantaneous.

A swirling burst of freeze wind erupts at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 cold damage on a failed save, or half as much on a successful one.

The ground in the area is covered with slick ice, making it difficult terrain until the start of your next turn.

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

Cordon of Arrows

2nd level transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (for or more arrows or bolts)
  • Duration: 8 hours

You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 2d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Crackle

2nd-level evocation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create three arcs of lightning striking targets in range. You can direct them at one target or several.

Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become stunned until the end of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.

Crown of Madness

2nd level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee or ranged (caster's choice) attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. If no creatures are within range the charmed target uses its action attacking the air. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Dancing Wave

2nd-level conjuration


  • Classes: Druid, Sorcerer, Wizard.
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You summon a surging mass of water into existence at a point on the ground within range. The mass of water remains cohesive filling a 5 foot radius sphere, though only rises 3 feet from the ground. The area is difficult terrain for any creature without a swimming speed.

For the duration of the spell, as a bonus action you can move the wave of water up to 30 feet along a surface in any direction. The first time the wave enters any creature's space during a your turn, they must make a Strength saving throw or take 1d6 bludgeoning damage and be knocked prone. A creature automatically fails the saving throw against this spell if they are prone.

Enlarge/Reduce

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of powdered iron)
  • Duration: Concentration, up to 1 minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Enthrall

2nd level enchantment


  • Casting Time: 1 action
  • Range: Self (60 ft. radius)
  • Components: V, M (A musical instrument, a deck of cards, or other form of performance item)
  • Duration: Concentration, up to 1 minute

You weave a distracting string of words, music, lights, or other similar phenomena, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. If a creature enters the range before the spell ends it must also make the same saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, a creature is charmed by you, while charmed in this way a creature is enamored by your presence and is completely enthralled while the spell lasts.

A charmed creature has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. Other creatures can attempt to hide from a charmed creature as if they were invisible.

The spell ends if you are incapacitated or can no longer speak.

Eruption

2nd-level evocation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a drop of fresh blood)
  • Duration: Instantaneous

The insides of one creature you can see within range boil to a head, dealing 2d8 acid damage. If this damage leaves the target with 0 hit points, it erupts, bursting as its insides coat the surrounding area. Each creature in a 10-foot-radius sphere centered on that creature must make a Dexterity saving throw. A target takes 2d8 acid damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases for each of its effects by 1d8 for each slot level above 3rd.

Emit Force

2nd level Evocation


  • Classes: Bard, Cleric, Druid
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You cause divine force to erupt and you direct it and throw it. Choose a point within range. Each creature within 10 feet of that point must make a Strength saving Throw. A creature takes 2d6 thunder damage and 1d6 radiant damage and is knocked prone on a failed save, or half as much damage and not falling prone on a successful save.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the radiant damage increases by 1d6 for each slot level above 2nd.

Find Traps

2nd level divination


  • Casting Time: 1 action
  • Range: 120 ft. Self (30 ft. radius)
  • Components: V, S
  • Duration: Instantaneous Concentration, up to 10 minutes

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

As an action you can focus on a specific trap, if any part of the trap is visible to the naked eye it glows faintly in your vision. When you focus on a specific trap you learn general information regarding the intended purpose of the trap.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Flame Blade

2nd level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (leaf of sumac)
  • Duration: Concentration, up to 10 minute

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. You can use your spellcasting ability instead of Strength or Dexterity for the weapon's attack and damage rolls. On a hit, the target takes 3d6 + your spellcasting modifier fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Hush

2nd level illusion


  • Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A willing creature you touch becomes engulfed in an area of silence. For the duration, the target and any object it is touching make no sound of any kind, preventing them from casting spells with verbal components. Additionally, the target has a +5 on Stealth checks which rely on not being heard, and has resistance to thunder damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target an additional creature for each slot level above 2nd.

Karmic Justice

2nd level abjuration


  • Classes: Cleric
  • Casting Time: 1 action
  • Range: Self(10 foot radius)
  • Components: V, S
  • Duration: 10 minutes

You harness the powers of justice of a divine entity to protect you, and an aura of dark light in the form of a circle with prayers inscribed surrounds you. For the duration you gain 10 temporary hit points. When those reach 0, an explosion manifests from you. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. On a failed save a creature takes 3d8 necrotic damage, or half as much if it succeeds

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 and the necrotic damage increases by 1d8 for each slot level above 2nd.

Magic Shield

2nd level transmutation


  • Classes: Artificer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a nonmagical shield. Until the spell ends, that shield shines with a pale blue light and it becomes a magical shield with a +1 bonus to AC.

Additionally, when wielding this shield, when you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed, and only half if you fail.

Magic Weapon

2nd-level transmutation


  • Classes: Artificer, Paladin, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour 8 hours

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Misty Warding

2nd level abjuration


  • Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: 1 minute

A misty shroud settles around a creature of your choice within range. When a melee attack hits the creature and you are within 30 feet, you can use your reaction to teleport to a space adjacent to the attacker, and make a single melee weapon attack. The misty shroud then fades from that creature.

At Higher Levels. When you cast this spell using a slot of 3rd level or higher, you can place a misty shroud upon one additional creature for each slot level above 2nd.

Poison Dart

2nd-level transmutation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous.

Targeting a creature you can see within range, you shoot a compressed shard of poison at the target. Creatures without blood are immune to this effect. Make a ranged spell attack against a creature within range. On a hit the creature take 3d12 damage and becomes poisoned for the duration and takes an additional 1d6 poison damage at the start of each of their turns while poisoned by this spell.

At the end of each of its turns, the target can make another Constitution saving throw, ending the effect on a success.

Prayer of Healing

2nd-level evocation


  • Casting Time: 10 minutes 1 minute
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Pyrotechnics

2nd-level transmutation


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

Choose an area of non-magical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Rary's Aptitude Appropriator

2nd level Transmutation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

You touch a creature and draw out some of their knowledge and experience. A creature unwilling to transfer its knowledge must succeed on a Wisdom saving throw. If the creature is willing or fails the saving throw they lose proficiency in one skill, language, or tool of your choice and you gain that proficiency for the duration. When the spell ends you lose the proficiency and the targeted creature regains the proficiency.

If you target two creatures, you can instead transfer proficiency from one to the other, otherwise the spell functions identically.

At Higher Levels. When you case this spell using a spell slot of 4th level or higher, it's duration increases to 1 hour, at 6th level it increases to 8 hours, and at 8th level it no longer requires concentration and lasts until dispelled.

Seeking Orb

2nd-level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You create a tiny orb of pure arcane energy that hovers within range, and designate a target creature within 120 feet. For the duration of the spell, at the end of each of your turns, the orb grows larger and moves 30 feet directly toward the creature. If the orb reaches the target, it will detonate dealing 6d4 force damage and an additional 1d4 damage for each round since you cast the spell to the target. The spell ends after it deals damage. If the orb does not reach the target before the spell ends, it fades away without dealing damage.

Skyward Rise

2nd-level evocation


  • Classes: Ranger, Warlock
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V
  • Duration: 1 round

You shout, calling the winds to bind a creature within range. The target must make a Dexterity saving throw. If it fails, it is suspended above the ground until the end of its next turn and is restrained. As a bonus action before the end of your current turn, you can make a melee weapon attack against the creature if it is within your reach, inflicting an additional 2d6 damage if you hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 2d6 damage for each slot level above second.

Smoldering Chains

2nd level conjuration


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (four links of connected chain, and a piece of charcoal)
  • Duration: Concentration, up to 1 minute

Chains of smoldering metal and coal lash out from one of your hands. Make a ranged spell attack against a Large or smaller creature within range. On a hit, the target takes 2d10 fire damage and is restrained.

If you have an empty hand when you cast this spell, you can choose to hold one end of the chain.

While holding one end of the chain you can, as an action, cause the chains to tighten around the restrained target dealing 2d10 fire damage. As part of this action you can choose to pull the restrained target 10 ft. towards you.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the chains and the spell ends.

At Higher Levels. When you cast this spell using a slot of 3rd level or higher it deals an additional 1d10 fire damage on the initial casting.

Snilloc's Snowball Swarm

2nd level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of ice or a small white rock chip)
  • Duration: 1 minute

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

The ground in the area is covered with slick ice and snow, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Star Dust

2nd-level evocation


  • Classes: Bard, Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

Evokes a burst of brilliant particles of force energy sweeping out in a 30-cone originating from you. Each creature in the area of effect takes 3d4 force damage and the next attack roll made against them before the start of your next turn is made with advantage as they are outlined in glittering dust. Creatures affected by this spell cannot benefit from being invisible.

Level 3

Acid Breath

3rd level evocation


  • Classes: Bard, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30 ft. cone)
  • Components: V, S, M (a handful of ants)
  • Duration: Instantaneous

You exhale a 30-foot cone of acid. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 5d6 acid damage and another 3d6 acid damage at the end of their next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.

Aether Lance

3rd-level evocation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self (30-foot line)
  • Components: V, S
  • Duration: Instantaneous

You gather a raw aether in your hand and expel it in a lance of raw power forming a line 30 feet long and 5 feet wide. Each creature in a line takes 8d4 force damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.

Allegro

3rd level transmutation


  • Classes: Bard
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a tail feather from a bird of prey)
  • Duration: Concentration, up to 10 minutes

This spell grants astonishing speed to you and your companions. Choose up to six creatures that you can see within range. For the duration, you and each creature chosen can take the Dash action as a bonus action.

Battle Hymn

3rd level enchantment


  • Classes: Bard
  • Casting Time: 1 action
  • Range: Self (30-foot-radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell creates an inspiring tune that bolsters the will of all allies within range. For the duration, it grants each ally advantage on all Wisdom saving throws and immunity to the frightened condition while they are within 30 feet of you.

Blade Storm

3rd level transmutation


  • Classes: Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a weapon that deals piercing or slashing damage)
  • Duration: 1 round

Once you cast this spell, your speed is reduced to 0 until the start of your next turn. When you cast this spell you can make one melee weapon attack with a piercing or slashing weapon you are holding against every creature within the reach of that weapon. Each creature you attack takes additional damage equal to your spell casting ability modifier regardless of whether your attack hits.

Additionally, until the start of your next turn you can make an Attack of Opportunity whenever a creature leaves your threat range without using your reaction.

Blinding Smite

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

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

Electrocute

3rd-level evocation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • 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 end 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.

Erode

3rd-level conjuration


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous.

You blast a target with mass of acid. The target must make a Dexterity saving throw. On failure, the target takes 8d4 acid damage immediately and becomes covered in acid. A target covered in acid takes 2d4 acid damage at the end of each of its turns. The target or a creature within 5 feet of it can end this damage by using its action to clear away the acid. On a success, the target takes half as much damage and is not covered in acid.

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

Flame Arrows

3rd level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

This spell ends early if you cast it again.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Flame Tether

3rd level evocation


  • Classes: Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (four links of connected chain and a bit of sulfur)
  • Duration: Concentration, up to 1 minute

For the duration of this spell, when you hit a creature with a melee weapon attack, an arm, leg, or other part of its body is ringed with fire, and a tendril of fire connects it to you. This tether fades at the beginning of your next turn. If any creature that is ringed in fire from this spell moves away from you, you can use your reaction to deal 2d8 fire damage to all creatures currently ringed in fire.

Flash Freeze

3rd-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self(30-foot cone)
  • Components: V, S
  • Duration: Instantaneous.

A freezing wind ripples outward. Each creature in a 30-foot cone must make a Constitution saving throw. On a fail save, a creature takes 4d8 cold damage and is restrained by ice until the start of your next turn. On a successful save, the target takes half as much damage and isn't restrained.

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

Hand of Hadar

3rd-level conjuration


  • Classes: Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You form a connection between realms, designating a creature as a host vessel for a fraction of eldritch power. Choose one willing creature within range, which grows a great, milky tentacle. Until the spell ends, you can use a bonus action on each of your turns to manipulate the tentacle, lashing out at one creature within 10 feet of the host. Make a melee spell attack against the target. If the attack hits, the creature takes 3d10 acid damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Iron Maiden

3rd level conjuration


  • Classes: Bard, Cleric, Warlock
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of nails)
  • Duration: Instantaneous

You choose a Large or smaller creature within range to magically construct a coffin around, shutting them inside with overlaying chains. The target must make a Strength saving throw. On a failure, the target is locked inside and impaled by a multitude of spikes taking 4d12 piercing damage. The coffin turns to ash at the end of the targets next turn. The creature has total cover while it is encased in the coffin and is restrained, unable to move or escape by any means other than teleportation. On a success, the creature takes half as much damage and the coffin immediately crumbles to ash.

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

Mass Healing Word

3rd-level evocation


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

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 2d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Soothing Sunlight

3rd-level evocation


  • Classes: Bard, Cleric, Druid
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a creature within 60 ft, for the duration a beam of sunlight shines upon the creature creating dim light in a 30 ft. radius. When this spell is cast, the target creature is healed for 2d8 plus your spell modifier and heals an additional 2d8 plus your spell modifier at the start of each of their turns. You can move the beam of sunlight to a different creature as an action on your turn.

An unwilling creature must make a Dexterity Saving throw when the spell is cast to avoid the effect, upon a failure the target can make another Dexterity Saving throw at the end of each of their turns, ending the effect on a success.

Soul Chains

3rd level necromancy


  • Classes: Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (four links of connected chain and a single nail from a coffin)
  • Duration: Concentration, up to 1 minute

Eight spectral chains lash out from the ground, walls, and ceiling within 5 ft of a target of your choice within range.

Each chain sprouts from a different 5 ft. square and is physical only to the target.

The target must make a Dexterity saving throw or be pierced by each chain. On a successful saving throw the target is only pierced by half of the chains.

Whenever the target moves farther than 5 ft. away from the source of a chain, that chain breaks and the target takes 1d6 necrotic damage.

Spider Bite

3rd-level transmutation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You prick a target with tiny magical fang of venom. Make a melee spell attack against a creature within reach. On hit, the target takes 4d12 poison damage and must pass a Constitution saving throw or becoming poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer poisoned.

If you miss your melee attack roll you can use your action to attempt the melee spell attack again on your next turn, to do so you must concentrate (as if concentrating on a spell) to maintain the effect until the end of your next turn.

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

Sunlight Blade

3rd level transmutation


  • Classes: Cleric, Druid, Paladin
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You touch a nonmagical weapon within range and imbue it with crackling energy. Until the spell ends, the weapon emits bright light in a 20-foot radius and dim light for an additional 20 feet. In addition, the weapon attacks made with it deal an extra 1d4 fire and 1d4 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

Swords of the Gravelord

3rd level conjuration


  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: Self(20-foot radius)
  • Components: V, S
  • Duration: Instantaneous

You summon spectral swords of an ancient god of death that protrude from the floor and impale creatures around you. Each creature in a 20 foot radius 15 foot high cylinder centered on you must make a Dexterity Saving Throw. On a failed save a creature takes 2d8 piercing and 2d8 necrotic damage.

Thunder Pulse

3rd-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self(15-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You gather sonic energy and can expel it in shockwaves for the duration. When you cast this spell and until the spell ends, you can use an action to emit a shockwave in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 3d8 thunder damage and being knocked 10 feet away from you on a failed save, or half as much damage and not being knocked away on a successful one.

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

Tranquil Walk of Peace

3rd level enchantment


  • Classes: Bard, Cleric, Druid
  • Casting Time: 1 action
  • Range: Self(30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

When you cast this spell you create an area of peace and tranquility around you. All creatures, including yourself, in a 30 foot radius sphere centered on you have their walking speed reduced to 10 feet if it’s higher than that, and any other speed is reduced to 0, creatures that are flying or hovering descend at a rate of 60 feet per round and take no falling damage. Additionally creatures in range can’t use the Dash action and have disadvantage on Dexterity saving throws.

Trebuchet

3rd-level transmutation


  • Classes: Artificer, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You touch one medium or smaller object weighing between 5 and 200 pounds within range that isn't being worn or carried and, using a magical counterweight, fling it through the air. The object arcs through the air landing at a location up to 300 feet away, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity Saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 5d8 bludgeoning damage.

Alternatively, you can target a creature with this spell. If the creature is unwilling it can attempt a Constitution saving throw against your spell save DC to avoid being moved by this spell.

At Higher Levels: Whenever you cast this spell at 4th level or higher, you can target an additional object or creature for each spell level above 3rd level.

Water Cannon

3rd-level evocation


  • Classes: Druid, Sorcerer, Wizard.
  • Casting Time: 1 Action
  • Range: Self (30 foot line)
  • Components: V, S
  • Duration: Instantaneous

You unleash a spout of water that blasts out in line 30 feet long and 5 feet wide line. Creatures in the area must make a Strength saving throw, or take 6d6 bludgeoning damage and be pushed to an open space at the end of the line away from you. If there is no open space to move to (for example they would move into a wall or another creature), they are pushed to the closest space and take an additional 2d6 bludgeoning damage and are knocked prone. On a successful save, they take half as much damage and are not pushed.

Level 4

Absolution

4th-level abjuration


  • Classes: Bard, Cleric, Paladin
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a small emblem of a shield and a drop of blood for each target)
  • Duration: Concentration, up to 1 minute

You create a protective veil around yourself and up to 5 allies you can see within 30 feet. When a protected creature would take damage, that damage is reduced by 1d4 + your spellcasting ability modifier. The spell ends for a creature when its shield absorbs 25 points of damage.

Call Treant Spirit

4th-level conjuration


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

You touch a Large or Huge tree, awakening its spirit for a brief moment. You must immediately direct it to fight with you or to answer up to 3 questions it may or may not know the answer to, but will generally attempt to answer honestly unless you are known by it to be an enemy of the wilderness.

If you direct it to fight, you choose a target within 30 feet of the tree, and the tree animates, uprooting itself and charging towards the target. The treant spirit has 50 hitpoints, AC of 15, and resistance to all damage except fire. It can make two attacks against the target, forgoing either or both for a shove or grapple attempt as normal. The treant spirit uses your spellcasting ability modifier for all its saves, ability checks, and attack rolls, and is proficient with its attacks and Athletics (your proficiency bonus). On a hit, the target takes 3d6+6 bludgeoning damage.

After answering 3 questions or making a number of attacks equal to 1 + your spellcasting ability modifier, the tree takes root in its current location and becomes a normal tree once again, and the spell ends.

Echoing Lance

4th-level evocation


  • Classes: Bard, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You emit a targeted burst of intense sonic energy at a target within range. The target must make a Constitution saving throw. On failure, they take 4d8 thunder damage and becomes deafened and stunned for the duration by the intense sound. On a successful save, the target takes half as much damage and is not stunned.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure, they take an additional 1d8 thunder from the echoes within their mind.

Geyser

4th-level conjuration


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a massive eruption of water to blast upwards from the ground at a point within range. Creatures within 10 feet of the point must make a Dexterity save or take 4d6 bludgeoning damage and be knocked 60 feet into the air. On a successful save, creatures take half as much damage, and are instead knocked either 10 feet directly away from the point or 10 feet upward, which ever the creature chooses.

Ice Spikes

4th-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create lances of ice that shoot up from the ground at a point within range. Creatures within a 10 ft. radius of the point must make a Dexterity saving throw or take 3d8 piercing damage and 3d8 cold damage on a failed save. Creatures take half damage on a successful save.

The lances of ice last for one minute, creating an area of difficult terrain. A 5 ft section of ice will melt if it takes 5 fire damage.

Iron Nemesis

4th-level evocation


  • Classes: Paladin, Ranger, Warlock
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a weapon and choose one creature within 60 feet that you have observed to make an attack or cast a spell on another creature. Until the spell ends, that weapon deals an additional 2d6 force damage. When used against the creature you chose, the wielder attacks with advantage and the weapon deals an additional 2d12 force damage instead. The spell ends if the creature you chose dies.

Jumping Jolt

4th-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • 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.

Orbital Stones

4th-level transmutation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 minute

You lift three small to medium rocks or similar objects from within 10 feet of you, causing them to defy gravity and slowly circle you. With all three stones, you have three quarters cover. With at least one stone remaining, you have half cover.

As a bonus action, you can magically fling a stone at a target within 60 feet. Make a ranged spell attack roll. On hit, the target takes 3d10 bludgeoning damage and is knocked backward 5 feet.

Poison Fog

4th-level transmutation


  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You exhale a cloud of poison that quickly magically expands to fill a 30 foot cone. Creatures in that area must make a Constitution saving throw. 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 2d6 poison damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 and 1d6 respectively.

Shooting Star

4th-level evocation


  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (120-foot line)
  • Components: S
  • Duration: Instantaneous

You create a bolt of energy in the form of a glowing star that streaks forth from your fingers, effecting creatures in a 120-foot line originating from you. Each creature must make a Strength Saving throw or take 4d8 radiant and 4d8 bludgeoning damage and fall prone. On a successful save, the creature takes half as much damage and doesn't fall prone.

A successful save also blocks the spell, preventing it from effecting creatures behind the succeeding target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage or the radiant damage (your choice) increases by 1d8 for each slot level above 5th.

Staggering Smite

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, the target is stunned until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Stinging Swarm

4th-level conjuration


  • Classes: Cleric, Druid, Sorcerer
  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You conjure a magical swarm of flying insects within range which occupies a 10 ft. cube and lasts for the duration. For the duration of the spell, the swarm is magically replenishing and cannot be destroyed. As a bonus action, you can direct the swarm to move up to 30 feet. If the swarm enters another creature's space, it stops and swarms them, stinging repeatedly. The creature takes 2d4 piercing damage and must make a Constitution saving throw, taking 2d12 poison damage on failure.

Transfigure

4th-level transmutation


  • Classes: Druid
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a moth's wing)
  • Duration: Concentration, up to 1 hour

You improve your current form, modifying it to suit your needs. Choose two of the following options below, the effects of which last for the duration of the spell.

Adaptive Camouflage. As long as you remain stationary and take no actions, you gain a +10 bonus on Dexterity (Stealth) checks. You cannot benefit from other forms of camouflage while under this effect.

Carapace. A protective hardened carapace forms around your body. Your base AC becomes 13 + your spellcasting ability modifier. If you don any armor, the effect ends.

Climate Adaptation. You acclimate yourself to the current environment in some way, such as growing thick or insulating fur. Extreme Heat, Extreme Cold, Frigid Water, and High Altitude have no effect on you. You also have resistance to cold and fire damage.

Blindsight. You develop the ability to perceive your surroundings without relying on sight, through heightened hearing, smell, echolocation, or some other method. For the duration, you have blindsight out to a range of 30 feet.

Tetrabrachius. You grow two arm-like appendages that can appear however you like. For the duration you can take the Use an Object action as a bonus action, can grapple two more creatures at once than your form normally allows, and have advantage on strength checks used to climb.

Viscous Form. Your insides become pliable and slippery, taking on an ooze-like aspect. Enemies that attempt to grapple you have disadvantage, and you can squeeze through spaces that are large enough for creatures two size categories below your own.

The spell ends early if you take the form of another creature. You can also end the spell early as an action.

Level 5

Aether Storm

5th-level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder centered on a point. When the storm appears, each creature within its area takes 8d4 force damage.

A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action.

Banishing Smite

5th-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Black Fireball

5th level evocation


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (sulfer and ash)
  • Duration: Concentration, up to 1 round

A maelstrom of swirling black fire appears in your hands. On your next turn, you choose a point within range as an action, provided this spell hasn't ended. The maelstrom shoots from your hands to the chosen point and grows exponentially. Each creature in a 20 foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d6 fire and 7d6 necrotic damage on a failed save, or half as much on a success.

The maelstrom spreads around corners. It ignites flammable objects in the area that aren't being worn or carried, and it withers nonmagical, normal plant life.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the fire and necrotic damage by 1d6 for each slot level above 5th.

Entomb

5th level conjuration


  • Classes: Bard, Cleric, Warlock
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a lock worth at least 100 gp)
  • Duration: Concentration, up to 1 minute

You choose a Large or smaller creature within range to magically construct a tomb around, keeping them trapped inside its walls. The target must make a Strength saving throw. On a failure, the target is locked inside and impaled by a multitude of spikes taking 4d12 piercing damage. At the end of each of its turns the target repeats the saving throw. It takes 4d12 piercing damage on a failed save and remains trapped within the tomb. On any success, the tomb shatters apart and fades away, freeing the target. While trapped in the tomb the creature has total cover, is restrained, and can't move or escape by any means other than teleportation.

If the spell lasts for the full duration, or the target trapped within dies, the tomb becomes a permanent structure. A Dispel Magic or similar spell or effect can end the spell. The tomb has 50 hit points, 20 AC, immunity to poison and psychic damage, and resistance to all other damage except force.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.

Field of Stars

5th-level evocation


  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self (60 feet radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

You cause 5 star-like motes of light to spring forth at points you can see within range. Each mote of light must be at least 10 feet from any other mote of light. Each mote of light sheds bright light in a 10 foot radius and dim light for an additional 10 feet. If a creature moves within a 5-foot radius of a mote of light or ends their turn within 5 feet of one, the mote explodes in a brilliant flash, dealing 4d12 radiant damage to all creatures within 5-feet of that mote before fading away.

For the duration of the spell, while you have any motes of light remaining, as an action you can rearrange the remaining motes, placing them anywhere within range (this movement cannot cause them to detonate).

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range increases by 10 feet and you create an additional star-like mote of light for each slot level about 5th.

Fissure

5th-level transmutation


  • Classes: Druid, Sorcerer
  • Casting Time: 1 Action
  • Range: Self (60 foot line)
  • Components: V, S
  • Duration: Instantaneous

You rend asunder the earth in a 60-foot-long 5-feet-wide line, targeting an area of dirt, sand, ice, or rock at least 10 feet deep, briefly creating a crevasse.

Creatures in that line must make a Dexterity saving throw. On a failure, a creature falls into the suddenly opened crevasse in the ground. At the end of your turn the crevasse collapses shut, burying any creatures that fell into it, creatures that are buried take 6d10 bludgeoning damage. The creature is buried in 10 feet of rubble, and creatures without a borrowing speed require 30 feet of movement to extract themselves from the loose rubble. While buried a creature benefits from full cover. If a creature ends its turn while buried, they take an additional 1d10 bludgeoning damage.

Flame Strike

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (pinch of sulfur)
  • Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 5d6 fire damage and 4d6 5d6 radiant damage on a failed save, or half as much damage on a successful one.

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

Geas

5th-level enchantment


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V
  • Duration: 30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Mass Cure Wounds

5th-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an apple seed)
  • Duration: Concentration, up to 1 minute

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 5d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Monstrous Shape

5th-level transmutation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an apple seed)
  • Duration: Concentration, up to 1 minute

With your touch, you transform a willing creature into a monstrosity of your choice. The chosen monstrosity must be one of challenge rating 4 or lower, such as the Owlbear or Yeti. If the new form's challenge rating is greater than the target's (or the target's level, if it doesn't have a challenge rating) the spell fails.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen monstrosity. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

As long as the excess damage doesn't reduce the creature’s normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form has the capability to do so.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Pressure Cutter

5th-level conjuration


  • Classes: Druid, Sorcerer, Wizard.
  • 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, or take 8d6 slashing damage. 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.

Sky Burst

5th-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous.

Five bolts of lightning strike five points of your choice that you can see within range. Each creature within 5 feet of the chosen points must make a Dexterity saving throw. A creature takes 4d12 damage on a failed save, or half as much on a successful one. A creature in the area of more than one lightning does not take extra damage, however they must make a Constitution saving throw or be stunned until the end of their next turn.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can call down an additional bolt of lightning targeting another point within range for each slot level above 5th.

Sonic Shriek

5th-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self(120-ft cone)
  • Components: V, S
  • Duration: Instantaneous.

You emit a sonic blast covering a huge area. Each creature in a 120 foot cone must make a Constitution saving throw. On a failed save, a creature takes 6d8 damage and is deafened if they are within 60 feet of you, or 3d8 damage if they are further than 60 feet from you. On a successful save, a creature takes half as much damage.

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.

Walk of Ungoliant

5th-level evocation


  • Classes: Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You gain eight legs of darkness, increasing your walking speed to 80 feet and allowing you to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you can use your action to make a single attack against up to four creatures within 15 feet of you with your shadowy legs. Make an attack roll using your spellcasting ability. On a hit, a creature takes 6d6 necrotic damage.

Your legs of darkness are not fully corporeal, allowing you to still fall prone or move into a location you otherwise would be able to enter.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain an additional leg and 10 feet of walking speed for every slot level above 5th.

Level 6

Acid Fog

6th level conjuration


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (powdered troll blood)
  • Duration: Concentration, up to 1 minute

You fill a 20-foot-radius sphere with dense acidic vapors that spread around corners and can dissolve flesh and bone. The area covered by the fog is heavily obscured and considered difficult terrain.

When a creature enters the sphere for the first time on a turn or starts its turn there, the creature must succeed on a Constitution saving throw. The creature takes 5d6 acid damage on a failed save, or half as much damage on a successful one.

Organic matter such as nonmagical plants or wood take maximum damage each turn they are subjected to the fog.

Animate Greater Undead

6th level necromancy


  • Classes: Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 hour
  • Range: 15 feet
  • Components: V, S, M (a pint of blood, a pound of flesh, and an ounce of bone dust, all of which the spell consumes)
  • Duration: Instantaneous

You create an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.

The creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled.

Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.

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

Arcane Gate

6th level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction. use your action to reposition one or both of the rings to new locations you can see within 500 feet of you.

Deconstruction

6th-level necromancy


  • Classes: Druid, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You attempt to break down a creature's structure. Make a melee spell attack against a creature you can reach. On a hit, the target takes 10d10 necrotic damage, and you are healed a number of hit points equal to half the amount of necrotic damage dealt. If the target is killed by this spell, this number is doubled.

A humanoid killed by this spell has its body unraveled, absorbed into the caster. If you are missing body members (finger, leg, tail, eye, etc.) you instantly regrow any of your choice. The new members take on the likeness of the target but retain their original function.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th.

Investiture of Death

6th-level transmutation


  • Classes: Cleric, Druid
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Shadowy tendrils surround your body, granting you advantage on stealth checks and allowing you to take the Hide action when in dim light even if you aren't lightly or heavily obscured. Until the spell ends you gain the following benefits.

  • You are immune to necrotic damage and have resistance to radiant damage.
  • You have advantage on saving throws from undead creatures, and undead creatures have disadvantage on attack rolls against you.
  • As a bonus action you can make a melee spell attack against a creature, dealing 4d10 necrotic damage on a hit. If you kill a creature with this effect you regain hit points equal to the damage dealt.

Investiture of Life

6th-level transmutation


  • Classes: Cleric, Druid
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Divine light spills forth from your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Until the spell ends you gain the following benefits.

  • You are immune to radiant damage and have resistance to necrotic damage.
  • Any creature within 10 ft. of you regains the maximum number of hit points possible from any healing.
  • As an action you can choose a number of creatures equal to your spellcasting ability modifier that are within 30 ft. of you to regain 2d8 + your spellcasting ability modifier hit points. This effect cannot heal a creature past half their maximum hit points

Karei's Healing Circle

6th-level evocation


  • Classes: Cleric, Druid
  • Casting Time: 1 action
  • Range: Self (30 ft. radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A pulsating aura of regenerative energy emanates from you, enveloping and affecting all within range.

For the duration, at the start of each of your turns each creature within 30 ft. of you regains a number of hit points equal to 2d8 plus your spell casting modifier.

Rashni's Iron Judgement

6th-level conjuration


  • Classes: Cleric
  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: 1 round

You attempt to send a creature to the realm of broken weapons to be judged, what could be called the afterlife of everything forged to kill. The nature of such a realm (whether it be a plane, demiplane, or other) is up to the DM. The target must make a Charisma saving throw. It has disadvantage if it has a metal weapon in its hand.

On a failed save, the target is banished to that realm until the end of its next turn. Until then, it is judged by the broken weapons. If the target has killed with a metal weapon before it takes 6d6 + 30 force damage. Otherwise, the weapons find the target innocent. If it has killed with a metal weapon in its hand, that weapon stays behind to join the broken weapons, unless it is a magic weapon or artifact.

If the target succeeds on the save but has still killed with a metal weapon it is holding, the broken weapons reach across their realm, and the target takes 6d6 force damage. Otherwise the spell has no effect.

If a creature dies in the realm of broken weapons, its body becomes a weapon to join the armory.

Level 7

Create Revenant

7th level necromancy


  • Classes: Cleric, Warlock, Wizard
  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (one black onyx stone worth 250 gp, which becomes the heart of the revenant)
  • Duration: Instantaneous

You raise one corpse of a Medium or smaller humanoid as a revenant under your temporary influence. (The DM has game statistics for revenants).

Once raised, the revenant is friendly to you and your companions for 24 hours and it obeys any verbal commands that you issue to it, after which it stops obeying any command you have given it.

When you cast this spell, you must choose one unfriendly creature within 6 miles of you to be the target of the revenants vengeance. If you do not choose a target, the revenant instead targets the creature most closely related to it's demise. If it would target you or your companions, the revenant must make a Wisdom saving throw against your spell save DC. On a success the revenant becomes hostile to you or your companions, otherwise it follows your commands for 24 hours, at which point it becomes hostile to you or your companions.

If you don't issue any commands to the revenant and the target of the revenants vengeance is within 120 feet of it, the revenant spends its turn moving toward that creature and attacking it if it is within range, otherwise it defends itself from hostile creatures.

If you cast this spell while you already have a revenant under your control from a prior casting of this spell, the previous spell ends and the existing revenant leaves your service as described above.

When this spell ends the revenant is not immediately hostile to you unless your actions or your companions actions during its life or during the 24 hours it was under your control would lead it to become hostile towards you.

Once a corpse has been the subject of this cannot be transformed into a revenant again by this spell for 100 years.

Mordenkainen's Sword

7th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: Concentration, up to 1 minute

You create a sword-shaped plane of force that hovers within range. The sword has a reach of 5 feet, deals 3d10 force damage, has a movement speed of 30 feet, and lasts for the duration.

When the sword appears, you designate a creature within 5 feet of the sword to be its target. Once on each of your turns the sword can make two melee spell attacks against the target, requiring no action from you. If the creature leaves the swords reach, the sword can make an opportunity attack against the creature, requiring no action from you. At the start of each of your turns if the sword is more than 5 feet from the target creature it moves towards the creature up to its full movement speed.

Until the spell ends, you can use an action to target a new creature with the spell.

Level 8

Blackfire

8th level necromancy


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of ash from an immolated vampire)
  • Duration: Concentration, up to 1 minute

You exhale black flame toward a creature of your choice within range. Make a ranged spell attack. If you hit, the target becomes engulfed in numbing black flame and becomes poisoned. The target must make a successful Constitution saving throw at the end of each turn for the duration, or gain 1 level of exhaustion on each failure. If the targets makes three successful Constitution saves, the fire goes out and the target is no longer poisoned.

Any creature that starts their turn within 5 feet of the creature under the effects of Blackfire must make a Dexterity saving throw or be engulfed in Blackfire as well.

Anyone killed by Blackfire is reduced to a shriveled withered corpse.

Level 9

Energy Drain

9th level necromancy


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

With a howl like the damned, several bolts of black lightning leap from your target to you. You drain away its life force and use it to power your own magic. The target must make a Constitution saving throw. The target takes 20d8 necrotic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest.

For every 20 points of necrotic damage you inflict, you regain an expended spell slot. You can regain up to five levels worth of spell slots.

For example, if you deal 40 points of damage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Weird

9th-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature drops what they are holding and becomes frightened for the duration. While frightened in this way the creature's speed is reduced to 0.

The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or takes 6d10 psychic damage and must make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Wish

9th level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 2d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3 if it isn't 3 or lower already, for 2d4 4d8 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress. Finally, there is a 33 percent chance that you are only able to replicate spells with wish if you suffer this stress.

Spell Changes

Cantrips

  • Magic Stone - number of "pebbles" equal to spell casting mod. Range increased to 120 feet if used in sling.

Level 1

  • Hail of Thorns - No longer requires concentration
  • Magic Missile - Changed to "conjuration" from "evocation"
  • Thunderous Smite - Now scales with spell slot level
  • Witch Bolt - Now triggers on subsequent turns using BA, initial and trigger damage scales every 2 levels
  • Wrathful Smite - Now scales with spell slot level

Level 2

  • Aganazzar's Scorcher - Damage increased
  • Cordon of Arrows - Damage increased
  • Crown of Madness - Target wastes it's action attacking the air if no targets are within range.
  • Enthrall - Total rework
  • Find Traps - Changed range to Self(30 ft. radius). Changed duration to 10 minutes with concentration. Added ability to "highlight" traps that have parts that are visible to the caster. Allowed spell to penetrate most barriers based on type and size.
  • Flame Blade - Doesn't require a specific action to use. (Allowing it to be used for opportunity attacks or with extra attack for example.)
  • Healing Spirit - Cap added
  • Prayer of Healing - Casting time reduced from 10 minutes to 1 minute
  • Pyrotechnics - Removed non-magical fire limitation
  • Snilloc's Snowball Swarm - increased area of effect size

Level 3

  • Blinding Smite - Now scales with spell slot level
  • Flame Arrows - Removed concentration. Added spell ending early on recast.

Level 4

  • Staggering Smite - Now scales with spell slot level, inflicts the stunned condition.

Level 5

  • Banishing Smite - Now scales with spell slot level
  • Flame Strike - Increased each damage by 1d6
  • Geas - Removed once per day limitation

Level 6

  • Arcane Gate - Can now rotate OR move a ring as an action or a bonus action interchangeably

Level 7

  • Mordenkainen's Sword - Total rework

Level 9

  • Weird - Removed concentration, increased damage, added that the frightened creatures drops what they are holding and has their movement speed reduced to zero, and changed that damage is dealt first before the save.
  • Wish - Removed potential permanent loss of spell. Increased damage per additional spell cast and increased duration of Strength reduction following non-duplication casting to compensate for lack of permanent loss.
 

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