Spell List
Artificer
Cantrip
- Echo
- Engrave
- Ignite
- Knife Thrower
1st Level
- Cauterize
- Ditch Slap
- Flash
- Marble Defence
- Rush
- Stagger Blast
- Wing Burst
- Witch Lance
2nd Level
- Barricade
- Boomerang Blade
- Chaos Star
- Compact
- Mimic
- Vortex
3rd Level
- Bolster
- Cluster Bomb
- Geyser
- Hot Potato
- Quake Crush
- Scorch Bolt
- Soul Blade
4th Level
- Chronos Restitution
- Hasty Escape
- Monsoon Surge
- Scorch Surge
- Vacuum
- Warranty
5th Level
- Combustion
- Home Sweet Home
- Lekras' Embrace
- Passage
- Penetrate
- Plated Veil
- Scorch Blast
- Static Surge
Bard
Cantrip
- Echo
- Engrave
- Shadow Shape
1st Level
- Misdirection
- Rush
2nd Level
- Compact
- Mimic
- Topple
3rd Level
- Anarchy Sphere
- Rejection
4th Level
- Balanced Existence
- Chronos Restitution
- Hasty Escape
- Vacuum
- Warranty
5th Level
- Home Sweet Home
- Nightmare
- Passage
- Reality Turmoil
6th Level
- Expulsion
- Gathering Force
- Warpath
8th level
- Ghost Train
9th Level
- Blood Sun
Cleric
1st Level
- Flash
3rd Level
- Bolster
- Homing Light
- Starbomb
5th Level
- Home Sweet Home
6th Level
- Expulsion
- Scorch Beam
Druid
Cantrip
- Ignite
1st Level
- Cauterize
- Ditch Slap
- Flash
- Marble Defence
2nd Level
- Pounce
- Vortex
3rd Level
- Bolster
- Quake Crush
- Serrated Stone
- Starbomb
4th Level
- Monsoon Surge
- Sandblast
6th Level
- Gathering Force
- Lightning Leak
7th Level
- Primal Conquest
Paladin
1st Level
- Flash
2nd Level
- Barricade
- Blade Tether
3rd Level
- Davorus' Legion
- Homing Light
- Plummet
4th Level
- Sunlight Javelin
5th Level
- Home Sweet Home
Ranger
1st Level
- Ditch Slap
- Misdirection
- Rush
- Wing Burst
2nd Level
- Pounce
- Vortex
3rd Level
- Bolster
4th Level
- Hasty Escape
- Sandblast
5th Level
- Home Sweet Home
- Lekras' Embrace
- Passage
Sorcerer
Cantrip
- Echo
- Engrave
- Ignite
- Knife Thrower
- Shadow Shape
1st Level
- Cauterize
- Ditch Slap
- Flash
- Marble Defence
- Stagger Blast
- Rush
- Wing Burst
- Witch Lance
2nd Level
- Barricade
- Boomerang Blade
- Chaos Star
- Compact
- Dusk Lance
- Mimic
- Pounce
- Shadow Harvest
- Topple
- Vortex
3rd Level
- Anarchy Sphere
- Cluster Bomb
- Davorus' Legion
- Geyser
- Plummet
- Quake Crush
- Rejection
- Scorch Bolt
- Serrated Stone
- Smoke Launch
- Soul Blade
- Starbomb
- Sunblast
- Vulcan Flow
Spell List
Sorcerer (Cont'd.)
4th Level
- Chronos Restitution
- Hasty Escape
- Monsoon Surge
- Rumble Strike
- Sandblast
- Scorch Surge
- Sunlight Javelin
- Umbral Grasp
- Vacuum
5th Level
- Bloodletting
- Combustion
- Lekras' Embrace
- Penetrate
- Plated Veil
- Reality Turmoil
- Scorch Blast
- Static Surge
- Trial By Fire
6th Level
- Expulsion
- Gathering Force
- Lightning Leak
- Magnetar
- Overshield
- Scorch Beam
- Warpath
7th Level
- Breath of Midir
- Davorus' Great Consumption
- Primal Conquest
8th Level
- Ghost Train
9th Level
- Absolute Zero
- Blood Sun
- Crown of Mangled Glass
- Obliterate
- Raze
Warlock
Cantrip
- Echo
- Engrave
- Knife Thrower
- Shadow Shape
1st Level
- Marble Defence
- Rush
- Wing Burst
- Witch Lance
2nd Level
- Compact
- Mimic
- Topple
- Shadow Harvest
3rd Level
- Quake Crush
- Rejection
4th Level
- Hasty Escape
- Umbral Grasp
5th Level
- Bloodletting
- Home Sweet Home
- Reality Turmoil
- Trial By Fire
6th Level
- Expulsion
- Magnetar
- Overshield
- Warpath
8th Level
- Ghost Train
9th Level
- Absolute Zero
- Blood Sun
Wizard
Cantrip
- Echo
- Ignite
1st Level
- Ditch Slap
- Flash
- Stagger Blast
- Witch Lance
2nd Level
- Boomerang Blade
- Chaos Star
- Compact
- Mimic
- Topple
3rd Level
- Cluster Bomb
- Geyser
- Hot Potato
- Quake Crush
- Scorch Bolt
- Soul Blade
- Vulcan Flow
- Warp Blast
4th Level
- Balanced Existence
- Scorch Surge
- Vaccum
- Warranty
5th Level
- Combustion
- Scorch Blast
- Trial By Fire
6th Level
- Lightning Leak
- Magnetar
- Overshield
- Scorch Beam
7th Level
- Breath of Midir
9th Level
- Absolute Zero
- Blood Sun
- Crown of Mangled Glass
- Obliterate
- Raze
Warp Blast
3rd level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You launch a bolt of energy at a creature within range. On a hit, the target takes 4d6 force damage. Additionally, the bolt blinks out of existence after the attack is made. You can use an action to repeat the attack against a creature within range until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage 2d6 for each level above 3rd.
Starbomb
3rd level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a crystal formed in darkness)
- Duration: Concentration, up to 10 minutes
You call down a mote of starlight to a point within range. If there is a creature in the targeted space, make a ranged spell attack against it. On a hit, the creature takes 3d6 fire damage. Upon reaching the point, the mote explodes in a 15 foot radius. All creatures in the explosion must make a Constitution saving throw, taking 5d6 radiant damage on a failed save and half that on a successful save. For the duration, the area affected by the explosion becomes bright light. Any creature or object in this light can't benefit from being invisible.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both sources of damage increase by 1d6 for every level above 3rd.
Misdirection
1st level abjuration (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 8 hours
By touching a willing creature, you can provide false information to those that would try to discover their true intentions. If the target becomes the target of a spell or ability that would detect their alignment or their creature type, you can designate a false response to that spell or ability.
For example, you could use this spell to make a creature appear evil to other creatures, or to appear to be a celestial to all that would try to discern what it really is.
Compact
2nd level transmutation (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: S, M (A water-filled orb with a fish inside)
- Duration: Concentration, up to 1 hour
By touching a willing creature, you can transform it into a harmless, Tiny cube that can be easily stored in a bag or pocket. For the duration, the transformed creature is acts as though petrified, has AC 5 and 1 hit point.
Reducing the cube to 0 hit points transforms the creature back to normal, with any leftover damage being transferred to the creature's current hit points.
Ghost Train
8th level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a whistle found on a corpse worth at least 1 sp)
- Duration: 1 hour
You point at a space within range and blow the whistle used in the casting. A distant whistle echoes as a spectral train makes its way towards the space you pointed, stopping in front of you. The train is innately magical, requiring no crew to run it. it is 20 feet wide and is comprised of ten cars which can hold up to 50 creatures, as well as the engine car, all of which are 20 feet long. If you and any creatures of your choice step into the train, you become incorporeal and can interact with the train as a solid object. While on the train, you don't need to breathe, eat, drink or sleep. A creature that steps off of the train ceases to be incorporeal.
The ghost train can travel in any direction except above the ground, regardless of physical boundaries, due to its incorporeal nature, and travels at 100 miles an hour in the chosen direction. It requires no tracks and travels in whatever direction you choose. When the spell ends, all creatures are removed from the train.
In addition, the train can, at your command, ram into the souls of others at high speed. As an action, you can cause the train to become solid until the end of your next turn, as well as all creatures currently on the train. If the train comes into contact with a creature in that time, it must make a Dexterity saving throw
At Higher Levels. If this spell is cast with a 9th level spell slot, the duration becomes 8 hours.
Davorus' Great Consumption
7th level transmutation
- Casting Time: 1 action
- Range: Self (30-foot cube)
- Components: V, S
- Duration: Concentration, up to 1 minute
You draw upon the power of all creatures near you to enhance yourself. All creatures within 30 feet of you must make a Constitution saving throw. On a fail, the creature's Strength score decreases by 1d4+1 for the duration. On a success, the creature's Strength score decreases by 1. If this would decrease a creature's score to 0, it immediately dies.
For the duration, your Strength score increases by 1 for each creature that failed their saving throw, to a maximum of 30.
At Higher Levels. If this spell is cast with an 8th level spell slot, the spell's duration increases to 10 minutes. If cast with a 9th level spell slot, the duration increases to 10 minutes and the maximum Strength score increases to 40, increasing your modifiers as normal.
Scorch Bolt
3rd level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You launch an orb of molten material at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 5d8 fire damage.
In addition, the ground between you and the target burns in a 5-foot wide line of flames for the duration. When a creature enters this area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. It takes 2d8 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 4th level or higher, both forms of the spell's damage increase by 1d8 for every level above 3rd.
Anarchy Sphere
3rd level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a Tiny sphere full of confusion in a space within range. You can move the sphere up to 15 feet as a bonus action. The sphere exudes an aura in a 15 foot radius. Creatures that start their turn in the aura or enter the aura for the first time on their turn must make a Wisdom saving throw. On a failed save, the creature sees the closest creature as an enemy and immediately becomes hostile towards it for the duration. On a successful save, the creature is unaffected. A creature that touches the sphere is immediately affected by the spell, regardless of saving throws. A creature can repeat the saving throw at the end of its turns, ending the effect on a success. If the creature is outside of the sphere's aura, it has advantage on this save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere's aura increases by 5 feet for every level above 3rd.
Chaos Star
2nd level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A Medium sphere of unstable energy appears in an occupied space within range. When the spell is cast, and as a bonus action on each of your turns afterwards until the spell ends, you can cause the sphere to send a burst of energy in a 10 foot radius. Creatures in the area must make a Dexterity saving throw, taking 2d8 damage on a failed save and half that on a successful save. Whenever the sphere is activated, roll a d8 to determine the damage type of the energy burst.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
d8 | Damage Type |
---|---|
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Radiant |
8 | Thunder |
When you activate the sphere, you can choose to detonate the sphere. The sphere's damage increases by 1d8 and you get to choose the damage type dealt. The spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the sphere's damage increases by 1d8 for every level above 3rd.
Hasty Escape
4th level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Pick an unoccupied space that you can see, then roll a d20. You teleport the indicated number of feet in the direction of the space you picked. If you would end up in the space of a creature, object or structure, you instead teleport to the nearest unoccupied space.
d20 | Range |
---|---|
1 | 30 feet |
2-6 | 45 feet |
7-12 | 60 feet |
13-19 | 90 feet |
20 | 120 feet |
For the duration, you can use your action to repeat the spell's effect.
Reality Turmoil
5th level enchantment
- Casting Time: 1 reaction, which you take when you are targeted by an attack
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You unleash a stream of alternate realities into the mind of the creature that targeted you, imposing disadvantage on the attack. If the attack hits, the attacking creature takes 3d12 psychic damage. If the attack misses, the target takes 5d12 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d12 for every level above 5th.
Breath of Midir
7th level evocation
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S, M (A black or purple crystal worth at least 750gp)
- Duration: Instantaneous
You unleash a beam of energy at a point on the ground within range. You can then move the point up to 60 feet in any direction along the ground or a solid surface. Any creature hit by the beam must make a Dexterity saving throw, taking 1d6 fire damage and 1d6 force damage and having its speed halved until the start of your next turn on a failed save, and half as much and not having its speed halved on a successful one. A creature can only take this damage once per casting.
At the start of your next turn, the spaces covered by the beam explode upwards. Any creature in or within 5 feet of a space when this happens must make a Dexterity saving throw, taking 5d10 fire damage and 5d10 force damage on a failed save, and half as much on a successful one.
At Higher Levels. If you cast this spell using an 8th level spell slot, the beam can cover up to 90 feet. If you cast this spell using a 9th level spell slot, the beam can cover up to 120 feet.
Scorch Blast
5th level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You launch a massive burst of fire at a point within range. Every creature within 10 feet of the point must make a Dexterity saving throw, taking 7d12 fire damage on a failed save and half that on a successful one.
In addition, the ground within 10 feet of the point becomes aflame for the spell's duration. Any creature that enters the fire for the first time on its turn or starts its turn in the fire must make a Dexterity saving throw, taking 1d12 fire damage on a failed save, or half that on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, all the spell's fire damage increases by 1d12 for each slot level above 5th.
Combustion
5th-level conjuration
- Casting Time: 1 action
- Range: 15 feet
- Components: V
- Duration: Concentration, up to 1 minute
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear each creature within 10 feet of the space you left must make a Dexterity saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one.
For the duration, you can repeat this effect as a bonus action on your turn
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.
Crown of Mangled Glass
9th level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (twenty shards of obsidian)
- Duration: Concentration, up to 10 minutes
You summon a swarm of twenty sharpened glass blades to spin around your head. As an action, you can launch up to four blades at up to four creatures that you can see within 120 feet of you. Make a ranged spell attack against each target.
On a hit, a target takes 2d10 slashing damage as the shard becomes embedded in its body. On a miss, the shard explodes in a hail of shrapnel in the targeted creature's space. Each creature within 5 feet of the area must make a Dexterity saving throw, taking 3d6 slashing damage on a failed save or half that on a successful one.
As a bonus action until the spell ends, you can retract up to two embedded shards and return them to the crown.
Alternatively, you can use your action to expend all remaining shards in the crown in a huge blast. Each creature within 60 feet of you must make a Dexterity saving throw. On a failed save, a target takes 3d12 slashing damage for every shard remaining in the crown. On a successful save, a target takes half as much damage.
In addition, the shards that linger around you protect you from harm. For the duration, whenever you take damage, the damage you take is reduced by an amount equal to the number of shards currently in the crown.
If the crown has no shards currently in it, the spell immediately ends and all remaining shards explode.
Rumble Strike
4th level transmutation
- Casting Time: 1 action
- Range: Self (30 foot line)
- Components: V, S, M (A shield worth at least 1 sp)
- Duration: Instantaneous
- Class:
You strike your shield and direct the force in a line 30 feet long and 15 feet wide. All creatures in the area must make a Constitution saving throw, taking 5d8 thunder damage on a failed save and half that on a successful save. All unsecured objects in the area, as well as any creatures that failed their saving throw, are pushed back 10 feet.
Static Surge
5th level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A melee weapon worth at least 1sp)
- Duration: Instantaneous
You can immediately move up to your speed towards a creature you can see and make a melee weapon attack against it if you are within your weapon's reach. You have advantage on the attack is the creature is wearing metal. Any opportunity attacks against you during this movement have disadvantage. On a hit, the creatures takes an additional 1d8 lightning damage for every 5 feet you covered during the casting, up to a maximum of 6d8.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum lightning damage increases by 3d8 for each slot level above 5th.
Sunlight Javelin
4th level evocation
- Casting Time: 1 action
- Range: 300 feet
- Components: S
- Duration: Instantaneous
You create a spear of bright power and hurl it at a creature within range. Make a ranged spell attack against the creature. On a hit, it takes 3d12 lightning and 3d12 radiant damage.
Blood Sun
9th level enchantment
- Casting Time: 1 action
- Range: Sight
- Components: V, S
- Duration: Concentration, up to 10 minutes
This spell can only be successfully cast during the day.
You reach into the sky and wrap a maroon weave around the sun. You can create a circle with a radius of 1 mile within range to be affected by the spell. For the duration, a creature that starts its turn in sunlight while within the circle must make a Charisma saving throw. On a fail, it becomes hostile against all creatures around it and attempts to destroy them with any weapons it has available for the duration. If an unaffected creature takes damage from an affected creature, it must make a saving throw to avoid being affected. On a successful save, a creature is unaffected.
You can choose to have any affected creatures retain their memory of the spell's duration.
Hot Potato
3rd level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
You infuse yourself with unstable energy that can be transferred to another. When you hit a creature with a melee attack or come into contact with it, you can choose to transfer the energy to that creature. That creature can then transfer the energy to another creature by touching it. When the spell ends, the creature with the spell's energy inside it must make a Constitution saving throw, taking 4d8 fire damage and 4d8 psychic damage on a failed save, or half as much on a successful save.
Boomerang Blade
2nd level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (A large glass ring with sharpened edges)
- Duration: Instantaneous
You launch a spinning disc of energy at a creature within range. The target, as well as all creatures between you and the target, must make a Dexterity saving throw, taking 1d8 force damage and 1d8 radiant damage on a failed save and half that on a successful save. As a bonus action, you can recall the spell, repeating the effect on
all creatures between you and the spell's target.
Shadow Storm
3rd level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Concentration, up to 1 minute.
You unleash a spinning 15 foot radius sphere of sharpened darkness at a point within range. When a creature moves into the spell's area for the first time on its turn or starts its turn there must make a Dexterity saving throw, taking 4d8 slashing damage on a failed save or half that on a successful save.
As a bonus action, you can move the sphere up to 15 feet.
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 above 3rd.
Shadow Shape
Transmutation cantrip
- Casting Time: 1 action
- Range: 15 feet
- Components: S
- Duration: 1 minute
You reach into the shadow of a creature within range and draw upon it to create a Tiny object made of pure darkness. The object cannot weigh more than 5 lb, regardless of its shape. Alternatively, you can target an already existing shadow object and reshape it. You can only have one object created at a time.
Dusk Lance
2nd level evocation
- Casting Time: 1 action
- Range: Self (30 foot line)
- Components: S
- Duration: Concentration, up to 1 minute.
You launch a bolt of shadow energy in a line five feet wide and 30 feet long. All creatures in the area must make a Constitution saving throw. On a failed save, a creature takes 2d6 necrotic damage and 1d6 slashing damage, or half that on a successful save. In addition, the line covered by the spell becomes darkness for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, the damage increases by 1d6 for each slot above 2nd.
Plated Veil
5th level conjuration
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 10 minutes
You form shadowy armour around yourself, making it into a powerful weapon and a defensive tool. Until the spell ends, you gain the following benefits:
- Your AC becomes 21 unless it was already higher
- Your melee attacks have an increased range of 5 feet and deal an extra 1d12 slashing damage on a hit.
- You can use a bonus action to create a simple or martial weapon in your hand. When made in this way, you are proficient with it and can use your spellcasting modifier for the weapon's attacks and damage rolls. The weapon vanishes if you let go of it.
Nightmare
5th level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small doll)
- Duration: Concentration, up to 1 minute
By touching a creature within range, you can force it to make a Charisma saving throw. On a fail, you pull the creature into its mind and show it its worst fears. The creature becomes stunned for the duration and must make a Wisdom saving throw at the end of its turns, taking 2d6 psychic damage on a failed save. For the duration, you can use your action to probe the creature's mind and forcing the creature to make a Charisma check contested by your own. If you win, you learn some of the creature's darkest fears and secrets, as well as other information that the creature has that it considers secret or sensitive. If the creature wins, it can repeat the spell's saving throw. The spell ends if you cease touching the creature or if it takes damage from a source other than this spell.
Cluster Bomb
3rd level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a slingshot)
- Duration: Instantaneous
You launch an explosive bolt of energy at a point within range. Motes of energy arc out from the point to the ground at three different points you can see within 20 feet of the initial point. Each creature in a 5-foot-radius sphere centered on each point you choose, as well as the initial area, must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 3d6 fire damage and 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional mote of energy for each slot level above 3rd.
Ditch Slap
1st level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You target a grounded creature within range and force it to make a Dexterity saving throw. On a fail, the target sinks into the ground. While affected in this way, the target's becomes restrained and is also considered prone for the purpose of melee and ranged attacks.
In addition, the target takes 2d4 bludgeoning damage when it starts its turn, as it gets constricted by the rapidly moving earth.
The target or another creature within reach of the target can use their action to make a Strength check against your spell save DC, ending the effect on the target on a success by pulling it out of the hole.
Absolute Zero
9th level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: S, M (a mithral thermometer worth at least 1,000 gp)
- Duration: Concentration, up to 10 minutes
You unleash a flurry of extreme cold in a 30 foot radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d10 cold damage and is petrified as ice freezes them solid. On a successful save, the creature takes half damage and is not petrified.
Additionally, the ground in that area becomes difficult terrain for the duration of the spell. If a creature moves into the affected space or starts its turn there, it must make the saving throw again.
For the duration, you can use your action to move the sphere up to 20 feet. If you maintain concentration for the entire duration, the sphere shatters and spreads. For 3 miles around the sphere, the area becomes extreme cold for 7 days unless magic of 9th level is used to reverse it.
Raze
9th level evocation
- Casting Time: 1 minute
- Range: Self
- Components: V, M (a topaz carved in the shape of an open flame worth at least 1,500 gp)
- Duration: Concentration, up to 10 minutes
You call upon the primordial forces of fire to scorch the land in a fiery wave. This wave starts centered on you when you cast the spell and travels outward from that point. For the duration, you can use your action to cause the wave to travel 30 feet outwards.
The wave is 45 feet tall, 3 feet thick and emits bright light for 30 feet and dim light for another 30 feet. A creature that comes into contact with the wave must make a Constitution save as the wave passes over them, taking 3d6 fire damage for every foot of the wave that they pass through. A creature killed by this spell is reduced to ash. Objects take maximum damage from this spell.
If you move, the spell ends prematurely. Any land that the wave passes over becomes inhospitable to plant life and becomes an area of extreme heat for 2d4 months.
Blade Tether
2nd level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (A bladed weapon on the end of a chain, worth at least 1 sp)
- Duration: Instantaneous
You throw your weapon at a creature you can see within range. Make a melee spell attack against the creature. On a hit, the creature takes 2d4 slashing damage. In addition, you can force the creature to make an opposed Strength check against you. If you win, you can pull the creature to a point within 10 feet of you, making the creature take an additional 2d4 slashing damage.
Davorus' Legion
3rd level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A simple or martial weapon worth at least 1 sp)
- Duration: 1 round
You summon a spectral shield wall around yourself in a 5-foot radius sphere for the duration. All creatures inside the shield wall have three-quarters cover from any attack or effect originating outside the shield wall.
When you cast the spell, the shieldbearers lash out with spears and swords. Each creature within 10 feet of the shield wall must make a Dexterity saving throw, taking 3d8 piercing damage and being pushed back 10 feet on a failed save, or half as much damage and not being moved on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the range of the shieldbearers' attack increases by 5 feet and the damage of their attack increases by 1d8 for each slot level above 3rd.
Umbral Grasp
4th level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a shard of obsidian worth at least 200 gp)
- Duration: Concentration, up to 1 minute
You target an area of dim light or darkness in range and compel it to grow into tendrils and attack a creature within 10 feet of that space. Make a melee spell attack against the creature. On a hit, it takes 4d12 slashing damage and becomes grappled by the darkness for the duration.
While grappled by this spell, the target takes 1d12 slashing damage at the start of each of its turns. A creature grappled by the shadows can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher level, you can target one additional creature for each slot level above 3rd.
Smoke Launch
3rd level conjuration
- Casting Time: 1 action
- Range: Self
- Components: S, M (a metal chain worth at least 1 sp)
- Duration: Concentration, up to 1 minute
Pressing your hands into the ground, you create a burst of sulphuric air, granting yourself a flying speed of 60 feet until the end of your turn.
In addition, the area within 10 feet of you upon casting becomes heavily obscured with smoke until the end of your next turn. All creatures that start their turn in the smoke or enter it for the first time must make a Constitution saving throw, taking 2d12 fire damage and being blinded until the end of its next turn, taking half damage and not being
blinded on a successful save.
For the duration, you can use an action to repeat the spell's effect.
Serrated Stone
3rd level transmutation
- Casting Time: 1 action
- Range: Self (20 foot line)
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a wall of spiked rock in a line 5 feet wide, 10 feet tall and 30 feet long. If the wall cuts into a creature's space, it must make a Dexterity saving throw, taking 5d10 slashing damage on a failed save and half that on a successful save. In addition, the creature is pushed to one side of the wall (your choice).
The wall is a stone object with an AC of 17 and 100 hit points, with immunity to poison and psychic damage. If its hit points reach 0, the entire wall collapses and its area becomes difficult terrain until cleared.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the wall's length increases by 5 feet, the wall's damage increases by 1d8 and the wall's hit points increase by 20 for every spell level above 3rd.
Warranty
4th level enchantment
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (an item worth at least 1 sp)
- Duration: 24 hours
You touch an item and ensure it can't be taken from you. If the item becomes damaged, destroyed or lost, then it becomes destroyed at the end of duration if it wasn't already and a perfect replacement appears within 5 feet of you.
Casting this spell on a magic item requires more energy to create. Upon casting this spell, you must offer a certain amount of value, depending on the rarity of the item, otherwise the casting is wasted. The items are consumed, and the casting becomes successful.
Rarity | Minimum Offering |
---|---|
Common | 100gp |
Uncommon | 200gp |
Rare | 300gp |
Very Rare | 400gp |
Legendary | 500gp |
This spell has no effect on artifacts, as the magic inside them is too complex to replicate.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.
Scorch Surge
4th level evocation
- Casting Time: 1 action
- Range: Self (45-foot line)
- Components: V, S
- Duration: Concentration, up to 10 minutes
You unleash a pulse of intense flame in a line 15 feet wide and 45 feet long. All creatures in that area must make a Dexterity saving throw, taking 2d10 fire damage on a failed save and half that on a successful one.
In addition, the ground covered by the spell burns for the duration. When a creature enters this area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. It takes 4d10 fire damage on a failed save, or half as much damage on a successful one.
Shadow Harvest
2nd level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Channeling dark energies, you conjure a spectral scythe in your hands. The scythe has the reach and versatile properties, deals 2d4 slashing damage on a hit with one hand and 2d6 with two hands, and uses your spellcasting modifier for its attack and damage rolls. You are proficient with this weapon, and when you hit a creature with it, you regain hit points equal to half the damage dealt. Undead take an additional 1d4 damage from this weapon. If you let go of the scythe, it disappears, but you can evoke the scythe again as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the spell's duration becomes 10 minutes. When you cast this spell using a spell slot of 5th or 6th level, the spell's duration becomes 1 hour. When you cast this spell using a spell slot of 7th or 8th level, the spell's duration becomes 24 hours. When you cast this spell using a spell slot of 9th level, the spell's duration becomes 7 days.
Monsoon Surge
4th level evocation
- Casting Time: 1 action
- Range: Self (15 foot radius)
- Components: V, S
- Duration: Instantaneous
You call down a blast of lightning to damage your enemies through yourself. All creatures within 15 feet of you must make a Dexterity saving throw, taking 3d12 lightning damage and 3d12 thunder damage and being pushed back 10 feet on a failed save, or half that and not being moved on a successful save. You automatically take the same amount of lightning damage, with no saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, all of the spell's damage increases by 1d12, including the damage you take, for every spell level above 4th.
Quake Crush
3rd level transmutation
- Casting Time: 1 action
- Range: Self (5 foot radius)
- Components: V, S, M (an orb of marble worth at least 150 gp)
- Duration: Concentration, up to 1 minute
You create an immense downward force that cracks the earth. All creatures within 10 feet of you must make a Dexterity saving throw saving throw as jagged spikes rise from the ground from the impact, taking 3d12 piercing damage on a failed
save and half that on a successful save. If a creature occupies a space that becomes occupied by the spikes, it is pushed back 5 feet.
The spikes remain for the duration, and create a barrier around you made up of eight Medium spikes that grant you three-quarters cover to attacks originating outside the barrier. A creature that approaches the spikes from above must repeat the Dexterity saving throw or take damage from the spikes.
A spike has an AC of 15 and 50 hit points each, with immunity to poison and psychic damage. Once destroyed, or all remaining spikes when the spell ends, a spike collapses in its space and becomes difficult terrain until cleared.
Topple
2nd level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You attempt to compel a creature or object within range to fall over. If the target is a creature, it must make a Charisma saving throw. On a fail, it falls prone.
If the target is an object, you must make an ability check using your spellcasting modifier against the object's Size DC. On a success, the object is affected by the spell.
If you successfully affect the target, all creatures within the target's Damage Radius must make a Strength saving throw against the target's Size DC (If the target is an object, the Damage Radius is centred on where the object falls). On a fail, it takes bludgeoning damage depending on the size of the target, as displayed below and is pushed away a number of feet equal to the target's Damage Radius. Creatures only take half damage on a successful save.
Size | Damage | Damage Radius | Size DC |
---|---|---|---|
Large | 3d6 | 5 ft. | 16 |
Huge | 3d8 | 10 ft. | 17 |
Gargantuan | 3d10 | 15 ft. | 18 |
Vacuum
4th level transmutation
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S, M (a completely empty bottle)
- Duration: Concentration, up to 1 minute
You attempt to remove all the air in a line 15 feet wide and 30 feet long. All creatures in that area must make a Constitution saving throw, taking 4d4 bludgeoning damage and being pulled 5 feet towards you on a failed save and half that and not being moved on a successful save. Regardless, any creature in the area, or that enters the area or starts its turn there is immune to fire and thunder damage, suffocating, deafened and is unable to speak. If a creature enters the area for the first time on its turn or starts its turn there, it must repeat the saving throw. A creature that attempts to leave the area must first pass a Strength saving throw.
If you cast this spell so that the area fully covers the largest entrance to a room, all the air gets removed at a rate of 15 square feet per round.
Plummet
3rd level transmutation
- Casting Time: 1 reaction, taken when you are falling
- Range: Self
- Components: V, S, M (a gauntlet with a gem inlaid on it, worth at least 100 gp)
- Duration: Instantaneous
You clench your fists and move to strike the earth. You instantly hit the ground, and are immune to that instance of fall damage. Instead, all creatures within 15 feet of you when you land must make a Strength saving throw, taking the same amount of fall damage that you would have taken and being pushed back 10 feet on a failed save, or half that and not being pushed on a successful save.
Flash
1st level evocation
- Casting Time: 1 bonus action
- Range: Self (10 foot radius)
- Components: V, S M (a cube carved from ice)
- Duration: Instantaneous
You unleash a sudden flash of light. All creatures within 10 feet of you must make a Constitution saving throw, taking 2d6 radiant damage and being blinded until the end of their next turn on a failed save, or half that on a successful save and not being blinded.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's damage and radius increases by 1d6 and 5 feet, respectively, for each slot level above 1st.
Stagger Blast
1st level evocation
- Casting Time: 1 reaction, taken when you are targeted by a weapon attack
- Range: Self (5 foot radius)
- Components: V, S, M (the handle of an axe)
- Duration: Instantaneous
You create a sudden and distracting burst of energy. All creatures within 5 feet of you must make a Constitution saving throw. On a fail, a creature takes 1d8 force damage and becomes disoriented, giving it disadvantage on attacks until the start of your next turn. On a successful save, a creature takes half that with no other effect.
Vulcan Flow
3rd level transmutation
- Casting Time: 1 action
- Range: Self (30 foot line)
- Components: V, S
- Duration: Concentration, up to 10 minutes
You reach into the earth and call upon a font of magma, causing it to flow in a line 15 feet wide and 30 feet long. For the duration, The line becomes 5 feet longer at the start of your turn until it becomes blocked. Any flammable object that isn't being worn or carried immediately catches fire upon touching the lava.
A creature that has the lava move into its space, enters the lava for the first time on its turn or starts its turn there must make a Dexterity saving throw, taking 2d8 fire damage and having its speed halved until the start of its next turn on a failed save, or half that and no other effect on a successful save.
If a part of the lava takes cold damage, it cools into rock, although it melts into lava again if it becomes fully covered by lava. When the spell ends, the entire flow cools into rock.
At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the line becomes 25 feet wide and 35 feet long. When you cast this spell using a spell slot of 6th level or higher, the line becomes 35 feet wide and 40 feet long.
Geyser
3rd level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a vial of fresh water)
- Duration: Concentration, up to 10 minutes
You create a pressure point of water within range, creating a superheated spout of water 30 feet high. The water created is extremely hot, but is drinkable if cooled. The spout creates a light mist in a 15 foot radius as the water rains down, lightly obscuring that area for the duration. Any fires in this area become extinguished. Any creature that enters the mist for the first time on its turn or starts its turn there must make a Constitution saving throw, taking 3d4 fire damage on a failed save and half that on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the height of the spout and the radius of the lightly obscured area both increase by 5 feet for every spell level above 3rd.
Ignite
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You target a flammable object that you can see within range and cause it to burst into flame until extinguished. If the object is being worn or held, the creature wearing or holding it can use their reaction to make a Dexterity (Sleight of Hand) check against your spell save DC, extinguishing the fire. If the fire is extinguished in this way, this deals no damage to the creature or object.
Once per turn, if a creature comes into contact with an object set alight by this spell, it must make a Dexterity saving throw or take 1d4 fire damage.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)
Echo
Enchantment cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 hour
You capture a word or sentence spoken within the last minute and wrap it in magic. For the duration, you can use your action to make the target sound repeat from a point you can see within 60 feet of you. You can cast this spell to refresh the duration on a sound you have already captured.
You can have up to three sounds captured in this way, and attempting to capture another results in the oldest sound being removed.
Mimic
2nd level transmutation
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You target a Medium or smaller object you can see within range and turn into a perfect replication of it. You retain your ability scores, movement options and personality, but become unable to speak, interact with objects other than by bumping into it, or use your class features. If your object form drops to 0 hit points, you turn back into your original form.
Vortex
2nd level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a pinwheel)
- Duration: Concentration, up to 10 minutes
A point within range becomes a focal point for a swirling windstorm with a radius of 10 feet. Any creature that enters this area becomes deafened, taking 1d4 bludgeoning damage and being pulled 5 feet towards the center of the area on a failed save, or taking half that and not being pulled on a successful save.
In addition, the windstorm creates a larger area, with a radius of 60 feet, blowing at strong speeds (20 miles an hour). Any gas, vapor or fog that enters the area becomes sucked into the middle of the windstorm, preventing it from affecting the area or any creatures in it.
Choke Rush
3rd level transmutation
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S
- Duration: Instantaneous
You launch yourself into a direction, up to 30 feet. Make a melee spell attack against the creature in the line closest to you. The attack automatically misses if the creature is more than one size category larger than you. On a hit, the creature takes 4d6 bludgeoning damage as it gets pulled along with you. If you hit a solid object (such as a wall, a rock or a ceiling) while a creature is pulled along, it and the object takes 6d6 bludgeoning damage. Hitting any unsecured objects moves them 10 feet in the direction you move.
Home Sweet Home
5th level enchantment
- Casting Time: 1 minute
- Range: 15 feet
- Components: V, S
- Duration: 12 hours
You ward a point within range, protecting a 30-foot radius sphere centered on that point from being interfered with by natural events. If the area inside the sphere would be subject to effects such as extreme heat or cold, being desecrated ground, or being engulfed in a storm, the spell prevents the area from being affected unless magic of 5th level or higher is used to create those effects.
In addition, the edge of the sphere blurs, making those inside harder to detect. Creatures inside the sphere are invisible to those outside it.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the radius of the sphere increases by 5 feet and the the spell level required to affect the sphere's area increases by 1 for every slot level above 5th.
Rejection
3rd level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: S, M (A polished mirror)
- Duration: 4 hours
You touch a creature and remove a fraction of its free will. The target must make a Charisma saving throw.
On a failed save, the target is unaffected by spells that require the target to be willing, regardless of whether the target is actually willing or not.
On a successful save, the target is unaffected.
At Higher Levels. For every spell level above 3rd, you can affect an additional creature with this spell and the duration increases by 1 hour. The targets must be within 30 feet of each other.
Obliterate
9th level evocation
- Casting Time: 1 action
- Range: 1 mile
- Components: V, S, M (a walnut)
- Duration: Instantaneous
You launch a condensed bolt of pure energy at a point you can see within range. Any creature at the point must make a Dexterity saving throw, taking 6d12 force damage and 6d12 radiant damage on a failed save, or half that on a successful save.
In addition, all creatures within 60 feet of the point must make a Constitution saving throw, taking 3d12 force damage and 3d12 radiant damage on a failed save, or half that on a successful save.
The ground within 60 feet of the point becomes difficult terrain until cleared, and cannot sustain plant life for 1 month.
Overshield
6th level abjuration
- Casting Time: 1 action
- Range: Self
- Components: S, M (a handheld diamond cube worth at least 500gp, which the spell consumes)
- Duration: Instantaneous
You surrounded yourself in a surge of protective energy. You gain immunity to all damage until the start of your next turn, at which point you also gain 12d6 temporary hit points.
Knife Thrower
Conjuration cantrip
- Casting Time: 1 bonus action
- Range: 10 feet
- Components: V, S
- Duration: Instantaneous
Choose a creature within range. That creature takes 1d4 piercing damage.
Lightning Leak
6th level evocation
- Casting Time: 1 action
- Range: Self (60-foot line, 15-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
You unleash an unstable blast of electricity in a line 60 feet long and 15 feet wide. All creatures in the line must make a Dexterity saving throw, taking 6d4 lightning damage on a failed save, or half that on a successful save. Until the spell ends, you can repeat this effect as an action.
In addition, a ring of energy creates a 5-foot radius sphere around you for the duration. A creature that starts their turn in the sphere or enters the sphere for the first time on their turn must make a Strength saving throw. On a failed save, the creature takes 3d6 lightning damage and is pushed back 5 feet, or half that and not being pushed on a successful save.
As a bonus action, you can cause the sphere of energy to surge, making its radius 15 feet until the start of your next turn. If you do so and use your action to create the line form this spell, the line deals half damage.
Magnetar
6th level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A Tiny sphere made of adamantium worth at least 100 gp)
- Duration: Concentration, up to 1 hour
You imbue a creature or object within range with an intense attraction towards metallic objects. An unwilling creature can make a Constitution saving throw to avoid being affected; otherwise it becomes a magnetar; a font of magnetic energy.
The magnetar exudes a field in a 30-foot radius around it. Any ranged attack made in the aura that uses ammunition made wholly or partly from metal has disadvantage on the attack roll unless it targets the magnetar; if the attack misses, the ammunition becomes stuck to the magnetar.
Any attack made against the magnetar with a metal weapon automatically hits, though the weapon becomes stuck to the magnetar after impact. A creature holding onto a metal weapon is restrained while holding onto it. A creature wearing metal armour, partially or wholly comprised of metal, or holding a metal weapon in the field must make a Strength saving throw at the start of their turn, being pulled 5 feet towards the magnetar on a failed save. A successful dispel magic (using your spell save DC) cast on the magnetar suppresses this ability until the end of your next turn.
Balanced Existence
4th level divination
- Casting Time: 1 reaction, taken when a creature you can see within range takes an action that requires the rolling of dice
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
The creature that triggered the spell must take the average of the dice roll, instead of rolling.
Trial By Fire
5th level evocation
- Casting Time: 1 minute
- Range: 15 feet
- Components: V, S, M (a book with a picture of fire on the cover, worth at least 250 gp)
- Duration: Concentration, up to 10 minutes
You wreathe a creature within range with a flame of justice, able to distinguish lies from the truth. Until the spell ends, you can ask the creature a question. If it answers and lies, the flames surge. The creature must make a Constitution saving throw, taking 3d10 fire damage and 2d10 radiant
damage on a failed save, or half that on a successful save. The flames can only deal damage once per round, although it still surges if it detects a lie.
Once you ask five questions to the creature, the flames sputter out and the spell ends.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the number of questions you can ask the creature before the spell ends increases by 1 for every spell level above 5th.
Wing Burst
1st level transmutation
- Casting Time: 1 action (or 1 reaction, taken when you are falling)
- Range: Self
- Components: V, S, M (a paper butterfly)
- Duration: Concentration, up to 1 minute
You cause spectral wings to burst from your back, giving yourself some semblance of flight. For the duration, you gain a gliding speed of 30 feet. A gliding speed is the same as a flying speed except you can't move upwards.
Expulsion
6th level abjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a small, thin metal disc with a face engraved on it worth at least 250 gp, which is consumed)
- Duration: Instantaneous
You reach into a creature within range and forcibly attempt to restore it, forcing it to make a Charisma saving throw. On a failed save, the target takes 3d12 psychic damage, and removes all conditions the target is suffering from (including any levels of exhaustion), as well as any diseases or other negative effects (such as a geas spell). In addition, any creature possessing the target or residing within it is dispelled to an unoccupied space within 5 feet of the target, and can't attempt to possess or occupy it for 24 hours. On a successful save, the target takes half damage and no other effect occurs.
Engrave
Transmutation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You trace a symbol onto a solid surface within range, causing a minor groove to appear where you trace. You can have one engraving at a time; casting this spell while an engraving already exists causes it to vanish.
Bloodletting
5th level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a red gem in the shape of a teardrop worth at least 200 gp)
- Duration: Instantaneous
You send energy into a creature within range and compel its wounds to reopen. The target must make a Constitution saving throw, taking 6d10 necrotic damage on a failed save, or half that on a successful save. If the target has less than half its hit points remaining, it takes an extra 2d10 damage.
Sunblast
3rd level evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S
- Duration: Instantaneous
You unleash a burst of pure energy in a line 60 feet long and 15 feet wide. All creatures in the line must make a Dexterity saving throw, taking 5d8 radiant damage and being pushed back 10 feet on a failed save, or half that and being moved half the distance on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell's damage increases by 1d8 and the push increases by 5 feet for every spell level above 3rd.
Warpath
6th level enchantment
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a banner that was present in a battle)
- Duration: Concentration, up to 10 minutes
You create a 90-foot radius sphere of intense bloodlust centered on a point within range. A creature that enters the sphere for the first time on a turn or starts its turn there must make an Intelligence saving throw. On a failed save, for the spell's duration, it takes 2d6 psychic damage at the start of its turns, and regards all creatures it can see as enemies, becoming hostile to it and doing everything within its power to kill or injure it. If an enemy provokes an opportunity attack from an affected creature, the creature must make that attack if it is able to.
If the creature doesn't deal damage on its turn while affected by the spell, the psychic damage dealt at the start of its turn is doubled.
An affected creature can repeat the saving throw at the start of its turn if it starts it outside the sphere.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell's damage increases by 1d6 and the radius increases by 10 feet for every spell level above 6th.
Gathering Force
6th Level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a kaleidoscope filled with precious gems worth at least 400 gp)
- Duration: Concentration up to 1 minute
You create a Tiny orb of neutral energy in an unoccupied space within range. For the duration, you can use your action to target a source of damage other than bludgeoning, force, slashing, piercing or psychic (for example, a pool of lava or a storm cloud). The orb absorbs some of the energy from that source, having the following effects:
- The orb increases by one size category, to a maximum of Gargantuan
- You add an additional dice to the spell's damage roll
- The orb's damage type changes to that of the source absorbed
- The radius of the orb's damage increases by 5 feet, to a maximum of 60 feet
The orb's base damage is 5d10 force damage, and the orb's base damage radius is 15 feet.
Before the spell ends, you can use your action to send the orb flying towards a point within 60 feet of it that you can see. All creatures within the orb's current radius must make a Dexterity saving throw, taking the orb's current damage dice on a failed save, or half that on a successful save. The damage type dealt is the most recent source of damage absorbed by the orb. The spell then ends.
Sandblast
4th level transmutation
- Casting Time: 1 action
- Range: Self (45 -foot line)
- Components: V, M (a pinch of sand, which is consumed)
- Duration: Concentration, up to 1 minute
You throw a small amount of sand into the air and multiply it, creating a gust of air to send it hurtling in a line 45 feet long and 15 feet wide, heavily obscuring the area for the duration. All creatures in the area must make a Constitution saving throw. On a failed save, a creature takes 3d12 slashing damage and is blinded for the duration. An affected creature can repeat the saving throw at the start of its turns, ending the blindness on a success. On a successful save, a creature takes half damage and no other effect.
If a creature starts its turn in the spell's area or moves into it for the first time in a round, it must make a saving throw against the spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell increases by 1d12 and the length of the line increases by 5 feet for every spell level above 4th.
Bolster
3rd level transmutation
- Casting Time: 1 reaction, taken when a creature you can see regains hit points
- Range: 60 feet
- Components: V, S, M (an orb of amber worth at least 250 gp)
- Duration: Instantaneous
You reach into the triggering healing energy and cause it to multiply. The creature regains twice the amount of hit points it normally would.
Soul Blade
3rd level evocation
- Casting Time: 1 action
- Range: Self (15-foot cone or 30-foot line)
- Components: M (A staff worth at least 1 sp)
- Duration: Instantaneous
You conjure a spectral sword on the end of your staff and swing it. Choose whether to make a Cleave attack or a Slash attack.
Cleave. Roll one melee spell attack against all creatures of your choice that you can see in a 15-foot cone.
Slash. Roll one melee spell attack against all creatures of your choice that you can see in a 30-foot long, 5 foot wide line centered on you.
Regardless of the option you choose, a creature takes 3d6 slashing damage and 3d6 force damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each damage type, the Slash option increases in length by 10 feet, and the Cleave option increases in length by 5 feet for every spell level above 3rd.
Pounce
2nd level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: 1 round
You grow into a more bestial form and attempt to tear apart anything that faces you. Until the end of your turn, you gain a climbing speed and a flying speed of 30 feet. If you end your movement within reach of a creature, you can make a melee spell attack against it. On a hit, it takes 4d8 slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the speeds gained from the spell increases by 10 feet, and the attack's damage increases by 1d8, for every spell level above 2nd.
Passage
5th level abjuration (ritual)
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, M (a chunk of amber worth at least 400 gp)
- Duration: Concentration, up to 1 hour
You create a barrier of protection in a 10-foot radius sphere centered on you for the duration.
In addition, any environmental effects that might impede you are pushed aside by the spell, such as rain, snow, or poisonous gas.
Harmful objects that come into contact with the barrier instantly disintegrates and is pushed away from the sphere. Examples include falling rocks, hail, or a sandstorm.
Penetrate
5th level evocation
- Casting Time: 1 action
- Range: Self (90-foot line)
- Components: S, M (an adamantine wire in a corkscrew shape worth at least 250 gp)
- Duration: Concentration, up to 10 minutes.
You channel a burst of compressed energy and unleash it in a line 15 feet wide and 90 feet long. If the line comes into contact with a solid surface such as stone, ice or dirt, the beam starts to carve through the material at a rate of 5 feet at the start of your turn, tunneling in the direction of the line. Once the beam has carved through a surface, it leaves behind a tunnel that is 15 feet wide and 15 feet high.
If you change the angle of the beam, whether through moving or by changing the beam's direction, the tunnel will change accordingly. If the beam is focused on a wall of force, globe of invulnerability, or similar magical construct, it can tunnel through if the beam is focused on a single line for at least 5 minutes at once.
The first time a creature enters the beam on a round, it must make a Dexterity saving throw, taking 1d6 piercing damage and 1d6 force damage on a failed save, or half that on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the length of the line increases the length of the line by 15 feet, the tunneling rate of the line by 5 feet, and both types of damage by 1d6 for every spell level above 5th.
Homing Light
3rd level evocation
- Casting Time: 1 action
- Range: 45 feet
- Components: S, M (a splinter of topaz worth at least 50 gp, which the spell consumes)
- Duration: Instantaneous
You conjure a mass of positive energy and hurl it at a target within range. Make a ranged spell attack against the target. On a hit, the target regains 8d6 hit points and is cured of all diseases affecting it. This spell has no effect on undead or constructs.
On a miss, the light twists and seeks out a new target to heal. One creature within 45 feet of the target becomes targeted by the energy.
Primal Conquest
7th level transmutation
- Casting Time: 1 action
- Range: Self
- Components: M (A clump of ruby worth at least 250 gp, which the spell consumes)
- Duration: Concentration, up to 1 minute
Your body changes to look much more savage. Your teeth grow into fangs, your arms lengthen and grow claws, and your body grows in size and strength. For the duration, you gain the following benefits:
- Your AC becomes equal to 15 + your Dexterity modifier.
- You gain 20 temporary hit points at the start of your turn. If any of these remain when the spell ends, they are lost.
- Your unarmed strikes deal slashing or piercing damage (your choice when you cast the spell) equal to 2d6 + your spellcasting ability modifier. When you make an unarmed strike, you can use your melee spell attack bonus instead of your unarmed strike bonus.
- You can attack three times, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
- Your speed increases by 15 feet, and you gain a climbing and swimming speed of 45 feet.
Rush
1st level transmutation
- Casting Time: 1 reaction, taken when you roll initiative
- Range: Self
- Components: S, M (stopwatch)
- Duration: 1 round
You speed up your internal clock in a hasty manner. If you are surprised upon casting, you are no longer surprised. In addition, you gain a +5 bonus to your initiative roll and your speed increases by 5 feet for the first turn in combat.
Marble Defence
2nd level transmutation
- Casting Time: 1 reaction, taken when you are hit by an attack
- Range: Self
- Components: S, M (a shard of marble worth at least 5 gp, which the spell consumes)
- Duration: 1 round
You instinctively cover yourself in stone for better protection. Until the start of your next turn, you have a +1 bonus to AC, including against the triggering attack. If the attack still hits, the damage is reduced by 2d6.
Barricade
2nd level abjuration
- Casting Time: 1 action
- Range: 5 feet (5-foot line)
- Components: S, M (a hand-sized metal disc worth at least 50 gp)
- Duration: Concentration, up to 1 minute
You create a magical barrier that is 15 feet wide, 1 foot deep and 4 feet high in a space within 5 feet of you, pushing creatures in the barricade's space into an unoccupied space within 5 feet of it upon creation. The barrier has 25 hit points. For the duration, whenever an attack roll is made against a friendly creature and the attack would pass through the barrier, the attack instead misses, and the barrier takes damage equal to the attack's damage roll.
If a friendly creature is subjected to a damaging spell or similar effect that requires a Strength, Dexterity or Constitution saving throw (such as the breath weapon of a dragon or the death burst of a balor) and the barricade is between the creature and the effect's origin point, the creature takes no damage from the effect and the barricade instead takes damage equal to the effect's save DC for each creature protected in this way.
If the barrier is reduced to 0 hit points by an attack, then the attack's damage is reduced by the amount of hit points the barrier had remaining. If it was reduced to 0 hit points via an effect, then the creature behind the barrier that is closest to it has resistance to the effect's damage. Creatures that have already been protected by the barrier from this effect are still removed from the effect. The spell then immediately ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the barricade's health increases by 25 and its width increases by 5 feet for every spell level above 2nd.
Cauterize
1st level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You reach out to a creature and burn away any impurities. If a creature is unwilling, you must make a melee spell attack. An affected creature takes 2d4 fire damage, and then regains 5d4 hit points at the end of its next turn. If a creature is resistant or immune to fire damage, the healing done is halved and negated, respectively. A creature reduced to 0 hit points by the fire damage recieves no healing from this spell.
At Higher Levels. If this spell is cast using a spell slot of 2nd level or higher, both the fire damage and the healing increases by 1d4 for each spell level above 1st.
Chronos Restitution
4th level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Class: Artificer, Bard, Sorcerer
You reach out through time to when a creature was healthier in order to heal it in the present. The target regains 6d8 hit points. After 8 hours, the target takes necrotic damage equal to the amount it was healed, which cannot be reduced in any way. If a creature is unwilling to be healed, a melee spell attack must be made against it as part of the casting.
At Higher Levels. If this spell is cast using a spell slot of 5th level or higher, the healing (and therefore the damage taken) increases by 2d8 for each spell level above 4th.
Lekras' Embrace
5th level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: S, M (an emerald worth at least 200 gp embedded in a steel ring)
- Duration: Instantaneous
You reach into the soul of a creature within range and use it to bolster its body. The target regains 5d10 hit points, and its hit point maximum immediately decreases by 1. If the target's hit point maximum reaches 0, it dies. Only a wish spell can reverse the hit point loss.
If a creature is unwilling, a melee spell attack must be made against it in order to affect it.
At Higher Levels. If this spell is cast using a spell slot of 6th level or higher, the healing increases by 1d10 for each spell level above 5th.
Scorch Beam
6th level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: S, M (A ruby worth at least 250gp)
- Duration: Concentration, up to 1 minute.
- Class: Sorcerer, Wizard
You unleash a line of flaming obliteration, 60 feet long and 5 feet wide. The line can take any shape, such as a curve or a circle, as long as it is continuous and rests entirely on solid surfaces, such as traveling along the floor and up a wall. The start of the line must be within the spell's range but doesn't need to end within it.
If the beam travels through a space occupied by a creature, it must make a Dexterity saving throw, taking 4d6 fire damage on a failed save and half that on a successful one.
At the start of your next turn, the path covered by the beam flares up, creating a blast of fire. All creatures within 5 feet of the beam's path must make a Dexterity saving throw, taking 6d6 fire damage on a failed save and half that on a successful one. The path burns for the duration, and the first time a creature crosses the path in a round, it must make the saving throw again.
The beam ignites any flammable object not being worn or held on contact, and can cleanly melt through 1 inch of metal
At Higher Levels. If this spell is cast using a spell slot of 7th level or higher, the length of the line increases by 15 feet for each spell slot above 6th.
Eviscerate
4th level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A small disc of marble)
- Duration: Concentration, up to 1 minute.
You reach out to a target and make a melee spell attack against it. On a hit, a creature takes 4d6 necrotic damage and a further 3d6 bludgeoning, piercing or slashing damage (your choice when you cast this spell) as you cause the creature to collapse in on itself in the most painful of ways.
If you reduce a creature to 0 hit points with this damage, all creatures within 10 feet of you must make a Wisdom saving throw, being frightened of you for the spell's duration on a failed save.
At Higher Levels. If this spell is cast using a spell slot of 5th level or higher, the spell deals an extra 1d6 damage of each type for each spell level above 4th.
Witch Lance
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 wound in copper wire, worth at least 15 gp.)
- 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 1d10 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d10 lightning damage to the target automatically. The spell's range only applies to the initial attack; as long as you and the target are on the same plane of existence, you can use your action to deal damage through this spell. The spell ends if you use your action to do anything else.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the spell's damage increases by 1d10 for each slot level above 1st.