Spells, Part I

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Spells, Part I

New Arcana for Dungeons and Dragons 5th Edition




Mote of Healing

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Until used or dispelled

You conjure a bright mote of divine healing energy in any space, occupied or unoccupied, within 60 feet. This effect is instantaneous and the mote exists until it is touched by any creature you choose. The mote can be activated by moving into or through the mote's space or by standing next to it and using a bonus action to reach out and touch it. When the mote is touched or passed through by a designated creature, that creature regains hit points equal to 1d6 + your spellcasting ability modifier, and the mote is consumed. The mote cannot be used by an unconscious creature. 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, you may either increase the healing of the mote by 1d6 for each slot level higher than 1st, or create another mote in a separate space, with one additional mote per spell slot level higher than 1st.


Classes: Bard, Cleric, Druid, Paladin


Subclasses: Divine Soul Sorcerer


Healing Well

2nd-level conjuration


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

You conjure an aura of divine healing at a point you can see on the ground within 60 feet. The well appears with a radius of 5 feet. This spell lasts until the beginning of your next turn, at which point up to four creatures you designate that are standing within the well regain hit points equal to 1d6 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you increase the healing done by 1d6. If cast at a 6th level or higher, the well becomes a 10 foot radius pool and can affect any number of creatures standing within its radius.


Classes: Bard, Cleric, Paladin


Subclasses: Divine Soul Sorcerer



























Volcanic Lightning

8th-level evocation


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

Reaching within yourself, you summon a swirling cloud of blood-red lightning and ash in your hand. Choose a point you can see within range. The air within a 100-foot tall cylinder with a 25-foot radius grows heavy and ionized, and is considered difficult terrain. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When a creature enters the spell's area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw or take 4d8 lightning damage and become blinded by ash and strobing lightning bolts until the spell ends. A creature that starts its turn in the area and is already blinded by the spell takes 4d8 lightning damage.

A creature blinded by the spell can make a Constitution saving throw at the end of each of its turns. On a success, the blinded condition ends.


Classes: Druid, Sorcerer

Crack the Sky or Earth

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a white feather
    from a dove or a black feather from a
    hawk)
  • Duration: Concentration, up to 1
    minute.

Channeling divine power through
a single feather, you crack either
the sky or the earth.

Crack the Sky. Blinding white
pillars of holy light burst forth from
the sky above, bathing a target in
radiant light. Three 60-foot-tall
columns of light with a 5-foot diameter
appear in a space you can see within range.
A creature in the area of more than one
column is affected only once. Each creature
within an affected space must succeed on a
Dexterity saving throw or take 6d8 radiant
damage and become blinded. On a successful
save, the creature takes half damage and is not
blinded.

A creature blinded by this spell must make
a Constitution saving throw at the end of each
of its turns. On a failure, the target's Dexterity
score is reduced by 1. On a success, the creature
is no longer blinded and the spell ends. If you maintain your concentration on this spell for the entire possible duration, the Dexterity score reduction is permanent and can only be undone by a wish spell. If this spell reduces a creature's Dexterity score to 0, it is stunned until it regains at
least one point of Dexterity.

Crack the Earth. Deep red geysers spew forth from the earth, sapping the target's strength. Three geysers, each erupting into a 60-foot-tall cylinder with a 5-foot diameter, appear in a space you can see within range. A creature in the area of more than one geyser is affected only once. Each creature in an affected space must succeed on a Dexterity saving throw or take 6d8 necrotic damage and become frightened of the geyser. On a successful save, the creature takes half damage and is not frightened.

A creature frightened by this spell must make a Constitution saving throw at the end of each of its turns. On a failure, the target's Strength score is reduced by 1. On a success, the creature is no longer frightened and the spell ends. If you maintain your concentration on this spell for the entire possible duration, the Strength score reduction is permanent and can only be undone by a wish spell. If this spell reduces a creature's Strength score to 0, it is stunned until it regains at least one point of Strength.


Classes: Cleric, Sorcerer, Warlock


































Moran's Jailbreak

2nd-level conjuration


  • Casting Time: 1 minute
  • Range: Self
  • Components: S, M (A file, lockpick or other small trinket used to escape a cell or other bindings, which the spell consumes)
  • Duration: Instantaneous

You set to work filing the bars of your cell as you begin casting the spell. After one minute, you silently teleport 5 feet to a point you can see within range. If you are bound by ropes, manacles, or similar bindings, the bindings are unlocked or loosened as part of the spell. The somatic components of this spell can be performed even if your wrists are bound.


Classes: Artificer, Bard, Wizard

Special Thanks

Thanks to all the fine folks at the Spectre Creations Discord!

Art Credits.

The Perfect Fear by Francisco Negroni

Banishing Light by William Murai

Patreon Producers. CptMorgan525

 

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