Olster20's Additional Spells

by Olaeus

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Olster20's Additional Spells

Introduction

This document lists the complete homebrew spell list I use for the campaigns I run in Dungeons & Dragons 5th edition. I originally created this document in Word, for the benefit of me as the DM and my players. However, I see no reason not to make this freely available for others, provided of course that all sources are cited and credited, and that I seek no financial reimbursement. This applies to the spells of my own creation, which I am happy to share for free.

Some entries are updates of spells from older editions of Dungeons & Dragons that I missed too much to leave out. Some are recent creations in Wizards of the Coast's Unearthed Arcana. These --- the 'psionic' type spells, have since largely been archived (i.e. withdrawn from further consideration) however I'd already baked them into my campaign and besides, I like them enough to stick with them.

Others are spells that exist in various CRPGs that I enjoyed and wished to see represented in the campaigns I run.

A smaller number are spells designed by other authors and featured in their work that I have purchased to incorporate in the campaigns I run.

Finally, some are creations of my own mind.

In all instances, I have, where necessary, made (minor) amends to certain mechanics so as to ensure consistency in 5th edition. Where spells are ported from a non-Dungeons & Dragons CRPG, I've obviously had more work to do. All the same, I have endeavoured to accredit the original.

In any event, it is my hope that this collection of spells piques your interests, takes your fancy and ends up in your wizard's spellbook, cleric's mind... or, as the DM, your villainous NPC's spell list, to catch your players unawares!

The total number of spells I use as homebrew isn't quite as formidable as the Spell List by Class looks --- there are 62 in all --- numerous spells are available for more than one class!

A Note on my Thinking

Dungeons & Dragons 5th edition is great. It's accessible, it's intuitive, it's simple and elegant. Sometimes, a little too much, in my opinion. Case in point: Advantage / Disadvantage. It's a useful. It's also all-or-nothing. Whilst I like it, I find the (almost) complete omission of static bonuses occasionally a hindrance.

The same goes for resistance. It's either half, or nothing. I don't buy that all resistances are the same. There's little nuance. For this reason, I've actually built some of 3rd edition's resistances back in. This also applies to spell resistance, which is what is important for this document.

Spell Resistance

A handful of these spells reference spell resistance. This mechanic is one of the few things I ported across to 5th edition from 3rd. You can follow my lead and use this mechanic or skip these spells. Personally, I found abjuration type spells much more interesting in earlier editions, hence my bringing it back for homebrew play of 5th edition. See page 17 for how I implement this mechanic.


Tried and tested

These spells have been in use in my campaigns since 2017. I am confident in saying as a result that they have undergone substantial playtesting (not to mention repeated revision!)

Sources

A small number of entries may have featured in overlapping sources, such as Previous Dungeons & Dragons Editions and Neverwinter Nights 2 / Mask of the Betrayer. I have accredited such entries to the source with which I have strongest association for that entry.

Avernum/Exile

By Jeff Vogel @ Spiderweb Games
  • Avatar
  • Capture soul
  • Curse all
  • Dispel barrier
  • Divine retribution (formerly divine thud)
  • Energy barrier (formerly fire barrier)
  • Ersatz (formerly simulacrum)
  • Force barrier
  • Holy scourge
  • Improved force barrier
  • Martyr’s shield
  • Mind duel
  • Poison
  • Ravage enemy
  • Ravage fiend (formerly ravage spirit)
  • Rite of sanctification (formerly ritual of sanctification)

Baldur's Gate II: Shadows of Amn

by BioWare
  • Pierce shield
  • Spell shield
  • Spell turning

Previous Dungeons & Dragons Editions

by Wizards of the Coast
  • Arcane disjunction (formerly atttributed to a well-known wizard)
  • Black blade of disaster
  • Implosion
  • Lesser globe of invulnerability
  • Level drain
  • Prayer
  • Shield of the archons
  • Undead to death
  • Wail of the banshee

Neverwinter Nights 2 / Mask of the Betrayer

by Obsidian
  • Assay spell resistance
  • Creeping cold
  • Damnation
  • Dehydrate
  • Drown
  • Hypothermia
  • Lesser spell mantle
  • Living undeath
  • Moonbolt
  • Spell mantle
  • Visage of the deity

Unearthed Arcana

by Wizards of the Coast
  • Ego whip
  • Id insinuation
  • Intellect fortress
  • Mental barrier
  • Mind sliver
  • Mind thrust
  • Psionic blast
  • Psychic crush
  • Thought shield

Ulraunt's Guide to the Planes

by Quill and Cauldron
  • Aura of shade
  • Darkbolt
  • Nulathoe’s concussive demise
  • Wall of gloom
  • Withering bolt

My Homebrew

by u/Olster20
  • Abolition
  • Divine enemy
  • Eviscerate
  • Globe of protection
  • Hordriss’s ice bolt
  • Imperil
  • Searing light
  • Spell resistance
  • Stealing heal

Spell List by Class

Bard (Arcane)

  • Ego whip (enchantment)
  • Id insinuation (enchantment)
  • Imperil (enchantment)
  • Intellect fortress (abjuration)
  • Mental barrier (abjuration)
  • Mind sliver (enchantment)
  • Mind thrust (enchantment)
  • Psionic blast (evocation)
  • Psychic crush (enchantment)
  • Ravage enemy (enchantment)
  • Thought shield (abjuration)

Cleric (Divine)

  • Aura of shade (abjuration)
  • Avatar (transmutation)
  • Curse all (enchantment)
  • Damnation (conjuration)
  • Holy scourge (enchantment)
  • Implosion (evocation)
  • Lesser spell mantle (abjuration)
  • Living undeath (transmutation)
  • Martyr’s shield (abjuration)
  • Nulathoe’s concussive demise (necromancy)
  • Prayer (enchantment)
  • Ravage fiend (evocation)
  • Rite of sanctification (enchantment)
  • Searing light (evocation)
  • Shield of the archons (abjuration)
  • Stealing heal (necromancy)
  • Undead to death (necromancy)
  • Visage of the deity (transmutation)

Druid (Nature)

  • Creeping cold (transmutation)
  • Dehydrate (necromancy)
  • Drown (transmutation)
  • Hypothermia (evocation)
  • Moonbolt (transmutation)

Paladin (Divine)

  • Holy scourge (enchantment)
  • Prayer (enchantment)
  • Ravage fiend (evocation)
  • Rite of sanctification (enchantment)
  • Visage of the deity (transmutation)

Ranger (Nature)

  • Aura of shade (abjuration)
  • Creeping cold (transmutation)
  • Hypothermia (evocation)

Sorcerer (Arcane)

  • Abolition (evocation)
  • Arcane disjunction (abjuration)
  • Assay spell resistance (abjuration)
  • Black blade of disaster (conjuration)
  • Capture soul (conjuration)
  • Darkbolt (evocation)
  • Dispel barrier (abjuration)
  • Ego whip (enchantment)
  • Energy barrier (conjuration)
  • Ersatz (conjuration)
  • Eviscerate (necromancy)
  • Force barrier (conjuration)
  • Globe of protection (abjuration)
  • Hordriss’s ice bolt (evocation)
  • Id insinuation (enchantment)
  • Imperil (enchantment)
  • Improved force barrier (conjuration)
  • Intellect fortress (abjuration)
  • Lesser globe of invulnerability (abjuration)
  • Level drain (necromancy)
  • Mental barrier (abjuration)
  • Mind sliver (enchantment)
  • Mind thrust (enchantment)

Update?

Since this document was put together, I've refined and modded many of these. They are slightly more polished and more in line with official content. If you're interested, check the link, below. I haven't updated them here, as this booklet uses a different page size, so it's not just a simple job as copy and paste. One day, though... Updated Homebrew Spells

  • Nulathoe’s concussive demise (necromancy)
  • Pierce shield (abjuration)
  • Poison (transmutation)
  • Psionic blast (evocation)
  • Psychic crush (enchantment)
  • Ravage enemy (enchantment)
  • Spell mantle (abjuration)
  • Spell resistance (abjuration)
  • Spell shield (abjuration)
  • Spell turning (abjuration)
  • Thought shield (abjuration)
  • Wail of the banshee (necromancy)
  • Wall of gloom (abjuration)
  • Withering bolt (necromancy)

Warlock (Arcane)

  • Damnation (conjuration)
  • Darkbolt (evocation)
  • Ego whip (enchantment)
  • Id insinuation (enchantment)
  • Intellect fortress (abjuration)
  • Mental barrier (abjuration)
  • Mind sliver (enchantment)
  • Mind thrust (enchantment)
  • Psionic blast (evocation)
  • Psychic crush (enchantment)
  • Thought shield (abjuration)
  • Withering bolt (necromancy)

Wizard (Arcane)

  • Abolition (evocation)
  • Arcane disjunction (abjuration)
  • Assay spell resistance (abjuration)
  • Black blade of disaster (conjuration)
  • Capture soul (conjuration)
  • Darkbolt (evocation)
  • Dispel barrier (abjuration)
  • Divine enemy (divination)
  • Ego whip (enchantment)
  • Energy barrier (conjuration)
  • Ersatz (conjuration)
  • Eviscerate (necromancy)
  • Force barrier (conjuration)
  • Globe of protection (abjuration)
  • Hordriss’s ice bolt (evocation)
  • Id insinuation (enchantment)
  • Imperil (enchantment)
  • Improved force barrier (conjuration)
  • Intellect fortress (abjuration)
  • Lesser globe of invulnerability (abjuration)
  • Level drain (necromancy)
  • Mental barrier (abjuration)
  • Mind sliver (enchantment)
  • Mind thrust (enchantment)
  • Nulathoe’s concussive demise (necromancy)
  • Pierce shield (abjuration)
  • Poison (transmutation)
  • Psionic blast (evocation)
  • Psychic crush (enchantment)
  • Ravage enemy (enchantment)
  • Spell mantle (abjuration)
  • Spell resistance (abjuration)
  • Spell shield (abjuration)
  • Spell turning (abjuration)
  • Thought shield (abjuration)
  • Undead to death (necromancy)
  • Wail of the banshee (necromancy)
  • Wall of gloom (abjuration)
  • Withering bolt (necromancy)

Homebrew Spells

Arcane

Cantrips

Mind Sliver

Cantrip enchantment


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

You drive a disorientating spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a fail, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the result from the save.

This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), 17th level (4d6).

1st-Level

Id Insinuation

1st-level enchantment


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

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On success, the spell ends for the target.

2nd-Level

Darkbolt

2nd-level necromancy


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

Purchasable product.

Divine Enemy

2nd-level divination


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

This spell allows you to learn certain information about one creature that you can see within range. The creature must make a Charisma saving throw. On a fail, you learn the creature’s current hit points, AC, attack roll modifier and which, if any, saves it is proficient in.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you also learn any resistances the creature has, as well as the highest level spell slot, if any, it has remaining.

Imperil

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Until the start of your next turn

This spell renders a creature you can see within range more vulnerable. Choose a particular ability-based saving throw to affect. The creature’s saving throw suffers from the removal of any (positive) ability score modifier usually applied.

Mental Barrier

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when making an Intelligence, Wisdom or Charisma save
  • Range: Self
  • Components: V
  • Duration: 1 round

You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom and Charisma saving throws, and you have resistance to psychic damage.

Mind Thrust

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: 1 round

You propel a lance of psionic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a fail, the target takes 3d6 psychic damage, and it can only use it's movement, an action, bonus action or reaction until the end of its next turn. On a successful save, the target takes half as much damage and none of the spell's other effects.

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. The creatures must be within 30 feet of each other when you cast.

Poison

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a pale green mist to envelop a creature you can see within range. It must succeed on a Constitution saving throw, or take 2d4 poison damage and become poisoned for 1 minute. At the end of each of the creature’s next turns for the duration, it must repeat the save.

On a fail, it takes 2d4 poison damage and remains poisoned. On success, the effect ends for the creature and it stops taking damage.

Any effect that ends the poisoned condition also ends this spell early, too.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Thought Shield

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.

3rd-Level

Globe of Protection

3rd-level abjuration


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

You create a protective magical force around you, visible as a shimmering globe. The sphere increases your AC by 3, and acts as a defensive sponge that soaks up damage received. The shield has hit points equal to twice your caster level and upon taking damage, the shield loses hit points before you do. As soon as a strike lands that reduces the shield’s hit points to 0, the spell ends. If the blow does more damage than the shield has hit points remaining, the excess damage is applied to you.

The globe imposes disadvantage on your stealth checks.

Psionic Blast

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V
  • Duration: Instantaneous

You unleash a destructive wave of mental power in a 30-foot cone. Each creature in that area must make a Dexterity saving throw. On a fail, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On success, a target takes half as much damage and isn’t pushed back or knocked prone.

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.

4th-Level

Assay Spell Resistance

4th-level abjuration


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

Your spells become more effective at breaching the defences against spells of a single creature that you can see within range. For the next minute, you gain a +6 bonus to Spell Penetration checks you make against the creature’s spell resistance.

This spell requires no Spell Penetration check, but is blocked by spell shield.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, one additional creature can be affected for each slot level above 4th.

Ego Whip

4th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on a Wisdom saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

Hordriss’s Ice Bolt

4th-level evocation


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

You slam a creature that you can see with within range with a heavy, pointed bolt of ice. The creature must make a Dexterity saving throw, taking 5d8 bludgeoning damage, and 5d8 cold damage on a fail, or half on success. A target that fails its save is also knocked prone if size Medium or smaller.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d8 for each slot level above 4th.

Lesser Globe of Invulnerability

4th-level abjuration


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

You conjure a shimmering field of energy that prevents all spells of 3rd level or lower from affecting you for the duration, even if the spell is cast using a higher level spell slot.

Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

Wall of Gloom

4th-level abjuration


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

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5th-Level

Abolition

5th-level evocation


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Concentration, up to 2 subsequent turns

You channel devastating energy that rips apart, rending flesh, vaporising fluids and disintegrating bone and matter of a single creature you can see within range.

A 5-foot wide line of air between the two of you whips about like a howling gale. This space becomes difficult terrain for any creature, regardless of abilities that might say otherwise.

When you cast the spell, the creature must make a Wisdom saving throw. On success, the creature takes 6d6 force damage and the spell ends.

On a failed save, and for as long as the spell is in effect, the creature is restrained, cannot move, be moved, or be moved by a spell that magically moves it (e.g. misty step).

On your next turn, you use your action to inflict 9d6 force damage on the creature. The creature may repeat the save for half damage. The spell persists for as long as you maintain concentration and spend your action each turn maintaining the spell. If you move willingly, you sever the link and the spell ends.

On your next turn, you use your action to inflict 12d6 force damage on the creature, at which point the spell ends. The creature may repeat the save again, taking half damage on success. If the target’s hit points are reduced to 0 by this spell, it is killed instantly, reduced to dust, and the spell ends.

Once the spell is in effect, you do not need to be able to verbalise or see the creature, however total cover placed between you and the creature ends the spell.

Capture Soul

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a soul crystal)
  • Duration: Instantaneous

Using a soul crystal, which must be in your hand, you attempt to create a magical copy of a single creature’s soul. The creature must be alive and must have a soul. Make a spellcasting check, the DC of which equals twice the

creature’s CR or level. The souls of creatures whose CR or level is greater than 12 cannot be copied. On success, the spell replicates the soul of the creature and is unerringly drawn into the soul crystal.

The copied soul occupies one of the soul crystal’s four slots, determined at random (roll a d4). If the slot determined is already occupied, the soul you just copied overwrites the one already in that slot. The spell ersatz is needed to make use of a captured soul.

Energy Barrier

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a large carnelian, worth at least 250 g.p., which is consumed in the casting)
  • Duration: Instantaneous

You create an opaque, dark purple barrier of humming energy that is both indestructible and damaging to pass through. You may shape this barrier, which fills space in any variation up to 15 feet high and 60 feet wide; in all cases the barrier is 1-foot deep. Objects and creatures can pass through freely but must take force damage equal to twice your level when doing so.

Magic does not typically pass through the barrier. The barrier emits dim light to 15 feet. Aside from for Arcane disjunction, only dispel barrier can bring down an energy barrier.

Ersatz

5th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a soul crystal)
  • Duration: Up to 1 minute

You conjure a creature using its captured soul from a suitable soul-storing device that is within 5 feet of you. Depending on the nature of the creature you conjure from a soul crystal, you may need to cast ersatz using a spell slot of more than 5th level.

The conjured creature’s CR or level determines what spell slot level is required: CR 1/8 to 5/5th level: 5th level spell slot. For each CR or level above 5, a spell slot one level higher than 5th is required to conjure a copy of the creature from soul crystal.

A copy of the creature appears in an unoccupied spot that you can see within range. The conjured creature is under your control and remains for 1 minute. It can follow your telepathic instructions (no action required) and is a precise replica of the creature as at the time its soul was captured. It retains all abilities, ability scores and spells as the original, however its personality is muted and emotionless and magical items it carried when its soul was captured are not magical for the conjured creature.

The act of copying, storing and using souls to reproduce creatures is a delicate task. Each time a captured soul is called upon by this spell to conjure a copy of the creature, roll a d6. On a 1 or 2, the conjuring is still successful but the captured soul dissolves from the storage device.

Intellect Fortress

5th-level abjuration


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

You create a faintly shimmering barrier of protective psychic power around you. For the duration, you have advantage on all saving throws. When another creature that you can see within 30 feet of you fails a saving throw, you can use your reaction to allow them to reroll the save. They must use the new roll.

Nulathoe’s Concussive Demise

5th-level necromancy


  • Casting Time: 1 reaction, which you take when a creature that you can see dies
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Purchasable product.

Spell Shield

5th-level abjuration


  • Casting Time: 1 reaction, which you take when targeted by a spell
  • Range: Self
  • Components: S
  • Duration: Until the start of your next turn

You draw a fleeting curtain of the Weave about yourself to help protect you from a spell that targets you. Spells of 5th level or lower are automatically blocked and you are unaffected. For spells 6th level to 9th level, you must succeed at on spell check using your spellcasting modifier. The DC is equal to 10 + the incoming spell’s level. If successful, the incoming spell is blocked; otherwise, it bypasses the shield.

The exceptions, which are always absorbed by spell shield regardless of the level of casting, are assay spell resistance, dispel magic, mind duel and pierce shield.

Spell shield does not protect you from area effects that are not centred directly upon you. Spell shield cannot be counterspelled.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, spell shield blocks an incoming spell if that spell’s level is equal to or less than the spell slot level used for spell shield.

Spell Turning

5th-level abjuration


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

This powerful spell causes spells cast at you to rebound upon the original caster. Spell turning affects a total of 5 spell levels before collapsing, and includes spells cast from scrolls and devices such as wands, but excludes area effects that are not centred directly upon you and touch-based spell attacks.

Only spells up to 4th level can be turned, but the protection granted by this spell is absolute: as long as there are spell levels remaining of spell turning, then a spell will be turned. This spell doesn’t protect from dispel magic, however it isn’t affected by dispel magic either.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, one additional level of spells will be turned and the maximum number of spell levels increases by one, for each slot level above 5th. So if cast using a 6th level spell slot, this spell turns spells up to 5th level and a maximum of 5 spell levels, before collapsing.

6th-Level

Dispel Barrier

6th-level abjuration


  • Casting Time: 10 minutes
  • Range: 60 feet
  • Components: V, S, M (a medium blue spinel, worth at least 500 g.p., which is consumed in the casting)
  • Duration: Concentration, up to 1 minute

Due to the nature of this spell, few wizards are willing to share it. You perform a ritual casting to attempt to bring down either an energy barrier of a force barrier (or an improved force barrier). You can choose to cast dispel barrier as a non-ritual spell, in which case it takes 1 action to cast.

The DC to dispel energy or force barriers as a ritual is 10 (or 5 if cast using 1 action), modified by the difference between your spell attack bonus and that of the creature who created the barrier. The DC for an improved force barrier is 15 (or 10 if cast using 1 action), modified by the difference between your spell attack bonus and that of the creature who created the barrier.

Force Barrier

6th-level abjuration


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S, M (a large amethyst gemstone, worth at least 300 g.p., which is consumed in the casting)
  • Duration: Instantaneous

This spell is a more powerful version of the 5th-level spell, energy barrier. You create an indestructible, permanent barrier, which takes the appearance of an opaque, purple sheet of magic that emits dim light to 30 feet. It is not otherwise possible to discern visually between the barrier created by energy barrier and one created by this spell.

You may shape this barrier, which fills space in any variation up to 15 feet high and 60 feet wide; in all cases the barrier is 1-foot deep. No creature or object may pass through the barrier unless described as specifically being able to do so. Only dispel barrier and Arcane disjunction dissolve this barrier. Be careful not to trap yourself!

Mind Duel

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: M (a large smoky crystal* (quartz), worth at least 150 g.p., which is consumed as soon as the spell ends)
  • Duration: Concentration, up to 1 minute

You duel mentally with an enemy bard, sorcerer, warlock or wizard within range, seeking mental mastery over one other via an invisible psychic link the spell establishes between you. The link can only be broken if one of you becomes incapacitated, the spell’s range is exceeded, either of you cast spell shield or the dueller in control chooses (no action required). Either of you may lose or have some spell slots restored, be dumbfounded or even killed. Spell turning does not turn this spell. Below are the rules for conducting a mind duel.

  1. As the caster of mind duel, you are in control at the start: roll 2d8, choose one of the rolls, and add this to your spellcasting ability modifier; this is your mind strength. The target rolls 1d6 and add this to its spellcasting ability modifier to calculate its mind strength.

  2. If your mind strength is higher than that of the target, you retain control of the duel. The target loses a spell slot equal in level to the difference between your mind strengths. You gain a spell slot equal to the number the target loses, capped at 6th level.

  3. If the target lost a spell slot higher than 6th level, you regain an additional spell slot equal to the remaining balance. E.g. if the target loses an 8th level spell slot, you regain a 6th level spell slot and a 2nd level spell slot.

  4. If the target loses a higher level spell slot than it can currently cast, it loses the highest spell slot it can currently cast, plus another spell slot equal in level to the remaining balance. E.g. if the target’s highest spell slot remaining is 4th level, but loses a 7th level spell slot, it loses a 4th level and a 3rd level spell slot.

  5. If your mind strength is lower than that of the target, the outcome is reversed and the target siphons a spell slot of the appropriate level(s) from you. As the winner of the duel this round, the target is now in control of the duel. It makes any subsequent mind strength rolls with 2d8, choosing which to use. You use only 1d6 whilst not in control.

  6. On each of its next turns, whoever is in control of the duel may use its action to repeat the process for as long as it maintains concentration (up to the duration) and spends its action doing so. Otherwise, the spell ends.

If the losing side must lose a spell slot but has no remaining spell slots to siphon, it loses the equivalent in its spellcasting ability score instead. Only greater restoration or wish can undo this ability score loss.

Gained spell slots are wasted if you are already at maximum spell slots.

Psychic Crush

6th-level enchantment


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

You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned.

The stunned target can make an Intelligence saving throw at the end of each of its turns, ending the effect on success.

Ravage Enemy

6th-level enchantment


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You seek to weaken multiple enemies in combat. Each creature of your choice within range, up to a maximum number of creatures equal to your spellcasting ability modifier, must succeed on a Wisdom saving throw or be affected by a powerful curse for the duration. A cursed creature has disadvantage on its attack rolls and is slowed, as per the 3rd level spell, slow.

A cursed creature can repeat its save at the end of each of its next turns, but must succeed at separate saving throws on account of the dual effect, in order to cease being affected.

Spell Resistance

6th-level enchantment


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a single creature and imbue them with a measure of the Weave’s own protection. For the duration, the creature has Spell Resistance of 14 + your spellcasting ability modifier.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can affect with this spell increases by one for each spell slot above 6th.

Undead to Death

6th-level necromancy


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

A favourite of the god of the dead’s doomguides, this spell attempts to slay the undead. Roll a d4 and add your spellcasting ability modifier. This number is the maximum CR of undead creatures you can affect when you cast this spell. Each undead creature that you can see within range must succeed on a Wisdom a saving throw or be destroyed.

At higher levels. When you cast this spell using a spell slot of 7th level or higher, the CR of undead creatures you can affect when you cast this spell increases by one for each spell slot above 6th.

7th-Level

Spell Mantle

7th-level enchantment


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

You create a transparent purple barrier around you that absorbs spells cast at you, unless you choose to be affected by the spell. It can absorb up to 1d10 + 7 spell levels before collapsing. The protection this spell provides against spells is absolute: having 1 level remaining of this protection means a 1st level spell would be absorbed, as well as a 9th level spell. Whilst the mantle is active, you have disadvantage on stealth checks.

Withering Bolt

7th-level necromancy


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

A tangling mass of rot blasts towards a creature of you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 7d12 necrotic damage and must make a Constitution saving throw. On a failed save, the creature is withered for 1 minute. While withered in this manner, the creature makes Strength, Dexterity and Constitution checks and saving throws with disadvantage.

Aberrations, constructs and undead are immune to all effects of this spell.

8th-Level

Eviscerate

8th-level necromancy


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

The infamous eviscerate spell – conceived to kill – sends lethal, dark blue necrotic energy arcing through the air to deliver a devastating blow on a single target you can see within range. The creature must make on a Constitution saving throw. On a fail it takes 10d20 necrotic damage, or half on success.

Constructs are not affected.

Improved Force Barrier

8th-level abjuration


  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, M (a large blue spinel, worth at least 1,500 g.p., which is consumed in the casting)
  • Duration: Instantaneous

This spell is a more powerful version of the 6th level spell, force barrier. You create an indestructible, permanent barrier, which takes the appearance of an opaque, dark purple-maroon sheet of magic that emits dim light to 30 feet.

You may shape this barrier, which fills space in any variation up to 25 feet high and 60 feet wide; in all cases the barrier is 1-foot deep. No creature or object may pass through the barrier unless described as specifically being able to do so. Though you can dispel it by spending 1 minute concentrating on it, the dispel barrier spell has a reduced chance of working compared with energy or force barriers.

The only other spell that can dissolve an improved force barrier is Arcane disjunction. Be careful not to trap yourself!

Pierce Shield

8th-level abjuration


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

This spell launches a massive attack on a single creature’s spell defences within range. For the duration, the creature’s Intelligence, Wisdom and Charisma saving throws against spells (including from scrolls and devices such as wands) are made with a -d8 penalty.

Next, pierce shield ends up to two spell protections of any level from 1st to 9th, for example spell mantle and protection from poison. If the creature is benefiting from more than two magical effects as a result of other spells, the two pierce shield ends are determined randomly. Finally, this spell halves the creature’s magic immunity, if any.

Pierce shield ignores spell resistance, though spell shield may block the save penalty and spell effects-ending elements of this spell.

9th-Level

Arcane Disjunction

9th-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

An off-key chime sounds as you send forth a rippling wave of dead Weave energy in a 20-foot sphere centred on yourself. Any spell of 9th level or lower in the area of effect ends immediately. All other creatures within the area, and any creature that enters the area, must succeed on an Intelligence saving throw or become disjoined from the Weave for the duration, and any magical items they are carrying become also become disjoined from the Weave for the duration.

Whilst the spell is in effect, no spell may be cast from within the area and no magical effect can enter the area either.

Unattended magical items must also make a saving throw, using their rarity classification in increments of 3 as their bonus for the save (e.g. common +3, uncommon +6, rare +9 etc.). A magical item that fails this save becomes disjoined. Artefacts are not affected.

A disjoined creature cannot cast any spells or activate any magical abilities or magic items. Any attunement to magical items ends. A creature may repeat the save at the end of each of its next turns, provided it is not within the area of effect at the time, to regain its ability to use magical items that are not disjoined, and cast spells. Disjoined objects become mundane, losing all magical properties until the spell ends.

If you maintain your concentration on this spell for the duration, affected magical items become mundane permanently. This spell ignores spell resistance.

When your concentration ends, you must succeed on an Intelligence save against your own spell save DC or become disjoined from the Weave. This duration lasts until you complete a long rest.

Black Blade of Disaster

9th-level conjuration


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

You create a black sword-shaped planar rift within range. When the sword appears, you can make a melee spell attack against a creature within 5 feet of the sword. On a hit, the creature takes 6d10 force damage. A critical hit doesn't deal extra damage; instead, the creature must succeed at a Constitution saving throw, otherwise it succumbs to the planar forces and is disintegrated.

The blade can pass through magical barriers of equal spell power or lower, except for improved force barrier. It cannot penetrate dead magic areas, such as antimagic fields or an area under the effect of Arcane disjunction. As a bonus action on each of your subsequent turns, you can move the sword up to 20 feet and make a melee spell attack.

Level Drain

9th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an amount of polished onyx, worth at least 2,500 g.p., which is consumed in the casting)
  • Duration: Instantaneous

You suck out living essence from a single creature you can see within range. This effect makes a terrible primal howling noise, and sends it to become one with the Weave. Make a ranged spell attack. On success, the creature must succeed at a Constitution saving throw or permanently lose 1d2+1 character levels (or twice that number of HD).

On a successful save, the creature takes 5d10 force damage instead.

This spell has no effect on constructs or undead. Only wish can reverse the level loss.

Wail of the Banshee

9th-level necromancy


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

This terrifying spell emits a dreadful, soul-chilling scream.

Each creature within range, excluding you, takes 1d4 x 10 hit points of psychic damage and must make a Constitution saving throw. On success, the creature suffers no further effect.

On a fail, if the creature has 50 hit points or fewer remaining, the creature dies. If the creature has 51 or more hit points remaining, it takes 8d6 necrotic damage and its hit point maximum also reduces by this amount. This maximum hit point reduction lasts until the end of a long rest.

Creatures that can’t hear are unaffected, as are constructs and undead.


Divine

1st-Level

Rite of Sanctification

1st-level enchantment (ritual)


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (at least 100 g.p. worth of powdered silver and a vial of holy water, both of which are consumed in the casting)
  • Duration: Instantaneous

When cast on a location or object filled with evil magic, the location receives a blessing to attempt to drive out of the evil magic. Make a spellcasting ability check. The DC equals 10, modified by difference between your spell attack modifier and that of originator. E.g. if a cleric with a spell attack modifier of +7 attempts to sanctify a curse or dark enchantment enacted by a creature with a spell attack modifier of +9, the DC is 12.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, add two to the d20 roll when making the DC check for each slot level above 1st.

2nd-Level

Living Undeath

2nd-level necromancy


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

This spell imparts a quasi-physical transformation upon one creature you touch, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed, with no ill effect.

The subject is not susceptible to sneak or critical attacks for the duration of the spell, however it does suffer a temporary penalty on any charisma-based saving throws or checks, making both with disadvantage.

All effects expire after 1 minute.

Stealing Heal

2nd-level necromancy


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

You drain the health of one creature that you can see within range, and add it to your own. The creature must succeed on a Constitution saving throw, or take 3d6 + your spellcasting ability modifier necrotic damage.

This spell cannot raise your hit points beyond their maximum.

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.

3rd-Level

Holy Scourge

3rd-level enchantment


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

You bestow a powerful curse on one creature you can see within range. The creature must succeed on a Wisdom saving throw or make attack rolls and ability checks with disadvantage for the duration. Creatures have advantage on attack rolls to hit the cursed creature.

Prayer

3rd-level enchantment


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

You chant a loud prayer, invoking your deity’s favour. Provided they remain in range, all creatures of your choice gain +2 to attack rolls, ability checks and saving throws. For the duration, you can use a bonus action on subsequent turns to repeat these effects, otherwise the spell ends early.

Searing Light

3rd-level evocation


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

You direct a white-hot beam of holy light at a single target you can see within range. Make a ranged spell attack. On success, the beam burns the creature for 6d8 hit points of radiant damage and it must make a Constitution saving throw. On a fail, the creature is blinded for 1 minute. A blinded creature may repeat the save at the end of each of its turns, ending the effect on success.

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.

Visage of the Deity

3rd-level abjuration


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

You invoke the power of your deity. For the duration, you make all Charisma checks and saving throws with advantage, and also benefit in other ways, based on your alignment.

  • If your alignment is good, you gain resistance to necrotic and poison damage.
  • If your alignment is neutral, you gain resistance to fire and lightning damage.
  • If your alignment is evil, you gain resistance to cold and radiant damage.
4th-Level

Aura of Shade

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 8 hours

Purchasable product.

Curse All

4th-level enchantment


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You bestow a curse on all creatures of your choice that you can see within range. Each creature must succeed on a Wisdom saving throw or make attack rolls and ability checks or the duration with disadvantage. A cursed creature may repeat its save at the end of each of its next turns, ending the effect on success.

Martyr’s Shield

4th-level abjuration


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

This spell imbues with you holy justice energy. For the duration, when a creature hits you with a melee attack, the creature takes the same amount of damage from its attack as you do.

Lesser Spell Mantle

4th-level abjuration


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

You create a transparent purple barrier around you that absorbs spells cast at you, unless you choose to be affected by the spell. It can absorb up to 1d6 + 4 spell levels before collapsing. The protection spell mantle provides against spells is absolute: having 1 level remaining of this protection means a 1st level spell would be absorbed, as well as a 9th level spell. Whilst the mantle is active, you have disadvantage on stealth checks.

5th-Level

Nulathoe’s Concussive Demise

5th-level necromancy


  • Casting Time: 1 reaction, which you take when a creature that you can see dies
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Purchasable product.

Ravage Fiend

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a large moonstone, worth at least 150 g.p., which is consumed in the casting)
  • Duration: Instantaneous

Fiends, such as demons and devils, are highly magic-resistant. This spell ignores a fiend’s Magic or Spell Resistance and blasts a single fiend you can see within range with righteous power. The fiend must make a Wisdom saving throw with disadvantage. On a fail, the fiend takes 8d12 radiant damage, which ignores any resistance, or half on success.

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 5th.

6th-Level

Avatar

6th-level transmutation


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

You invoke your deity’s aid, temporarily becoming infused with a fragment of its might. Whilst the divine energy courses within, you are an incredibly powerful avatar of your deity. For 1 minute, you have advantage with weapon attacks, gain 30 temporary hit points and are under the effects of martyr’s shield.

Additionally, you have invulnerability to all damage until the end of your next turn. Any conditions in effect, such as paralyzed poisoned, or spells subjecting you to penalties, such as bane or slow, immediately end upon casting.

Undead to Death

6th-level necromancy


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

A favourite of the god of the dead’s doomguides, this spell attempts to slay the undead. Roll a d4 and add your spellcasting ability modifier. This number is the maximum CR of undead creatures you can affect when you cast this spell. Each undead creature that you can see within range must succeed on a Wisdom a saving throw or be destroyed.

At higher levels. When you cast this spell using a spell slot of 7th level or higher, the CR of undead creatures you can affect when you cast this spell increases by one for each spell slot above 6th.

7th-Level

Shield of the Archons

7th-level abjuration


  • Casting Time: 1 reaction, which you take upon taking damage
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call forth a brilliantly-illuminated mystic shield of divine energies that interposes itself between you and the cause of damage. This could be from a weapon attack, a spell, or even dragon breath. Once cast, the spell remains active for 1 minute.

For the duration, you may use your reaction to have the shield intercept a damaging effect and bear the brunt of the attack. If used when taking damage from an attack, you take 0 damage.

You have advantage if you are required to make a saving throw by the cause of damage, taking only half damage on a fail, and 0 damage on success.

At all other times for the duration, the shield remains close to you, but dulls and becomes almost invisible, with just a faint outline to see.

Each time the shield takes any damage, there is a percentage chance it shatters, equal to 1% for each point of damage. If the shield shatters, the spell ends early.

8th-Level

Divine Retribution

8th-level evocation


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

This mighty spell delivers a stunning blow to all creatures within a 20-foot radius sphere, which you centre on a point you can see within range. Each creature in the area must make on a Dexterity saving throw. On a fail, a creature takes 8d10 force damage and if size Large or smaller, is knocked prone. On success, a creature takes half damage and isn’t knocked prone.

9th-Level

Implosion

9th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 3 rounds

You create a destructive resonance in a corporeal creature’s body that you can see within range. The creature must succeed on a Constitution saving throw or drop to 0 hit points. On each of your next turns, you can use your action to target a different creature you can see within 10 feet of the last target. All targets must be within range.


Nature

2nd-Level

Creeping Cold

2nd-level transmutation


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

This spell turns the sweat and moisture of a single creature you can see within range, to ice, creating blisters as the ice forms on its skin. The creature must make a Constitution saving throw. On a fail, it takes 1d6 cumulative points of cold damage per turn for 3 turns (i.e. 1d6 hit points of damage on 1st turn, 2d6 the 2nd turn and 3d6 the 3rd turn). A successful save upon casting halves the damage each round.

3rd-Level

Dehydrate

3rd-level necromancy


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

You choose a creature that you can see within range and afflict it with a crippling condition. The creature must succeed on a Constitution saving throw, or take 1d4 + 1 Constitution damage, which lasts for 8 hours. The creature also gains one level of exhaustion.

Oozes, plants and water elementals are especially vulnerable to this – making their saves with disadvantage and on a failed save, rolling 1d8 instead of 1d4 for damage adding the relevant bonuses. Multiple castings don’t stack exhaustion.

Hypothermia

3rd-level evocation


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S
  • Duration: Instantaneous

You impose extreme cold on a single creature that you can see within range. The creature must make a Constitution saving throw. On a fail, it takes 8d6 cold damage and gains one level of exhaustion. On success, it takes half damage and isn’t exhausted. Multiple castings don’t stack exhaustion.

4th-Level

Moonbolt

4th-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a moonbolt to strike unerringly against a single creature you can see within range. The creature must make a Dexterity saving throw.

A living creature that fails its save takes Strength damage equal to your proficiency modifier, which lasts for 1 minute. Multiple castings overlap but Strength reduction doesn’t stack. On success, nothing happens.

If the target is undead and fails its saving throw, it falls prone and is incapacitated until the end of your next turn, at which point it stands back up and is no longer incapacitated. However, it has disadvantage on attack rolls it makes for the next minute.

6th-Level

Drown

6th-level transmutation


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

This spell creates water in the lungs of a creature that you can see within range, causing it to begin drowning. The target must succeed with a Constitution saving throw or else drop to half of its maximum hit points. If the target is already below half of its maximum hit points, it drops to 1 hit point instead.

Creatures that do not require the use of lungs, such as undead or constructs are not affected by this spell.

Amends to Official Spells

Revivify

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamonds wirth 300 gp.p., which the spell consumes)
  • Duration: Instantaneous

You touch a creature that has died within the last minute as a result of failing three death saving throws. You compel the creature’s departing soul to return to its dead body, before the soul has left whatever plane of existence it is on. The creature returns to life by a thread and has its third death save fail undone.

This spell can’t restore any missing body parts and has no effect on a living creature.

Arcane sword

5th-level conjuration


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

You create a sword-shaped planar rift within range. When the sword appears, you can make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, as a bonus action on each of your subsequent turns, you can move the sword up to 20 feet to a spot you can see and make an additional attack.

Finger of Death

7th-level necromancy


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

You create a sword-shaped planar rift within range. When the sword appears, you can make a melee spell attack against a target within You send negative energy coursing through a creature that you can see within range, causing it searing pain. The creature must make a Constitution saving throw, taking 7d8 + 50 necrotic damage on a fail, or 7d8 on success.

If the necrotic damage caused by this spell reduces a creature’s hit points to 0, it is slain instantly.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your orders to the best of its ability. Creatures immune to necromancy are not affected by this spell.

Time Stop

9th-level transmutation


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

You briefly stop the flow of time for everything and everyone

but deities and yourself. No time passes for anything else. You can cast this spell as an action on your turn, or as a reaction when you are hit by an attack or fail a Dexterity saving throw.

Action. You immediately take 3 turns in a row, during which you can use actions and move as normal.

Reaction. You get out of harm's way, the attack misses you or you succeed on the saving throw instead, and you take 0 damage if you would have taken half damage. You then immediately take an extra turn.

When you take these extra turns:

  • Attack rolls you make have advantage
  • Spells you cast can't be upcast, but still cost one spell slot higher than usual (for no extra benefit) and reconcile when time stop ends
  • Strength and Dexterity saving throws you impose are made with disadvantage.

This spell immediately ends if one of the actions you use during this period, or any effects that you create during this period, affects an object being worn or carried by someone other than you.


Why amends to official spells?

Arcane sword (formerly attributed to a well-known wizard) is a great spell but a terrible 7th-level spell. This version remedies that. Finger of death and time stop were once great spells --- sadly over-diluted in 5th edition. Now, they're decent enough again. Finally, revivify has been totally revised to fit my homebrew variation on death, death saving throws, and coming back from death.


Special Thanks

To Quill and Cauldron for its exemplary work on Epic Characters and Ulraunt's Guide to the Planes (Shadowfell).

Finally...

If you enjoy this - great! Much thanks goes to those behind the originals; I hope I did them justice. I'm starting work next on a document for epic spells - currently under playtest! My main campaign has just tipped into epic play (21st level) using Quill and Cauldron's Epic Characters - and so my players and the opposition are flirting with these spells.


Reminder. This compilation of spells is for my players and me, for our weekly games. I'm sharing it for others to use, should they wish, freely and with no expectation of any financial reimbursement. All original material is credited to and owned by the respective parties mentioned on pages 2 and 17. If you want to share your thoughts, or would like to show your appreciation, just drop me a Thank you at u/Olster20

Further notes on Spell Resistance

Spell Resistance vs Magic Resistance

What's the difference? I usually add spell resistance to creatures that have a strong connection with magic. Normally, this is through intense study of magic, or where the creature may have acquired this additional protection somehow. I see magic resistance as more of an inherent trait, reserved for inherently magical creatures, even though they may not necessarily have studied magic or done something to deliberately acquire deeper understanding of the Weave.

You could --- though this isn't a hard and fast rule --- say that a creature's intellectual capabilities have some bearing on it. Thus, you might have a magical creature, that happens to be very dumb, but has magic resistance. Conversely, you may have a dastardly archmage villain that has acquired spell resistance though his nefarious deeds and experiments.

What creatures have spell resistance?

As an example, many fiends have magic resistance: The [fiend] has advantage on saving throws against spells and other magical effects. Fiends are inherently magical creatures. Other creatures in my campaigns may not be inherently magical per se, but wield magic (most usually, they are spellcasters).

If I deem such a creature to be of sufficient power, I may add spell resistance to their traits. For example, the Big Bad of a huge campaign I ran riffed heavily off a mash-up between The Lord of the Rings's Witch-king and Game of Thrones' Night King. He had an awesome array of spellcasting firepower. And so, I have him spell resistance/18.

Being able to cast spells isn't explicitly a requirement for spell resistance, and neither should every creature that can cast spells have spell resistance (the Big Bad I referred to was CR 25). To help by using creatures you may be more familiar with, Demogorgon is inherently magical, and as per WOTC's Out of the Abyss campaign, he duly has magic resistance. Orcus, however, I see has having acquired a connection with the Weave, and so if I were to run him, I'd be tempted to give him spell resistance.

Quite evilly, a very small number of creatures in my campaigns have both magic and spell resistance! Orcus might be an example of one of those. But proceed with caution here. Below is broadly how I categorise various tiers of spell resistance:

Tier Spell Resistance
Low 5 to 10
Mid 11 to 14
High 15 to 18
Epic 19 and above

How does Spell Resistance work?

In short, it's an ability check. If the caster of a spell fails the check against a creature's spell resistance, the creature gains a bonus to its save. Ultimately, this means the creature with spell resistance tends to succeed on saves against spells more often.


Spell Resistance

Spell resistance always has a value (usually between 1 and 20).

When you cast a spell (or use an item that casts a spell) against a creature with spell resistance, you may choose to make a Spell Penetration check. Roll a d20 + your spellcasting ability modifier + your spell's level.

If the Spell Penetration check fails (is lower than the spell resistance value), the target adds a special bonus to its saving throw against the spell, equal to half of its spell resistance value. This is in addition to any other bonus it ordinarily has.

If the spell ordinarily does not allow for a save, the creature with spell resistance gets one anyway if you fail the Spell Penetration check. In this instance, the creature rolls a d20 and adds just half of its spell resistance to the roll.

If the spell you're casting requires a spell attack against a creature with spell resistance, you simply have disadvantage on the attack roll instead.

Credits

Art

  1. Front cover art credit: Captdiablo Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License
  2. Cover art Credit: RomoloTavani
  3. Woodland Warden Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License
  4. Magic Missiles by 0oki
  5. Wizard's Lightning - Wizard's Retort - Magic the Gathering, by 88grzes

CRPGs

Avernum / Exile

Spiderweb Software

Baldur's Gate II: Shadows of Amn

BioWare

Neverwinter Nights 2: Mask of the Betrayer

Obsidian

Dungeons & Dragons, Fifth Edition

Dungeons & Dragons

Wizards of the Coast

Other

Quill and Cauldron

Products

More Spells

Equals

More Fun

Finding you're constantly reverting to the same old spells each time you so much sniff a goblin, vampire or dragon? Beginning to find that spells are losing some of their magic? Ever wondered what other groups around other tables are casting on their turns?

Look no further! This compendium covers all 62 homebrew spells I have created, restored or revised from existing sources (credited within) for my heroic players and villainous NPCs to throw around the dungeon at one another.

If you've a moment, I'd love to hear your thoughts, which spells you're going to use, and where you think any might be improved. Reach me over on Reddit at u/Olster20



Cover Art: Captdiablo

In the hope that whether the caster or the target, you enjoy these in game as much as I do.

Fan Content Policy

Content is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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