7th-level Spells, the Bamstacks Variant

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Spells (7th): The Bamstacks Variant

Delayed Blast Fireball

7th level Evocation


  • Spell Lists: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 150 Feet
  • Components: V, S, M (a tiny ball of bat guano and sulfur)
  • Duration: Concentration, up to 1 Minute

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell's base damage is 8d6. If at the end of your turn the bead has not yet detonated, the damage increases by 2d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire 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 8th level or higher, the damage increase each round increases by 1d6 for each slot level above 7th.

Divine Word

7th level Evocation


  • Spell Lists: Cleric
  • Casting Time: 1 Bonus Action
  • Range: 60 Feet
  • Components: V
  • Duration: Instantaneous

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

  • 50 hit points or fewer: deafened for 1 minute
  • 40 hit points or fewer: deafened and blinded for 10 minutes
  • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
  • 20 hit points or fewer: killed instantly

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.

Finger of Death

7th level Necromancy


  • Spell Lists: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 10d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

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 verbal orders to the best of its ability.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d8 for each slot level above 7th.

Fire Storm

7th level Evocation


  • Spell Lists: Cleric, Druid
  • Casting Time: 1 Action
  • Range: 150 Feet
  • Components: V, S
  • Duration: Instantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 10d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create two more cubes for each slot level above 7th.

Forcecage

7th level Evocation


  • Spell Lists: Bard, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 100 Feet
  • Components: V, S
  • Duration: Instantaneous

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

The prison, regardless of its form, has AC 15, 240 hit points, and immunity to poison, psychic, and necrotic damage. It takes double damage from the disintegrate spell. The spell ends if it loses all of its hit points.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by dispel magic.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the prison gains 80 hit points for each slot level above 7th.

Mordenkainen's Magnificent Mansion

7th level Conjuration


  • Spell Lists: Bard, Wizard
  • Casting Time: 1 Minute (Ritual)
  • Range: 300 Feet
  • Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
  • Duration: 24 Hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

If you cast this spell again while a previous dwelling is in existence, the previous spell ends.

Mordenkainen’s Sword

7th level Evocation


  • Spell Lists: Bard, Wizard
  • Casting Time: 1 Bonus Action
  • Range: 60 Feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: Concentration, up to 1 Hour

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make one melee spell attacks with the blade against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an additional 4d12 force damage on top of the normal critical damage (for a total of 8d12 + 48 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make one melee spell attack with it again.

The blade can harmlessly pass through any barrier, including a wall of force.

At Higher Levels. When you cast this spell using a spell slot of 9th level, you can make two melee spell attacks when you summon it and on subsequent turns instead of one.

Moulder

7th level Necromancy


  • Spell Lists: Cleric, Druid, Odic
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a pinch of dust or loam)
  • Duration: Instantaneous

Your touch causes instant decay, dissolving your target’s physical form and reducing it to the base elements of which it was made. One creature or object you touch must make a Constitution saving throw, taking 20d8 necrotic damage on a failed save or half as much on a success, ignoring resistance and treating immunity as resistance. Undead have disadvantage on this save. A creature reduced to 0 HP by this spell crumbles to dust, leaving behind anything it was wearing or carrying. If you target a Huge or smaller nonmagical object with this spell, it automatically takes max damage. If you target a Gargantuan or larger nonmagical object, this spell deals max damage to a 15’-cube portion of it.

Power Word Pain

7th level Enchantment


  • Spell Lists: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. While the target is affected by this crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Prismatic Spray

7th level Evocation


  • Spell Lists: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll 2d6 to determine which color rays affect it. If you roll the same effect twice, the creature is affected twice by the Violet ray and also the number rolled.

1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage of the Red, Orange, Yellow, Green, and Blue rays increase by 1d6 for each slot level above 7th.

Prayer of Aid

7th level Divination


  • Spell Lists: Cleric
  • Casting Time: 10 Minutes
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You entreat your deity for aid, opening yourself as a conduit for its divine power. Immediately after you finish the prayer, you cast any cleric spell of your choice of 6th level or lower without expending an additional spell slot. If you have a Divine Domain, you can choose the spell from among your domain or your expanded domain spells, instead of the cleric spell list. You ignore the spell’s casting time, casting it as though you spent a 7th-level spell slot if it is a spell of 1st level or higher.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, its casting time decreases to 1 minute for an 8th-level spell slot, and to 1 action for a 9th-level spell slot.

Regenerate

7th level Transmutation


  • Spell Lists: Bard, Cleric, Druid
  • Casting Time: 1 Minute
  • Range: Touch
  • Components: V, S, M (a prayer wheel and holy water)
  • Duration: 1 Hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 2 hit points at the start of each of its turns (20 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Resurrection

7th level Necromancy


  • Spell Lists: Bard, Cleric
  • Casting Time: 1 Hour
  • Range: 30 Feet
  • Components: V, S, M (a diamond worth at least 5,000 gp, which the spell consumes)
  • Duration: Until Dispelled

You touch remnants of a dead creature that has been dead for no more than 10 years, that didn't die of old age, and that isn't undead. The soul must be free and willing.

The resurrection DC set by this spell is 4 + 2(# of deaths). Up to 4 creatures within the range of the spell for the spell's duration can attempt an appropriate skill check against the resurrection DC, decreasing the DC the creature has to make to come back by 3 on a success, to a minimum of 3. The dead creature then makes a death saving throw, coming back to life with all their hit points if they succeed against the resurrection DC.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

If this spell fails to bring back a soul, that soul cannot be brought back by any spells of 7th level or lower until the creature is brought back to life.

Sequester

7th level Transmutation


  • Spell Lists: Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 500 gp, which the spell consumes)
  • Duration: Until Dispelled

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

Simulacrum

7th level Illusion


  • Spell Lists: Wizard
  • Casting Time: 12 Hours
  • Range: Touch
  • Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
  • Duration: Until Dispelled

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor does it gain any benefits from short or long rests. A simulacrum with spell slots may not use a spell slot above 5th level.

If the simulacrum is damaged, it can only be repaired in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any duplicate you created with this spell is instantly destroyed.

Symbol

7th level Abjuration


  • Spell Lists: Bard, Cleric, Druid, Wizard
  • Casting Time: 1 Minute
  • Range: Touch
  • Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 100 gp, which the spell consumes)
  • Duration: Until Dispelled or triggered

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.

Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.

Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic.

Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

Whirlwind

7th level Evocation


  • Spell Lists: Druid, Oracle, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 300 Feet
  • Components: V, M (a piece of straw)
  • Duration: Concentration, up to 1 Minute

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the bludgeoning damage increases by 2d6 for each slot level above 8th.

Credits

For all spells not listed here but listed in a variant's spell list, you can find their source here:

Source Spell
meowmagic banner of liberation*, flower moon, fruit of legends
The Arcanist's Handbook mob mentality, sensory deprivation, wall of wonder
The Complete Devout Handbook elemental ruination*, prayer of aid
OAP's Odic muscle memory
OAP's Shaman possessive apparition
Silverflame's First Compendium celestial spear*, confluence, drifting glaciers*
Ecthelion from TM discord moulder
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