New Wizard Spells

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Fountain of Knowledge

7th-level divination


  • Classes: Cleric (Knowledge Domain only), Wizard
  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (an elaborately decorated tome worth at least 250 gp)
  • Duration: 8 hours

You tap into a spiritual plane that houses a grand amount of knowledge and understanding. For the duration of the spell, whenever you make an Intelligence check or Intelligence saving throw, you can treat a d20 roll of 9 or lower as a 10.

Harvester's Boomerang

2nd-level evocation


  • Classes: Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (20-foot line)
  • Components: V, S
  • Duration: Instantaneous

You conjure a spinning, bladed metal boomerang that flies forward in a line that is 5 feet wide and 20 feet long, then returns to you along that same line. Each creature in that line must make two Dexterity saving throws, taking 3d4 slashing damage on each failed save.

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.

Wall of Paper

2nd-level evocation


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (five or more sheets of paper)
  • Duration: Concentration, up to 10 minutes

A flurry of paper, vellum, and leaflets fly and gather at a point that you can see within range. The wall makes a cacophony of sound of many papers flapping and falling.

You can make the wall up to 15 feet long, 10 feet high, and 1/4 inch thick, or you can make a ringed wall 30 feet in diameter, 5 feet high, and 1/4 inch thick. The wall grants three-quarters cover (+5 bonus to AC and Dexterity saving throws). In addition, a creature that makes a Dexterity (Stealth) check to hide behind the wall does so with advantage.

A creature can move through the wall of paper by expending half its movement to press itself through the wall. A creature can also make a weapon attack or spell attack against a 5-foot-square section of the wall to force the paper in that section to temporarily recede until the end of the creature's turn, allowing normal movement through that section. Likewise, on your turn, you can command sections of the wall to recede until the end of your turn (no action required).

If the wall of paper takes acid, cold, or fire damage, it is destroyed instantly and the spell ends. In addition, if the wall is doused in at least 5 gallons of water, the paper becomes soaked and falls to the ground uselessly, instantly ending the spell.

Bonus Content


Credits

Special Thanks

"Codex of Spells (Chapter 8)" 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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