Guide to the Past Volume 2

by Hastek

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Guide to the Past II

Spells by Class

Artificer

1st Level
  • See Alignment
  • Vanish
  • Blades of Fire
2nd Level
  • Spontaneous Immolation
  • Undetectable Alignment
  • Protective Penumbra
3rd Level
  • Burrow
5th Level
  • Hammer of Mending

Bard

Cantrip
  • Detect Fiendish Presence
  • Lullaby
  • Know Direction
1st Level
  • See Alignment
  • Vanish
  • Ear-Piercing Scream
2nd Level
  • Duelist’s Feint
3rd Level
  • Guardian Monument
4th Level
  • Primal Scream
  • Truespeak
  • Unseen Crew
5th Level
  • Touch of Slumber
  • Dungeonsight
  • Archon's Trumpet
6th Level
  • Hymn of Peace
  • Serenity
7th Level
  • Ki Shout
9th Level
  • Impenetrable Veil

Cleric

Cantrip
  • Disrupt Undead
  • Detect Fiendish Presence
  • Enhanced Diplomacy
  • Virtue
1st Level
  • Positive Pulse
2nd Level
  • Burst of Radiance
  • Undetectable Alignment
  • Protective Penumbra
  • Status
3rd Level
  • Poison
4th Level
  • Soul Vault
  • Ride The Waves
  • Truespeak
5th Level
  • Hammer of Mending
  • Touch of Slumber
  • Rest Eternal
  • Dungeonsight
  • Archon's Trumpet
6th Level
  • Hymn of Peace
  • Overwhelming Poison
  • Serenity
8th Level
  • Soulseeker
  • Discern Location

Druid

Cantrip
  • Enhanced Diplomacy
  • Virtue
  • Know Direction
1st Level
  • Positive Pulse
2nd Level
  • Burst of Radiance
  • Undetectable Alignment
3rd Level
  • Burrow
  • Poison
4th Level
  • Soul Vault
  • See Through Stone
  • Ride The Waves
  • Truespeak
5th Level
  • Touch of Slumber
  • Rest Eternal
6th Level
  • Overwhelming Poison
8th Level
  • Soulseeker
  • Seamantle
  • Discern Location
9th Level
  • Temporal Regression

Paladin

2nd Level
  • Undetectable Alignment
3rd Level
  • Guardian Monument
  • Night of Blades
  • Poison
4th Level
  • Soul Vault
5th Level
  • Archon's Trumpet

Ranger

1st Level
  • Blades of Fire
3rd Level
  • Burrow
  • Night of Blades
  • Poison
4th Level
  • Soul Vault
  • See Through Stone

Sorcerer

Cantrip
  • Disrupt Undead
  • Detect Fiendish Presence
1st Level
  • See Alignment
  • Vanish
  • Positive Pulse
  • Ear-Piercing Scream
  • Blades of Fire
2nd Level
  • Spontaneous Immolation
  • Burst of Radiance
  • Undetectable Alignment
  • Protective Penumbra
3rd Level
  • Guardian Monument
  • Toxic Gift
  • Burrow
  • Call the Void
  • Night of Blades
  • Poison
4th Level
  • Soul Vault
  • Primal Scream
  • Ride The Waves
  • Truespeak
  • Unseen Crew
5th Level
  • Hammer of Mending
  • Touch of Slumber
  • Dungeonsight
  • Archon's Trumpet
  • Sealed Sending
6th Level
  • Fluid Form
  • Serenity
  • Ether Step
  • Cosmic Ray
7th Level
  • Limited Wish
  • Word of Beckoning
  • Waves of Exhaustion
  • Power Word Blind
  • Statue
  • Ki Shout
8th Level
  • Demand
  • Seamantle
  • Discern Location
9th Level
  • Impenetrable Veil
  • Ride the Lightning

Warlock

Cantrip
  • Detect Fiendish Presence
1st Level
  • Positive Pulse
  • Ear-Piercing Scream
2nd Level
  • Protective Penumbra
  • Status
3rd Level
  • Guardian Monument
  • Call the Void
  • Night of Blades
  • Poison
4th Level
  • Soul Vault
  • Ride The Waves
  • Truespeak
  • Unseen Crew
5th Level
  • Hammer of Mending
  • Touch of Slumber
  • Rest Eternal
6th Level
  • Overwhelming Poison
7th Level
  • Word of Beckoning
  • Waves of Exhaustion
  • Power Word Blind
8th Level
  • Soulseeker
  • Demand
9th Level
  • Temporal Regression

Wizard

Cantrip
  • Disrupt Undead
  • Detect Fiendish Presence
1st Level
  • See Alignment
  • Vanish
  • Positive Pulse
  • Ear-Piercing Scream
  • Secluded Grimoire
  • Blades of Fire
2nd Level
  • Spontaneous Immolation
  • Burst of Radiance
  • Undetectable Alignment
  • Protective Penumbra
3rd Level
  • Guardian Monument
  • Toxic Gift
  • Burrow
  • Call the Void
  • Night of Blades
  • Poison
4th Level
  • Soul Vault
  • Primal Scream
  • Ride The Waves
  • Truespeak
  • Unseen Crew
5th Level
  • Hammer of Mending
  • Touch of Slumber
  • Dungeonsight
  • Archon's Trumpet
  • Sealed Sending
6th Level
  • Fluid Form
  • Serenity
  • Ether Step
  • Cosmic Ray
7th Level
  • Limited Wish
  • Word of Beckoning
  • Waves of Exhaustion
  • Power Word Blind
  • Statue
  • Ki Shout
8th Level
  • Demand
  • Seamantle
  • Discern Location
9th Level
  • Temporal Regression
  • Impenetrable Veil
  • Mordenkainen's disjunction
  • Ride the Lightning

Disrupt Undead

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Wizard

You direct a ray of positive energy

Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage.

If you hit an undead target, it also has disadvantage on the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d8 when you reach certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Detect Fiendish Presence

Divination Cantrip


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

For the duration, you know if there is fiends with evil alignment within in a 60-foot cone originating from you, as well as where the creature is located and his the lingering effects caused by their gifts, presence, and spells.

It can also detect clerics and paladins of fiendish deities, including Asmodeus, archdevils, daemonic harbingers, and demon lords.

Lullaby

Enchantment Cantrip


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

You begin to sing a lullaby that makes the creatures who listen to it sleepy in a 10-foot-radius sphere from a point within range.

Each creature within the area must make a Wisdom saving throw.

On a failed save, a creature become drowsy taking disadvantage on Perception checks and a disadvantage on Wisdom saving throw against sleep effects while the lullaby is in effect.

Enhanced Diplomacy

Divination cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Druid

You imbue the subject with divine diplomacy skills.

The creature gets advantage on a single Persuasion or Intimidate check.

It must choose to use the bonus before making the roll to which it applies.

Virtue

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Druid

You touch one creature, imbuing it with vitality.

If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d6 + your spellcasting ability modifier.

The temporary hit points are lost when the spell ends.

This spell's temporary hit points increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

You always add your spellcasting ability modifier to the temporary hit points.

Know Direction

Divination cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Druid

When you cast this spell, you instantly know the direction of north from your current position.

The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings.

Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.

See Alignment

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (eye of newt)
  • Duration: 1 minute
  • Classes: Artificer, Bard, Sorcerer, Wizard

When you cast this spell, select a single alignment (such as lawful good or chaotic evil). Creatures of that alignment glow with a ghostly radiance while they are within your vision.

Though you can see this radiance, other creatures cannot.

Spells and effects that obscure alignment, also obscure the effects of this spell.

Vanish

1st-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Sorcerer, Wizard

A creature you touch becomes invisible until the spell ends.

Anything the target is wearing or carrying is invisible as long as it is on the target's person.

The spell ends for a target that attacks or casts a spell.

Positive Pulse

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: instantaneous
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

This spell causes a wave of positive energy to spread in a 5-foot-radius sphere from a point within range, damaging foes vulnerable to positive energy and bolstering living creatures.

Each undead creature in the are must make a Wisdom saving throw.

A target takes 3d6 radiant damage on a failed save, or half as much damage on a successful one.

This spell does not heal creatures such creatures instead gain advantage on saving throws against death effects, finger of death, negative Energy Flood, and effects directly caused by undeads.

This bonus lasts for 1 round.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Ear-Piercing Scream

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard

You unleash a powerful scream to one creature you can see within range.

The target must succeed on a Constitution saving throw or take 3d6 thunder damage and is stunned until the end of its next turn.

Secluded Grimoire

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a spellbook worth at least 50 gp)
  • Duration: Until dispelled
  • Classes: Wizard

This spell sends a spellbook used in the spell's casting into a random but safe location on the Ethereal Plane, where it remains indefinitely.

When you cast this spell, the target spellbook dissolves into quickly fading lines of energy and runes that reflect all of the spells stored within.

Thereafter, you can retrieve the spellbook as an action, causing it to reappear in your hands.

You cannot cast this spell on another spellbook if you currently have a spellbook in the Ethereal Plane.

No other creatures or objects accompany the spellbook you send away, and the duration of any spells currently affecting the spellbook continue normally.

Blades of Fire

1st-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous
  • Classes: Artificer, Ranger, Sorcerer, Wizard

You flourish the weapon used in the casting and then lights up in a fairy fire.

Choose up to three creatures you can see within range.

Make a melee spell attack against each target.

On a hit, a target takes 2d8 fire damage.

Spontaneous Immolation

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (pinch of saltpeter)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Sorcerer, Wizard

You point your finger at a creature, causing it to spontaneously burst into flame.

The target must make a Constitution saving throw.

It takes 4d6 fire damage on a failed save, or half as much damage on a successful one.

On a failed save, the target also burns for the spell's duration.

The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

At the end of each of its turns, the target repeats the saving throw.

It takes 2d6 fire damage on a failed save, and the spell ends on a successful one.

These magical flames can't be extinguished by nonmagical means.

Burst of Radiance

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of flint and a pinch of silver dust)
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Sorcerer, Wizard

This spell fills the area with a brilliant flash of shimmering light.

Each creature in a 10-foot-radius sphere centered on a point of your choice in the range must make a Constitution saving throw.

On a failed save, a creature takes 3d6 radiant damage, and it is blinded for 1 minute.

On a successful save, it takes half as much damage and isn't blinded.

A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Undetectable Alignment

2nd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours
  • Classes: Artificer, Cleric, Druid, Paladin, Sorcerer, Wizard

Until the spell ends, one willing creature or object you touch is immune all forms of divination that reveal their alignment

Protective Penumbra

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard

This spell keeps the target slightly in shadow.

A target with light sensitivity, or vulnerability to sunlight (such as vampires and wraiths) may ignore penalties from those qualities

Duelist’s Feint

2nd-level enchantment


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

With a lascivious wink and a sensuous sway, you flood a foe’s mind with lustful thoughts of you, distracting your target and rendering that creature vulnerable to your attacks.

Choose a creature you can see within range. The target must succeed on a Wisdom saving throw

On a failed save the creature have disadvantage on concentration checks and ability checks against grapple, and shove.

If the target would not normally be sexually attracted to you, it have advantage on its saving throw.

If you end your turn more than 20 feet from the target or end your turn where your target cannot see you, this spell immediately ends.

Status

2nd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Cleric, Warlock

When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition.

You touch a willing creature and you are aware of direction and distance to the creatures and any conditions affecting them: incapacitated, restrained, unconscious, dying, frightened, stunned, poisoned or the like.

Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

Guardian Monument

3rd-level abjuration


  • Casting Time: Touch
  • Range: Touch
  • Components: V, S, M (an unattended, non-magical object)
  • Duration: 1 hour
  • Classes: Bard, Paladin, Sorcerer, Warlock, Wizard

You touch an unattended, non-magical object to create a touchstone for humans defending the area.

The area can have a radius up to 40 feet, such human defenders are protected by a shimmering aura as long as they are in the area.

Whenever a human ends its turn in the area gains 3d6 temporary hit points.

The spell is suppressed if the object is moved from its place, but resumes if the object is put back. Its duration continues to elapse while it is suppressed this way.

If the touched object is a monument to human achievement, the area increases to a 60-foot radius.

Toxic Gift

3rd-level necromancy


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

You can cast this spell only if you are currently poisoned.

Choose a creature that you can see within range. The target must succeed on a Constitution saving throw

You draw upon the poison in your body and duplicate its effects in the target, which is affected by the same poison you are, except it uses this spell’s DC instead of the poison’s normal DC.

If you are affected by more than one poison, you must choose one to afflict upon the target.

Burrow

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Druid, Ranger Sorcerer, Wizard

The subject can burrow at a speed of 15 feet (or 10 feet if it wears medium or heavy armor) through sand, loose soil, or gravel, or at a speed of 5 feet through stone.

Using burrow requires only as much concentration as walking, so the subject can attack or cast spells normally. The burrowing creature cannot run.

Loose material collapses behind the target 1 round after it leaves the area.

This spell does not give the target the ability to breathe underground, so when passing through loose material, the creature must hold its breath and take only short trips, or else it may suffocate.

Call the Void

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

This spell surrounds you with an aura of nothingness that channels the mysterious energies of the Dark Tapestry to a distance of 19 feet for the duration.

When the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save the creature takes 3d6 force damage. On a successful save, the creature takes half as much damage. In addition, creatures affected by your aura cannot breathe, and cannot speak or cast spells with somatic components. Creatures in the spell area cannot breathe or speak regardless of whether their save is successful as long as they are in the spell area.

Night of Blades

3rd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin, Ranger, Sorcerer, Warlock, Wizard

You create an immobile wall of tiny black blades that whirl and tear into creatures like a cyclone on the ground at a point you can see within range. You can make the wall up to 10 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 10 feet in diameter, 20 feet high, and 1 foot thick.

When the wall appears, each creature within its area must make a Dexterity saving throw.

On a failed save, a creature takes 4d6 slashing damage, or half as much damage on a successful save. A creature can move through the wall the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 3d6 slashing damage on a failed save, or half as much damage on a successful one.

Poison

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Calling upon the venomous powers of natural predators,

Make a melee spell attack against a creature you can reach.

On a hit, the target takes 7d8 poison damage and must make a Constitution saving throw.

On a failed save, it is also poisoned for the duration.

At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

Soul Vault

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S,
  • Duration: 1 Hour
  • Classes: Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Choose a willing creature that you can see within range. Until the spell ends, the target’s soul is protected by briefly enveloping the target in an ethereal vault.

The target gains advantage on saving throws against spells and effects that would trap or redirect its soul (such as magic jar or soul bind) and effects that would transform the target into an undead creature.

The target is granted a save to negate such effects even if one is not normally allowed.

If it’s cast on a living creature that then dies, the target’s body and spirit are protected by the spell for its duration. If it’s cast on a corpse within 1 round of death, the target’s body and soul are both protected. Otherwise, only the body receives the protection.

See Through Stone

4th-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Druid, Ranger

You touch a creature and bestow the ability to see through solid rock as if it were transparent glass. You may see through 10 foot of stone.

You see within the stone as if you were looking at the area in normal light, even if there is no illumination, though darkvision have no effect on your ability to see through stone.

Metal at least 1 inch thick or wood or dirt at least 3 feet thick blocks your vision.The spell does not negate creatures hiding behind stone objects (the stone is still an obstacle to your attacks).

Primal Scream

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

You voice a mighty yell from the depths of your soul, you can end any charmed or paralyzed condition that afflicts you.

You can cast this spell even when paralyzed or unable to speak because of a charmed effect, but not in an area of silence , if you are unable to speak for reasons other than enchantments or paralysis (for example, if you are gagged), or if cast in an environment where speaking is not possible.

Ride The Waves

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

You touch one willing creature and the target gains the ability to breathe water and a swim speed of 30 feet.

The spell does not make the target unable to breathe air

Truespeak

4th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You can communicate with any creature that is not mindless.

As long as you can be heard, your speech is understandable to all creatures, each of which hears you as though you were conversing in its language or other natural mode of communication, and you hear their responses as though in your own native language.

You may ask questions and receive answers, though this spell does not make creatures more friendly or cooperative than normal, and non-sentient creatures may give limited responses. While using truespeak, your language-dependent effects can affect any creature that is not mindless.

Unseen Crew

4th-level conjuration


  • Casting Time: 1 action
  • Range: 400 feet
  • Components: V, S
  • Duration: 1 day
  • Classes: Bard, Sorcerer, Warlock, Wizard

An unseen crew member is an invisible, shapeless force that performs the duties of one crew member. It can tie off ropes, hoist sails, swab decks, and other such duties. An unseen crew member possesses no other skills. It cannot fight, speak, or even defend itself.

An unseen crew member has a AC 10, 1 hit point, and a Strength of 10, and it can't attack. If it drops to 0 hit points, the spell ends. It cannot fly, but it can climb, swim, or walk with a base speed of 20 feet.

If you attempt to send an unseen crew member beyond the spell’s range (measured from your current position), the crew member ceases to exist.

Hammer of Mending

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a small mithral hammer worth 300 gp)
  • Duration: Instantaneous
  • Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard

Upon striking a piece of solid ground with the spell’s focus or a holy symbol, you let out a wave of energy that repairs items around you to a distance of 30 feet.

All objects or constructs in the area are regains hit points equal to 6d6 + your spellcasting ability modifier.

Hammer of mending can fix destroyed magic items (items with 0 hit points or fewer), and restores the magic properties of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way.

Touch of Slumber

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of seaweed)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You touch a creature, and that creature must succeed on a Wisdom saving throw. On a failed save the target falls unconscious for 2d6 hours.

Any loud noise or rough contact causes it to awaken immediately. Thereafter, slapping or wounding an affected creature awakens it, but normal noise does not. Awakening a creature is an action.

Rest Eternal

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (ashes and a vial of holy or unholy water)
  • Duration: Permanent
  • Classes: Cleric, Druid, Warlock

You touch a dead creature placing a curse upon a dead creature that bars its spirit from returning.

Anyone casting a spell that would communicate with the dead creature, return it to life, or turn it into an undead creature, the creature must make an ability check using their spellcasting ability.

The DC equals 15. Rest eternal cannot be dispelled, Only a Remove Curse or a wish spell can end this effect

Dungeonsight

5th-level divination


  • Casting Time: Casting Time
  • Range: Self (60-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Sorcerer, Wizard

You receive a clear and memorable view of the layout of chambers, barriers, and connecting passages within the area of effect. This spell does not reveal the contents or inhabitants of any of these locations, only the basic architecture of the space.

For example, a staircase leading up to a pair of doors would be apparent, but the iron golems guarding the doors would not.

This spell does identify the locations of secret doors and hidden passages but gives no clue as to the means of opening or accessing them.

Archon's Trumpet

5th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Paladin, Sorcerer, Wizard

Upon hearing a booming report, as if from a trumpet archon’s mighty horn.

Each creature in a 30-foot cone must make a Constitution saving throw.

On a failed save, a target is paralyzed until the end of your next turn.

Sealed Sending

5th-level conjuration


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (one nonmagical parchment with a written message)
  • Duration: 8 hours
  • Classes: Sorcerer, Wizard

You create a scroll bearing a message in any language you can speak, with a maximum length of 50 words.

The scroll magically appears anywhere you have viewed at least once on the same plane of existence you are on now.

When the spell ends or when the message has been read completely, the scroll disintegrates, leaving no trace. This spell cannot be detected, traced, or blocked by any spell of a lower level.

Hymn of Peace

6th-level abjuration


  • Casting Time: 1 action
  • Range: Self (40-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric

Each time a subject of this spell attempts to attack another creature or object, or otherwise perform an aggressive or damaging action toward a creature or object, it must attempt a Wisdom saving throw.

On a failed save, the subject cannot follow through with the attack and loses that part of its action. Creatures not taking violent actions are unaffected by this spell.

On a success save, the subject can attack normally.

Overwhelming Poison

6th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an adder's fang)
  • Duration: 10 minutes
  • Classes: Cleric, Druid, Warlock

You touch a one dose of poison increasing the virulence of the targeted dose of poison, making the poison more difficult to resist. The next to creature be affected by the poison have disadvantage on the saving throw to resist the poison. Additionally, the poison uses its own saving throw DC or your spell DC, whichever is higher.

Fluid Form

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a mixture of oil and water)
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Wizard

When you cast this spell, your body takes on a slick, oily appearance.

For the duration of this spell, your form can stretch and shift with ease and becomes slightly transparent, as if you were composed of liquid.

This transparency is not enough to become invisible.

You gain resistance to nonmagical slashing damage and your reach increases by 10 feet.

In addition, you can pass through small holes or narrow openings, even mere cracks, with anything you were carrying at the time the spell was cast (except other creatures).

Finally, you can move through water with a swim speed of 60 feet and can breathe both water and air for the duration of this effect.

Serenity

6th-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Cleric, Sorcerer, Wizard

You fill the targets’ minds with feelings of tranquility to one creature you can see within range.The target must succeed on a Wisdom saving throw. On a failed save whenever the creature attempt do some harmful action to another creature takes 3d6 psychic damage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

If the creature reaches 0 hit points, it falls unconscious..

Ether Step

6th-level transmutation


  • Casting Time: 1 reaction, which you take when you are hit by an attack or when you are targeted by a spell
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classes: Sorcerer, Wizard

You step into the Ethereal Plane long enough to dodge a blow or confound a spell, you vanish from your current plane of existence and appear in the Ethereal Plane

Until the start of your next turn you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Cosmic Ray

6th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of meteorite)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You fling a ray of deadly cosmic energy at the target creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 10d6 radiant damage and must make a Constitution saving throw. On a failed save, the target becomes poisoned for 1 minute and emits toxic cosmic energy for as long as it is poisoned; any creature that starts its turn within 5 feet of the affected target must succeed at a onstitution saving throw or become poisoned for 1 round.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Limited Wish

7th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

A limited wish lets you create nearly any type of effect

This spell duplicates any other spell of 6th level or lower.

You don't need to meet any requirements of that spell, including the material components.

The spell simply takes effect and you suffer one level of exhaustion and once you use cast this spell, you can't cast again until you finish 1d4 long rests.

Word of Beckoning

7th-level conjuration


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (fine copper wire)
  • Duration: 1 round
  • Classes: Sorcerer, Warlock, Wizard

This spell functions like sending, except the subject also receives knowledge of a command word that, when spoken, summons you to the open space nearest to the subject.

The subject must speak the command word within 1 round of knowing it to summon you, although the subject isn’t obligated to speak it.

You can be transported any distance within a plane but cannot travel between planes. You can bring along objects as long as their weight doesn’t exceed your maximum load.

You may also bring four additional willing Medium or smaller creatures (carrying gear or objects up to its maximum load).

All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

Waves of Exhaustion

7th-level necromancy


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

Waves of negative energy erupts from your hands.

Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 necrotic damage and it suffers one levels of exhaustion on a failed save, or half as much damage and not gain a level of exhaustion on a successful one.

At Higher Levels.When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.

Power Word Blind

7th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You utter a single word of power that one creature you can see within range to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total.

Any creature that currently has 201 or more hit points is unaffected.

  • 200 hit points or fewer: blinded for 1 minute
  • 100 hit points or fewer: blinded for 10 minutes
  • 50 or less hit points or fewer: blinded permanent

Statue

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (lime, sand, and a drop of water stirred by an iron spike)
  • Duration: Concentration, up to 1 hour
  • Classes: Sorcerer, Wizard

This spell turns the flesh of a willing creature you touch to solid stone, along with any garments and equipment worn or carried.

In statue form, the subject gains resistance to nonmagical bludgeoning, piercing, and slashing damage.

The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage. The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires as long as the spell duration is in effect.

Ki Shout

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: instantaneous
  • Classes: Bard, Sorcerer, Wizard

Choose a creature that you can see within range. With a guttural bark, you unleash a sudden blast of sonic energy that strikes your opponent.

The target must succeed on a Wisdom saving throw.

It takes 12d6 thunder damage and is stunned until the end of its next turn. on a failed save, or half as much damage and not stunned on a successful one.

Soulseeker

8th-level divination


  • Casting Time: 1 hour
  • Range: Unlimited
  • Components: V, S, M (incense worth 250 gp)
  • Duration: Instantaneous or 1 hour
  • Classes: Cleric, Druid, Warlock

You identify the stage of a given soul’s judgment, or determine its fate post-judgment. You must either unambiguously identify the soul you seek or use the skull of the body the soul vacated as a focus. If the subject does not share your alignment, the soul can attempt a Wisdom saving throw to resist this spell’s effects as if it were still alive. If the subject is still alive or its soul has been destroyed, this spell fails without providing any information.

If the soul has not yet been judged and moved on to its final reward or punishment, soulseeker provides an estimate of its location; in most cases, this is somewhere in the River of Souls or the Boneyard. While this may assist in physically traveling to the soul’s location, especially in cases involving effects such as soul bind or the Trap Soul of demilich. the spell’s primary purpose is to identify how long the subject has been dead (and what form of life-restoring magic is necessary). If the soul has already been judged, soulseeker instead identifies the plane to which the soul has been sent as a petitioner and the petitioner’s general location on that plane (such as “Elysium, beneath the boughs of the Witchwood”).

If soulseeker is cast on the same plane on which the soul’s new petitioner form currently exists, it guides you along the shortest, most direct physical route to the petitioner, as described in find the path. In this case, the spell’s duration is 1.

Demand

8th-level enchantment


  • Casting Time: 10 minutes
  • Range: Unlimited
  • Components: V, S, M (fine copper wire)
  • Duration: 1 round
  • Classes: Sorcerer, Warlock, Wizard

This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out.

A successful Wisdom saving throw negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

The demand's message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately.

Seamantle

8th-level conjuration


  • Casting Time: 1 action
  • Range: Self (5-foot-radius, 30-foot-high cylinder)
  • Components: V, S, M (a cup of water)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

You sheathe yourself within a churning column of pure elemental water up to 30-foot high, that fills your space. Until the spell ends, you gain the following benefits:

  • You gain a swim speed equal to your speed and can see, hear, and breathe normally within the seamantle, but attacks against you are treated as if you were under the surface of the water.

  • The seamantle blocks line of effect for any fire spell or supernatural fire effect, but enemies can attempt to use fire spells within the seamantle; the creature must make an ability check using their spellcasting ability. The DC equals 10 + the spell's level. and if successful the fire spell takes effect as a bubble of steam contained within the seamantle rather than its usual effect.

  • You can use your action to make a slam attack by forming a pseudopod of water, against a creature within your reach. This slam attack has a reach of 30 feet, on a hit, the target takes 6d8 bludgeoning damage.

  • You can use your action to attempt to extinguish fires by touch. You automatically extinguish up to a 10-foot cube of normal fire. Against magical fire effects, your touch acts as dispel magic

Discern Location

8th-level divination


  • Casting Time: 10 minutes
  • Range: Unlimited
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Sorcerer, Warlock, Wizard

A discern location spell is among the most powerful means of locating creatures or objects.

Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object.

Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

Temporal Regression

9th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (hourglass filled with powdered horacalcum worth 1,500 gp)
  • Duration: 1 minute or triggered
  • Classes: Druid, Warlock, Wizard

When you cast this spell, note your current location and condition, including your hit point total and any ongoing conditions affecting you as well as their durations (poisoned, damage, and spell effects). This spell creates a beacon in space-time that’s imperceptible to anyone but you.

As an action while you are within 90 feet of where you originally cast the spell before the spell’s duration expires, you can trigger the spell to transport yourself back to the marked location and restore yourself to the condition you were in when you cast the spell; this does not restore any expended items, charges, or spells you may have used during that time.

This does not reverse effects for anyone else, and to bystanders it appears as though you teleported to the beacon location and regained conditions you had when the beacon was set. Temporal regression strains your body; when the spell is triggered, you gain 1 level of exhaustion . These exhaustion disappear after 24 hours.

You can trigger the spell to transport yourself back to your beacon as an reaction instead of an action, but doing so utterly and entirely consumes the material component.

Impenetrable Veil

9th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (dust from the Ethereal Plane worth 1,250 gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Sorcerer, Wizard

You touch a willing creature enchanting the target so it is nearly impossible to detect by both magical and mundane means, granting it the following benefits:

  • The target gains a advantage on Desterity (stealth) checks and can use Stealth to hide from all creatures attempting to perceive it, even when it lacks concealment or cover.

  • It can attempt a Stealth check to avoid detection from creatures using blindsight, blindsense, or any ability that functions as either (such as tremorsense).

  • Furthermore, the target leaves no trail and cannot be tracked unless it chooses to leave a trail. If a creature attempts to discern the target’s presence or location using divination magic (including magic items with a divination aura such as a crystal ball), the creature must make an ability check using their spellcasting ability. The DC equals 10 + the target’s Stealth bonus. To discern any information about the target, and on a failed check cannot do so for the spell’s duration.

Mordenkainen's disjunction

9th-level abjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Wizard

All magical effects and magic items in a 40-foot-radius sphere centered on each point you choose that you can see within range, except for those that you carry or touch, are disjoined. That is, spells effects are unraveled and destroyed completely (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Wisdom saving throw save or be turned into a normal item for the duration of this spell. An item in a creature's possession uses its own Wisdom saving throw bonus or its possessor's Wisdom saving throw bonus, whichever is higher.

You can also use this spell to target a single item. The item have disadvantage in the saving throw.

On a failed save the item is permanently destroyed.

Even artifacts are subject to mage's disjunction, though there is only a 1% chance of actually affecting such powerful items. If successful, the artifact's power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 Wisdom saving throw or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even a wish spell.

Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

Ride the Lightning

9th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Sorcerer, Wizard

You may transform into lightning as an action and instantly travel in a straight line to a distance of up to 120 feet, rematerializing in the new location as a free action.

This movement does not provoke attacks of opportunity.

Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 10d6 lightning damage and on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three or half as much damage on a successful one and not suffers none of the spell's other effects

. Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. You are immune to electricity while this spell lasts.

Credits

Cover Art: dleoblack

Creator: Hastek01

Back Cover art: GM Binder

For those who read this, I thank you in advance for reading the content of this compendium of spells, it was a rewarding job to do and I really hope you like it since it may be one of my last projects related to compendium of spells Thank you again and I hope you continue to enjoy this Dungeons and Dragons community.

 

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