The Spell Compendium

by Baelrog

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0-Level Spells (Cantrips)

Acid Splash

0-Level Evocation (Arcane)


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

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d8 acid damage.

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

Baleful Grasp (Chilling Touch)

0-Level Necromancy


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

You channel the essence of unlife toward one creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Druidcraft

0-Level Transmutation (Druid)


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

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless visual effect, such as falling leaves, a puff of smoke, or a tiny animal, the effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You can influence nonmagical weather events such as rain, snow or wind to move around you, preventing you from being affected by them for the next 10 minutes.
  • You create a cacophony of animal sounds, winds rushing through trees, or the sounds of distant inclimate weather in a 10 foot cube within range.
  • You may create a mild odor of plants within a 10 foot cube within range, whether the smell of fresh flowers, rotting vegetation, or otherwise.

Friends

0-Level Enchantment


  • Casting Time: 1 action
  • Range: self
  • Components: V
  • Duration: Concentration, up to 10 Minutes

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. The verbal component of this spell may be slipped into casual conversation. A successful Wisdom (Insight) check contested by your Charisma (Deception) check (made with advantage) allows a listener to determine that a spell has been cast.

Guidance

*0-Level Divination


  • Casting Time: Reaction, which you take in response to you or an ally within 10 feet of you failing an Ability Check
  • Range: 10 feet
  • Component: V, S
  • Duration: Instantaneous

You channel magical insight to the creature who failed the Ability Check. That creature can roll a d4 and add the number rolled to the check, potentially turning it into a success.

Guidance can only affect a creature once per Short or Long rest.

Infestation

0-Level Conjuration


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

You cause a cloud of ravenous parasitic biting insects to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 Poison damage and on the start of its next turn move 5 feet in a random direction if able. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

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

Poison Spray

0-Level Evocation


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

You launch a mist of toxic energy at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d12 Poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Produce Flame

0-Level Conjuration


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: 10 Minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame when you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d10 fire damage. When you do so, another flame appears instantaneously in your hand if you wish it to do so, otherwise the spell ends.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Resistance

0-Level Abjuration Spell


  • Casting Time: 1 Reaction
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You channel magical protection to the creature who failed the Saving Throw. That creature can roll a d4 and add the number rolled to the save, potentially turning it into a success.

Shocking Grasp

*0-Level Evocation


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

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d10 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Sorcerous Burst

0-Level Conjuration (Sorcerer)


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

You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. You choose the damage type each time you cast this spell: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

This spell’s damage increases by 1d8 when you reach level 5 (2d8), 11 (3d8), and 17 (4d8).

True Strike

0-Level Divination


  • Casting Time: 1 Reaction
  • Range: 10 Ft
  • Components: S
  • Duration: Instantaneous

With your magic you subtly alter the course of an attack that would otherwise certainly miss. When a creature you can see within 10 feet of you, including yourself, misses with an unarmed or weapon attack, that creature can roll a d4 and add the number rolled to the attack, potentially turning it into a hit.

Vicious Mockery

0-Level Enchantment (Bard)


  • Casting Time: 1 action
  • Range: 60 Ft
  • Components: V
  • Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

The spell causes disadvantage on the next 2 attacks when you reach 5th level, the next 3 attacks at 11th level, and the next 4 attacks at 17th level.

First Level Spells

Arms of Hadar

1st level Conjuration


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

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d8 Necrotic damage and can’t take Reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Burning Hands

1st level Evocation


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

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d8 Fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the cone size increases by 5 feet for each slot level above 1st.

Catapult

1st level Transmutation


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

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, make a ranged spell attack against the target. If the attack hits, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d10 + your spellcasting ability modifier Bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d10, for each slot level above 1st.

Charm Person

1st level Enchantment


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

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you and your companions as friendly acquaintances. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Chromatic Orb

1st level Evocation


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

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, force, lightning, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 4d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Color Spray

1st level Illusion


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (Colored powder or sand)
  • Duration: 1 Round

A dazzling array of flashing, colored light springs from your hand. Creatures in a 15-foot cone originating from you must make a Constitution saving throw or become Blinded until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cone size increases by 5 feet for each slot level above 2nd.

Cure Wounds

1st level evocation


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

A creature you touch regains a number of hit points equal to 2d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Divine Favor

1st level evocation


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration 1 Minute

Your prayer empowers you with divine radiance. As you cast this spell you choose Radiant or Necrotic. Until the spell ends, your weapon attacks deal an extra 1d6 of the chosen damage type on a hit.

Expeditious Retreat

1st level Transmutation


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration 10 Minutes

This spell allows you to move at an incredible pace away from your enemies. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. On the turn you cast this spell, your movement does not provoke attacks of opportunity.

Goodberry

1st level Transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M*
  • Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. Eating or administering a berry takes an Bonus action. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

-* (a sprig of mistletoe)

Hail of Thorns

1st level Conjuration


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration 1 Minute

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it takes 1d10 piercing damage.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Hellish Rebuke

1st level Evocation


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

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d12 Fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

-* which you take in response to being damaged by a creature within 60 feet of you that you can see

Identify

1st level Divination


  • Casting Time: 1 Action (ritual)
  • Range: Touch
  • Components: V, S, M (an owl feather)
  • Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any.

You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If the object requires attunement, you may attune to it immediately. This spell cannot detect a curse within a magic item.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Illusory Script

1st level Illusion


  • Casting Time: 1 Minute (ritual)
  • Range: Touch
  • Components: S, M (a bottle of ink)
  • Duration: 10 Days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing is invisible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

Jump

1st level Transmutation (Druid, Ranger, Sorcerer, Wizard)


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M (a grasshopper's hind leg)
  • Duration: 1 Minute

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending only 10 feet of movement.

At Higher Levels. When you cast this spell using a spell slot of level 2 or higher, you can target one additional creature for each slot level above 1.

Mage Armor

1st level Abjuration


  • Casting Time: 1 Bonus action
  • Range: Touch
  • Target: A willing creature who isn't wearing armor
  • Components: V S M (A piece of cured leather)
  • Duration: 24 Hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an Action.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the AC increases by 1 for every two spell slot levels above 1st.

Ray of Sickness

1st level Necromancy


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range and explodes in a nauseous gas upon impact. Make a ranged spell attack against the target. On a hit, the target takes 3d8 poison damage. On a hit, the target of the attack must make a Constitution saving throw or be Poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Shield

1st level Abjuration


  • Casting Time: 1 Reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V, S
  • Duration: 1 Turn

An invisible barrier of magical force appears and protects you. Until the end of the current turn, you may add +5 modifier to AC, including against the triggering attack, and you take no damage from magic missile. This AC bonus does not stack with the AC bonus provided by a physical shield.

At Higher Levels. You may cast this spell using a spell slot of 2nd level or higher. If you do, it does not require your Reaction.

Witch Bolt

1st level Evocation, Arcane


  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V, S, M*
  • Duration: Concentration 1 Minute

A blue bolt of crackling energy lances out toward a creature within range. The target must make a Dexterity saving throw. On a failed save the bolt deals 1d12 Lightning damage and forms a sustained arc of electricity between you and the target. The sustained arc causes the target to gain the Dazed condition while under the effect of the spell. On each of your turns while the arc persists, you can use your Action to deal 1d12 lightning damage to the target. If the creatures moves out of the spells range the arc breaks. On a successful Dexterity saving throw, the target only takes half the Lightning damage once and the arc doesn't form.

On your turn during the spells effect, you may choose to have the spell arc over to a different creature. The spell ends if you use your action to do anything else.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial and repeated damage increases by 1d12 for each slot level above 1st.

-* (a twig from a tree that has been struck by lightning)

Second Level Spells

Barkskin

2nd level Transmutation


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, M*
  • Duration: 1 Hour

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, the bark like skin is treated as armor, which the target is considered proficient in, providing AC 15 plus their dexterity modifier up to +2.

-* (a handful of oak bark)

Cordon of Arrows

2nd level Transmutation


  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V, S, M*
  • Duration: 8 Hours

You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. Make a ranged spell attack against the target. On a hit the creature takes 1d8 plus your spellcasting ability modifier piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

-* (four or more arrows or bolts)

Crown of Madness

2nd level Enchantment


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration 1 Minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become Charmed by you for the duration. While the target is Charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

On each of its turns, the charmed creature must use its movement and Action to attempt to attack the nearest creature other than itself it can hear or see.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit.

The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spells effects on it end.

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 target them.

Enthrall

2nd level Enchantment


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S
  • Duration: 1 Minute

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. If you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target is charmed and has disadvantage on Wisdom (Perception) checks while charmed in this way made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Find Traps

2nd level Divination


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration 1 Minute

You sense the location of any trap trigger within range that is also within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area that would activate a magical or mechanical trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

Furthermore, the spell allows you to discern if a trap is mechanical or magical in origin, but it does not tell you what kind of magic it uses if it is in fact magical.

Find Steed

2nd level Conjuration


  • Casting Time: 10 Minutes
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that has a range of self or which targets only yourself and has no area of effect parenthetical also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Flame Blade

2nd level Evocation


  • Casting Time: 1 Bonus action
  • Range: Self
  • Components: V, S, M (leaf of sumac)
  • Duration: 10 Minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a short sword, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a Bonus action.

The Flame Blade can be used as a weapon. It is treated as a short sword, except on a hit it deals 3d6 Fire damage. In addition, the spell grants proficiency with the weapon, and you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using the Flame Blade.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can attack twice, instead of once, whenever you take the Attack action using the Flame Blade. This does not stack with the Extra Attack class feature.

Gentle Repose

2nd level Necromancy


  • Casting Time: 1 action (Ritual)
  • Range: Touch
  • Components: V, S, M*
  • Duration: 30 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

-* (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)

Locate Object

2nd level Divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M*
  • Duration: Instantaneous

Describe or name an object that is familiar to you. You sense the direction and distance to the object's location, as long as that object is within 5 miles of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

-* (a forked twig)

Magic Mouth

2nd level Illusion


  • Casting Time: 1 minute (ritual)
  • Range: 30 Feet
  • Components: V, S, M*
  • Duration: Until Dispelled

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it. The magic mouth ignores illusions, and an illusory effects never trigger a magic mouth on their own.

-* (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)

Melf's Acid Arrow

2nd level Evocation


  • Casting Time: 1 action
  • Range: 90 Feet
  • Components: V, S, M (a snake's stomach)
  • Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage immediately and 4d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

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

Phantasmal Force

2nd level Illusion


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S, M*
  • Duration: Concentration 1 Minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. Any illusory effect that would impose a condition (such as blindness) on a target is ineligible.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

-* (a bit of fleece)

Prayer of Healing

2nd level Abjuration (Divine)


  • Casting Time: 1 minute
  • Range: 30 Feet
  • Components: V
  • Duration: Instantaneous

You utter an extended prayer of restoration. Choose a number of willing creatures equal to your Spellcasting Ability Modifier (minimum of 1). Each of those creatures who remains within range for the Spell’s entire casting gains the benefits of a Short Rest and also regains 2d8 Hit Points, and a creature can’t be affected by this Spell again until that creature finishes a Long Rest.

At Higher Levels. When you cast this Spell using a Spell Slot of 3rd level or higher, the healing increases by 1d8 for each slot above 2nd.

Ray of Enfeeblement

2nd level Necromancy


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration 1 Minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target has Disadvantage on Strength checks, Strength saving throws and attack roll using Strength while the spell is in effect.

Spiritual Weapon

2nd-Level Evocation Spell (Divine)


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

You create a floating, spectral force that resembles a weapon of your choice and that lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against a creature within 5 feet of the force. On a hit, the target takes Force Damage equal to 1d8 + your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.

At Higher Levels. When you cast this Spell using a Spell Slot of 3rd level or higher, the damage increases by 1d8 for every slot level above 2nd.

Zone of Truth

2nd level Enchantment


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: 10 Minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, an unwilling creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. If the target is willing, or if an unwilling creature fails their save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeded on their saving throw if they made one.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Third Level Spells

Call Lightning

3rd level Conjuraton


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration 10 Minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 Lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your bonus action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Conjure Barrage

3rd level Conjuration


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M*
  • Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 5d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

-* (one piece of ammunition or a thrown weapon)

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d8 for each slot level above 3rd.

Counterspell

3rd level 3 Abjuration (Sorcerer, Warlock, Wizard)


  • Casting Time: Reaction
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You can cast Counterspell as a Reaction when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components. You attempt to interrupt a creature in the process of casting a spell. The creature must make a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.

Daylight

3rd level Evocation


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

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. The light is sunlight.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Feign Death

3rd level Necromancy


  • Casting Time: 1 action (ritual)
  • Range: touch
  • Components: V, S, M*
  • Duration: 24 Hours

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. At the time of casting the spell, you may choose to have the target awaken in less than 24 hours, the duration is set at the casting of the spell.

-* (a pinch of graveyard dirt)

Fireball

3rd level Evocation


  • Casting Time: 1 Action
  • Range: 150 feet
  • Target: A point you choose within range
  • Components: V S M (sulfur)
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 Fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

There must be a clear path between you and the target point, any creature or object in its path will cause the Fireball the explode on collision.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Gaseous Form

3rd level Transmutation


  • Casting Time: 1 Action
  • Range: touch
  • Components: V, S, M*
  • Duration: Concentration 1 Hour

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has immunity to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

-* (a bit of gauze and a wisp of smoke)

Glyph of Warding

3rd level Abjuration


  • Casting Time: 1 Hour
  • Range: touch
  • Components: V, S, M*
  • Duration: Until Dispelled or Triggered

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area and have an effect that is detrimental to the target. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

-* (incense and powdered diamond worth at least 200 gp, which the spell consumes)

Page 2 | Spells (3rd): The Treantmonk Variant

Hunger of Hadar

3rd level Conjuration


  • Casting Time: 1 action
  • Range: 150 Feet
  • Components: V, S, M*
  • Duration: Concentration 1 Minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 Acid damage as corrosive, otherworldly tentacles rub against it.

A caster concentrating on this spell may move freely through the area as if it were not difficult terrain and takes no damage from the effect.

-* (a pickled octopus tentacle)

Lightning Arrow

3rd level Evocation


  • Casting Time: 1 Bonus action
  • Range: self
  • Components: V, S
  • Duration: Instantaneous

The next time you make a ranged weapon attack on the turn you cast this spell, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, crackles with lightning. Make the attack roll as normal. The target takes 3d8 lightning damage on a hit, or half as much damage on a miss, in addition to the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Lightning Bolt

3rd level Evocation


  • Casting Time: 1 Action
  • Range/Area: Self (100-foot line)
  • Components: V S M (A piece of amber, crystal, or glass)
  • Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 7d8 Lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.

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 above 3rd.

Sleet Storm

3rd level Conjuration


  • Casting Time: 1 Action
  • Range: 150 Feet
  • Components: V, S, M*
  • Duration: Concentration 1 Minute

Until the spell ends, freezing rain and sleet fall in a 40-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. Creatures in the area have Disadvantage on Constitution saving throws made to maintain concentration.

The ground in the area is covered with slick ice, making it difficult terrain. When a grounded creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

Any creature that ends its turn in the area takes 1d6 Cold damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the Cold damage increases by 1d6 for each slot level above 3rd.

Vampiric Touch

3rd level Necromancy


  • Casting Time: 1 Action
  • Range: self
  • Components: V, S
  • Duration: 1 Minute

The touch of your shadow-wreathed hand can siphon life force from others to increase yours. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d6 necrotic damage, and you recover hit points equal to half the amount of necrotic damage dealt, once your full hit points are restored, any additional points are added as temporary hit points. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wall of Water

3rd level Conjuration (Arcane)

  • Casting Time: 1 Action or 1 Reaction
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 Minutes

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has Disadvantage on the attack roll, and Fire damage is halved if the Fire effect passes through the wall to reach its target. Spells that deal Cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

To Cast as a Reaction. Alternatively, you may cast this spell as a Reaction to a Fire spell to reduce incoming damage, or against ranged attacks, to impose Disadvantage. You may do so after rolls are made. When cast like this, the spell has its duration reduced and ends at the start of your next turn.

Forth Level Spells

Arcane Eruption

4th level Evocation (Sorcerer)


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Instantaneous

Churning magical energy explodes in a 20-foot radius sphere centered on a point you choose within range. When you cast the spell, you select the type of damage dealt by the explosion: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 6d6 damage of the chosen type. On a successful save, a creature takes half as much damage.

Choose one of those d6s. The number rolled on that die determines a condition that’s applied to each creature that failed the save, as shown below. A creature has the condition until the end of your next turn.

d6 Additional Effect
1 Incapacitated.
2 Blinded.
3 Frightened.
4 Poisoned.
5 Charmed.
6 Deafened.

Banishment

4th-Level Abjuration Spell (Arcane, Divine)


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S, M (an item distasteful to the target)
  • Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma Saving Throw or be transported to a harmless demiplane for the duration. The target can willingly fail the save. While in the demiplane, the target is Incapacitated. At the end of each of its turns, the target can repeat the save, ending the Spell on itself on a success. When the Spell ends on the target, it reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the Spell lasts on the target for 1 minute and the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return. It is instead transported to a random location on a plane associated with its Creature Type.

At Higher Levels. When you cast this Spell using a Spell Slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Blight

4th level Necromancy


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

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 Necrotic damage and suffers one level of Exhaustion on a failed save, on a successful save the target does not suffer Exhaustion and takes half damage. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

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

Confusion

4th level Enchantment


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M (Three nut shells)
  • Duration: Concentration 1 Minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature of your choice in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of each of its turns, an affected target that has acted normally can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Evard's Black Tentacles

4th level Conjuration


  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M*
  • Duration: Concentration 1 Minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn, or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 Bludgeoning damage and be Restrained by the tentacles until the start of its next turn.

The Restrained condition immediately ends on an affected creature when the spell ends, or when a creature leaves the area.

-* (a piece of tentacle from a giant octopus or a giant squid)

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Grasping Vine

4th level Conjuration


  • Casting Time: 1 Bonus action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Concentration 1 Minute

You conjure a thick powerful vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. If the creature is large or smaller size, that creature must succeed on a Dexterity saving throw or gain the Grappled and Prone conditions, and you may choose to pull it 20 feet directly toward the vine. The Grappled save DC is equal to you spell DC.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. The Grappled condition is also removed if you choose to target another creature with the vine.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range increases by 10 feet and the size you can Grapple, knock Prone and pull is increases by size for each slot level above 4th.

Ice Storm

4th level Evocation


  • Casting Time: 1 Action
  • Range: 300 Feet
  • Components: V, S, M (a pinch of silver dust)
  • Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d8 Bludgeoning damage and 5d8 Cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

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

Phantasmal Killer

4th level Illusion


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration 1 Minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target takes 6d10 Psychic damage and becomes Frightened for the duration. On a successful save, the target takes half the damage, is not Frightened.

At the beginning of each of the target's turns before the spell ends, the creature takes 6d10 Psychic damage. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Stoneskin

4th level Abjuration


  • Casting Time: 1 Action
  • Range: touch
  • Components: V, S, M (granite dust)
  • Duration: Concentration 1 Hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage.

Vitriolic Sphere

4th level Evocation


  • Casting Time: 1 action
  • Range/Area: 150 feet, 20 foot radius sphere
  • Components: V S M (a drop of giant slug bile)
  • Duration: Instantaneous

You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. A target takes 12d4 Acid damage on a failed save, or half as much damage on a successful one.

Immediately after, an acid mist fills the affected space, causing heavy obscurement until the start of your next turn. Any creature that ends its turn in the acid mist takes 5d4 acid damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 and the mist damage by 1d4 for each slot level above 4th.

Fifth Level Spells

Cloudkill

5th level Conjuration


  • Casting Time: 1 action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration 10 Minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 Poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves up to 10 feet in the direction of your choice at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Page 1 | Spells (5th): The Treantmonk Variant

Creation

5th level Illusion


  • Casting Time: 1 minute
  • Range: 30 Feet
  • Components: V, S, M*
  • Duration: Special

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 10-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.

Material Duration
Vegetable matter 1 week
Stone or crystal 1 day
Precious metals 12 hours
Gems 1 hour
Adamantine or mithral 10 minutes

Using any material created by this spell as another spell's material component causes that spell to fail.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 10 feet for each slot level above 5th.

-* (a tiny piece of matter of the same type of the item you plan to create)

Dispel Evil and Good

5th level Abjuration


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M*
  • Duration: Concentration 1 Minute

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you and you also can't be charmed, frightened, or possessed by them.

At any time during the spells duration you may use either of the following abilities;

Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures and is immune to further attempts to charm, frighten or possess them for the duration of the spell.

Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

-* (holy water or powdered silver and iron)

Dominate Person

5th level Enchantment


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration 1 Minute

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. At the end of each of its turns, the target may attempt a Wisdom saving throw, on a successful save, the spell ends.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

Dream

5th level Illusion


  • Casting Time: 1 minute
  • Range: self
  • Components: V, S, M*
  • Duration: 8 Hours

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger establishes telepathic contact with the target and appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can create horrible images of the target being injured or destroyed and can deliver up to 5d6 psychic damage to the target each round. Once the target takes 10d6 damage this way, they may make a Wisdom saving throw. On a successful save, the target wakes up and the spell ends, on a failed save, the messenger may continue delivering damage this way with the target making a new saving throw after each 10d6 psychic damage delivered. If the target reaches 0 hp, the spell ends. Should the target suffer damage from this spell, it prevents the target from gaining any benefit from that rest.

A target of a dream spell cannot be targeted by a second dream spell for the duration.

-* (a personal item of the target of the dream, such as a locket, a lock of hair, or a item of significance to the target, if the target takes damage from this spell, the component is consumed when the spell ends.)

Flame Strike

5th level Evocation


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Target: 20-foot radius, 40-foot-high cylinder centered on a point within range
  • Components: V, S, M (pinch of sulfur)
  • Duration: Instantaneous

A vertical column of divine fire roars up to the heavens in a location you specify. Each creature within a 10-foot-radius of the center of the pillar takes 2d8 Fire damage and 2d8 Radiant damage. Then each creature within the 20-foot-radius must make a Dexterity saving throw. A creature takes 2d8 Fire damage and 2d8 Radiant damage on a failed save, or half as much damage on a successful one. Note that this spell deals damage twice to creatures within the 10 foot radius.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 5th.

Geas

5th level Enchantment


  • Casting Time: 1 minute
  • Range: 60 Feet
  • Components: V
  • Duration: 30 Days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it must make a Wisdom saving throw each time it attempts to act in a manner directly counter to your instructions, on a failed saving throw, it corrects its actions to follow your instructions. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Immolation

5rd level Evocation (Arcane)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target gains the Burning [3d6] condition for the spell’s duration.

If damage from this spell reduces a target to 0 hit points, the target is turned to ash.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, both the initial and Burning damage increases by 1d6 for each slot level above 5th.

Insect Plague

5th level Conjuration


  • Casting Time: 1 action
  • Range: 300 Feet
  • Components: V, S, M*
  • Duration: 10 Minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Reflex saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. You may use your action to end the spell at any time before the duration expires.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

-* (a few grains of sugar, some kernels of grain, and a smear of fat)

Page 2 | Spells (5th): The Treantmonk Variant

Legend Lore

5th level Divination


  • Casting Time: 10 Minutes (Ritual)
  • Range: self
  • Components: V, S, M*
  • Duration: Instantaneous

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

-* (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)

Mass Cure Wounds

5th level Evocation


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

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 6d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 2d6 for each slot level above 5th.

Planar Binding

5th level Abjuration


  • Casting Time: 10 minutes
  • Range: 60 feet
  • Components: V, S, M*
  • Duration: 24 Hours

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is replaced by the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

-* (a jewel worth at least 1,000 gp, which the spell consumes)

Swift Quiver

5th level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M*
  • Duration: 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

When you cast the spell, and as a bonus action on each of your subsequent turns you may make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

-* (a quiver containing at least one piece of ammunition)

Sixth Level Spells

Arcane Gate

6th level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S
  • Duration: Concentration 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground within range, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in a space occupied by a creature or an object, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. If the creature or object would arrive in a place already occupied by an object or a creature, then they are unable to pass through the portal as long as the obstruction lasts. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

Chain Lightning

6rd level Evocation (Arcane, Primal)


  • Casting Time: 1 action
  • Range: Self (150-foot line)
  • Target: Self (150-foot line)
  • Components: V S M*
  • Duration: Instantaneous

You create a bolt of lightning that arcs forward in a straight line in a direction you choose. Each time the line connects to a creature you may choose to change the direction in which the line travels from that creature onward, allowing you to chain the lightning from one creature to the other, up to a total length of 150 feet. Each creature in the line takes 10d8 lightning damage, or half as much damage on a successful Dexterity saving throw. The lightning ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 and the line length by 30 foot for each slot level above 6th.

-* (A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)

Circle of Death

6th level necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M*
  • Duration: Instantaneous

A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 12d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

-* (the powder of a crushed black pearl worth at least 500 gp)

Drawmij's Instant Summons

6th level conjuration


  • Casting Time: 1 minute (ritual)
  • Range: Touch
  • Components: V, S, M*
  • Duration: Until Dispelled

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the gemstone you use as the material component. Each time you cast this spell, you must use a different gemstone.

At any time thereafter, you can use your action to speak the item’s name and crush the gemstone. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, crushing the gemstone doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.

-* (a gemstone worth at least 100 gp)

Find the Path

6th level divination


  • Casting Time: 1 minute
  • Range: self
  • Components: V, S, M*
  • Duration: 1 day

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

-* (a set of divinatory tools--such as bones, ivory sticks, cards, teeth, or carved runes--worth 100 gp and an object from the location you wish to find)

Magic Jar

6th level necromancy


  • Casting Time: 1 minute
  • Range: self
  • Components: V, S, M*
  • Duration: Until Dispelled

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features with the exception of hit points and hit dice. If the target has any class levels, you can't use any of its class features.

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.

-* (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)

Move Earth

6th level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M*
  • Duration: Concentration 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

This spell can manipulate natural stone, but the spell may only dig into the stone, creating a 5-foot square excavation for every 10 minutes concentrating on this spell.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This spell can't manipulate stone construction. Structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

-* (an iron blade and a small bag containing a mixture of soils--clay, loam, and sand)

Freezing Sphere

6th level evocation


  • Casting Time: 1 Action
  • Range: 300 feet
  • Components: V, S, M*
  • Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 Cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 80 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th

-* (a small crystal sphere)

Otto's Irresistible Dance

6th level enchantment


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

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.

A dancing creature must use all its movement and its action to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. At the end of each of its turns, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Wall of Ice

6th level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M*
  • Duration: Concentration 10 minutes

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 Cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to Fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears as well as the damage from passing through the sheet of frigid air increases by 2d6 for each slot level above 6th.

-* (a small piece of quartz)

Wall of Thorns

6th level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M*
  • Duration: Concentration 10 minutes

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, whenever a creature enters a space occupied by the wall, the creature must make a Dexterity saving throw. It takes 10d8 slashing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

-* (a handful of thorns)

Seventh Level Spells

Blade of Disaster

7th-Level Conjuration Spell


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

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 one 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 extra 8d12 force damage (for a total of 12d12 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 a melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a Wall of Force.

At Higher Levels. If you cast this Spell using a 9th level spellslot, and attack with the sword you can attack twice instead of once.

Simulacrum

7th level Illusion Spell (Wizard)


  • Casting Time: 12 hours
  • Range: touch
  • Components: V, S, M*
  • 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 earth, 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.

-* (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)

Eight Level Spells

Control Weather

8th-level Transmutation


  • Casting Time: 10 minutes
  • Range/Area: Self (5-mile radius)
  • Target: The weather within 5 miles of you
  • Components: V, S, M
  • Duration: 8 hours.

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. Immediately when the spell takes effect you can change each individually by 1 step. Every 10 minutes thereafter, you can change each by another step. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.


Stage Precipitation Conditions
1 Clear
2 Light Clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Stage Temperature Stage Wind
1 Unbearable heat 1 Calm
2 Hot 2 Moderate Wind
3 Warm 3 Strong Wind
4 Cool 4 Gale
5 Cold 5 Storm
6 Arctic Cold

Incendiary Cloud

8th-level Conjuration


  • Casting Time: 1 action
  • Range: 150 Feet
  • Components: V, S
  • Duration: Concentration 10 Minutes

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and the area is heavily obscured. It lasts for the duration or until strong wind disperses the fog, ending the spell.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it takes 10d8 Fire damage. Creatures are affected even if they hold their breath or don't need to breathe.

The cloud moves up to 10 feet in the direction of your choice at the start of each of your turns, rolling along the surface of the ground. The cloud, being heavier than air, will sink to the lowest level of the land, even pouring down openings.

Ninth Level Spells

New Spell Conditions

Burning [XdY]

You are burning with fire.

  • Ignited. At the start of your turn you take [XdY] Fire damage.
  • Emit Light. You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Dousing. You or an adjacent creature can spend an Action to douse the flames.
  • Taking Cold damage, or splashing with- or submerging in water also ends the effect.

Frozen [X]

  • Brittle. Attacks rolls dealing Bludgeoning damage against you are automatic critical hits. When you take a critical hit this way, the condition ends.
  • Stuck. Your Speed is 0 and can’t change.
  • Escape. You or an adjacent creature can use an Action to attempt to break you free. You or the helping creature can make a DC [X] Strength (Athletics). On a success the condition ends. Taking at least a cumulative [X] Fire damage while Frozen also ends the condition.
 

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