So Many Spells

by somanyrobots

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So Many Spells

So Many Spells!

This is a collection of every standalone additional spell I've created for 5th edition. Most of these I've done incidentally - plugging holes in spell lists while working on classes or subclasses. Others I just felt like making. This doesn't include spells specifically made for the Spells That Don't Suck project. All of these strive to be balanced and fully usable - they should fit in at any table. They're also free to use - everything in this document except the cover art is licensed CC-BY. The license is linked at the bottom, but broadly that means you can incorporate it into your own work (even commercial work) and share it freely, as long as you credit the author. Happy casting!

A Note on Classes

Spells in this collection are marked for classes I *personally* allow at my table. As of this update, those are the base 12 classes in the SRD, my own Troubadour, Swashbuckler, and Bloodrager, and KibblesTasty's Inventor, Occultist, Psion, Spellblade, Warden, and Warlord.

Spells By Level

Cantrips
  • Blade Shell
  • Corrosion
  • Scintillating Spray
  • Shape Metal
  • Sonic Blast
1st Level
  • Cloak of Wasps
  • Devil's Dagger
  • Flashdaggers
  • Infectious Jig
  • Keen Weapon
  • Latching Beetle
  • Quicksand
  • Undead Familiar
2nd Level
  • Bind Lesser Fiend
  • Bone Spear
  • Conjure Weapon
  • Coruscating Flash
  • Force Barrier
  • Glacial Axe
  • Lightfoot
  • Lightning Spike
  • Liquid Armor
  • Shifting Blade
  • Surf Skip
  • Turning Ward
3rd Level
  • Aura of Iron
  • Instant Guardian
  • Lead to Gold
  • Molten Shard
  • Quicksilver Lash
  • Sonorous Toll
  • Summon Fell Machine
  • Waldrip's Wondrous Wagon
4th Level
  • Chaotic Vortex
  • Cinder Cloud
  • Howl of the Moon
  • Irresistible Melody
  • Magnetic Smite
  • Melt Flesh
  • Necrotic Mine
  • Prismatic Shield
  • Reanimating Smite
  • Shackle of Flame
  • Silver Wind
  • Summon Spider
  • Thorn Lance
  • Wall of Blood
  • Wall of Misery
  • Wall of Snow
5th Level
  • Acid Jet
  • Alter Metal
  • Auric Lance
  • Ebon Spear
  • Gravitic Field
  • Phantom Web
  • Rain of Ooze
  • Storm of Spirits
  • Stormwall
  • Thunderous Chords
  • Venomous Maw
  • Wall of Bones
  • Wall of Insects
6th Level
  • Grave Passage
  • Steelskin
  • Wind of Ruin
7th Level
  • Incandescent Blade
  • Shard Rain
8th Level
  • Axiomatic Artillery
9th Level

Spells

Acid Jet

5th-level transmutation


  • Classes: Druid, Sorcerer
  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S
  • Duration: 1 round

You blast a stream of acid outward, enveloping all creatures in a line 60 feet long and 5 feet wide. Creatures in the area must make a Dexterity saving throw, taking 12d4 acid damage on a failure or half as much on a success. A target that fails its saving throw takes an additional 6d4 acid damage at the end of its next turn, unless it or another creature within 5 feet spends an action to remove the acid.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d4 for each slot level above 5th.

Alter Metal

5th-level transmutation (ferromancy)


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

You point at a nonmagical metal object within range and dramatically change its properties. The object must be Huge or smaller, and can’t be worn or carried. You can manipulate it in any number of the following ways:

  • You can stretch or compact it. You can halve its size, double its size, or anything in between. Its weight does not change, nor does the actual quantity of metal.
  • You can turn it into another metal of similar value.
  • You can reshape it into another object of similar size.
  • You can alter its strength, reducing its hit points to one-quarter or increasing them to four times the original.

Aura of Iron

3rd-level transmutation (ferromancy)


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a small steel disc)
  • Duration: Concentration, up to 1 minute

You radiate a field of metallic magic, layering a thin layer of hard iron over creatures within range. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to the next instance of nonmagical bludgeoning, piercing, or slashing damage it takes. In addition, the next time it deals piercing or slashing damage, it can maximize one die of damage.

Both of these effects occur once, resetting at the start of each of your turns.

Auric Lance

5th-level transmutation (ferromancy)


  • Classes: Bloodrager, Cleric, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a golden needle)
  • Duration: Instantaneous

You fling a golden needle at a target within range, which expands into a deadly spear. Make a ranged spell attack. On a hit, the target takes 10d8 piercing damage and gleams with a golden aura, granting advantage on all attacks against it until the start of your next turn.

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.

Axiomatic Artillery

8th-level conjuration


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 1 round

You open a conduit to a plane of pure order, and relay coordinates to a mighty piece of artillery secreted away there. Choose one creature you can see within range. While you maintain concentration, the cannon tracks the target and prepares to fire. At the start of your next turn, the cannon fires, opening a portal and blasting an energy beam through it at the target. The target takes 100 force damage. If you lose concentration before the cannon fires, the blast goes off prematurely, and the target takes half as much damage. If the target leaves your plane of existence, the spell ends.

Bind Lesser Fiend

2nd-level conjuration


  • Classes: Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a blasphemous statuette of a fiend, worth at least 200 gp)
  • Duration: Concentration, up to 1 hour

You chant a vile spell, conjuring up a single fiend to serve you. The spell conjures one fiend which uses the Bound Fiend stat block below, and you select either the Imp, Quasit, or Vargouille option when you cast the spell. In combat, the fiend shares your initiative count but takes its turns immediately after yours. It can't be dismissed and lasts for 1 hour after its summoning. It disappears when reduced to 0 hit points.

The fiend is an ally to you and your companions and hostile to all other creatures. If you lose concentration on the spell, it does not disappear. Instead, it becomes hostile toward you and your companions.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, certain values increase in its stat block.


Bound Fiend

Medium Fiend


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 10 (Imp) or 15 (Quasit & Vargouille) + 5 for each spell level above 2nd
  • Speed (Imp) 20 ft., fly 30 ft.
  • Speed (Quasit) 40 ft.
  • Speed (Vargouille) 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 12 (+1) 8 (-1) 10 (+0) 10 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency equals your bonus

Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.

Shapechanger (Imp and Quasit only). The fiend can use its action to polymorph into a beast form that resembles a rat, a raven, or back into its true form. Its statistics are the same in each form. Any items it is wearing or carrying isn't transformed.

Poison Claws (Quasit Only). The first time a creature takes damage from the quasit, it must make a Constitution saving throw against your spell save DC. On a failure, it is poisoned for 1 minute. It can repeat the save at the end of each of its turns.

Shriek (Vargouille only, Recharge 5-6). At the end of its turn in combat, the vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a Wisdom saving throw against your spell save DC be frightened until the end of the vargouille’s next turn.

Rotting Bite (Vargouille Only). Once per turn, the vargouille can attempt to inflict a decaying curse with its bite. The target must make a Constitution saving throw against your spell save DC. On a failure, it cannot recover hit points for 1 minute. It can repeat the save at the end of each of its turns.


Actions

Multiattack. The animal makes a number of attacks equal to half this spell's level (rounded down).

Sting (Imp Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 + the spell's level piercing damage + 1d10 poison damage.

Claws (Quasit Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + the spell's level piercing damage + 2d4 poison damage.

Bite (Vargouille Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level piercing damage.

Blade Shell

Abjuration cantrip (ferromancy)


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

You encase yourself in metal fragments, creating a shield that will shatter against your foes. The next time you are targeted with a melee attack (hit or miss), the shield bursts, dealing 2d4 piercing damage to the attacker. If the shell has not burst by the start of your next turn, it fades harmlessly.

This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Bone Spear

2nd-level necromancy (osteomancy)


  • Classes: Cleric, Occultist, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a finger bone)
  • Duration: Instantaneous

You conjure a spear of sharpened bone and hurl it towards a creature you can see within range. Make a ranged spell attack roll. On a hit, the target is impaled and takes 2d8 piercing and 2d8 necrotic damage. While impaled with a bone spear, a creature only recovers half as much health from any healing effects. The spear can be removed as an action with a DC 10 Medicine check, or disappears on its own after 1 minute.

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

Chaotic Vortex

4th-level evocation


  • Classes: Bloodrager, Sorcerer
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a multicolored bead of glass)
  • Duration: Concentration, up to 1 minute

You hurl an orb of pure magic at a point you can see within range, where it explodes outward into a 20-foot radius swirl of kaleidoscopic power. When a creature starts its turn within the area or enters it for the first time on its turn, it must succeed on a Dexterity saving throw or be struck by a bolt of chaotic energy. On a failure, it rolls a d8 on the table below and suffers the resulting effects.

d8 Damage Effect
1 Acid The target takes 6d4 acid damage and 2d4 acid damage at the end of its next turn.
2 Cold The target takes 4d8 cold damage and is restrained until the end of its next turn.
3 Fire The target takes 5d6 fire damage.
4 Lightning The target takes 3d12 lightning damage and can’t take reactions until the end of its next turn.
5 Poison The target takes 3d12 poison damage and is poisoned until the end of its next turn.
6 Psychic The target takes 3d8 psychic damage and is stunned until the end of its next turn.
7 Thunder The target takes 4d8 thunder damage and falls prone.
8 Multiple The target is struck by multiple bolts. Roll twice more, rerolling any 8’s.

At the start of each of your turns, the vortex moves 10 feet in a random horizontal direction. A Large or smaller creature within the vortex that failed its saving throw the prior turn is carried with it.

Cinder Cloud

4th-level conjuration


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

You create a 20-foot radius sphere of burning-hot ash, centered on a point you can see within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature starts its turn in the cloud, it must make a Constitution saving throw. On a failure, it takes 5d6 fire damage and is blinded until the start of its next turn. On a success, it takes half as much damage and suffers no other effects.

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

Cloak of Wasps

1st-level conjuration


  • Classes: Druid, Warlock
  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (a dried wasp wing)
  • Duration: Concentration, 10 minutes

You summon a milling shield of stinging insects to protect a creature you can see within range. The target has half-cover against ranged attacks. When a creature hits the target with a melee attack, the wasps swarm out to retaliate, dealing 1d4 piercing and 1d4 poison damage. The wasps will retaliate 2 times, after which the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the wasps can retaliate 1 additional time for each slot level above 1st.

Conjure Weapon

2nd-level conjuration (ferromancy, ritual)


  • Classes: Inventor, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an empty scabbard)
  • Duration: 1 hour

You conjure worked steel in the shape of a weapon for the duration. The conjured weapon has all the properties of any weapon you choose. It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If you select a weapon with the ammunition property, you can produce up to 5 pieces of ammunition for it. If you cast the spell agai

Corrosion

Transmutation cantrip


  • Classes: Bard, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You reach out to a nonmagical object and accelerate its natural decay. The object must be Large or smaller, worth 100 gp or less. You can choose one of the following effects:

  • The object becomes vulnerable to the next instance of damage it receives within 1 minute.
  • The next attack against the object is made with advantage.
  • The DC for the next ability check to break, damage, or destroy the item is reduced by 5.
  • The object becomes tarnished or permanently stained, halving its value.
  • If the object is food, drink, or organic matter, it starts to spoil. It acquires a faintly rancid odor and it spoils or decays 1 day sooner than it normally would.

Once an object has been targeted by this spell, it can’t be targeted again for 24 hours. This spell’s effects can be reversed by casting mending on the target within 1 hour.

Coruscating Flash

2nd-level evocation


  • Classes: Bloodrager, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a glass bead)
  • Duration: Instantaneous

You produce a brilliant explosion of light at a point you can see within range, dazzling all who witness it. Each creature within 15 feet must make a Constitution saving throw. On a failure, it takes 2d6 radiant damage and is blinded until the end of its next turn. On a success, it takes half as much damage and has disadvantage on its next attack before the end of its next turn. A creature that cannot see or is immune to the blinded condition automatically succeeds on its saving throw and does not suffer disadvantage.

Devil's Dagger

1st-level conjuration (ferromancy)


  • Classes: Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a cursed dagger of smoldering iron and hurl it at a creature within range. Make a ranged spell attack roll. On a hit, the target takes 2d4 fire and 1d4 piercing damage, and the dagger embeds itself in its flesh. While the dagger is embedded, the first time the target makes an attack roll on each of its turns, it must roll 1d4. The target subtracts the result from the attack roll and suffers fire damage equal to the result. A creature within 5 feet of the target can remove the dagger as an action. If the attack misses or the dagger is removed, it disappears.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial fire damage dealt increases by 2d4 for each slot level above 1st.

Ebon Spear

5th-level necromancy


  • Classes: Cleric, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute

You create a javelin of dreadful energy, and hurl it at a creature you can see within range. Make a ranged spell attack roll. On a hit, the target takes 7d10 necrotic damage and must make a Charisma saving throw. On a failure, it is afflicted with a shadowy curse, causing it to waste away anytime it is exposed to light. If the target starts its turn in bright light, it takes 2d10 necrotic damage and its speed is halved until the end of its next turn. The target can reattempt the saving throw at the end of each of its turns, ending the effect on a success.

Flashdaggers

1st-level conjuration (ferromancy)


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

You summon a spray of knives, hurling them at a creature you can see within range. The target must make a Dexterity saving throw, taking 5d4 piercing damage on a failure or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 per slot level above 1st.

Force Barrier

2nd-level abjuration


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

You summon a shimmering wall of force around yourself, sapping the momentum of incoming blows. You gain resistance to force damage and to bludgeoning, piercing, and slashing damage. While you are concentrating on this spell, your speed is halved, and you can't take reactions.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the penalty to your speed is reduced by 5 feet for each slot level above 2nd.

Glacial Axe

2nd-level conjuration


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

You conjure slivers of ice which form into a fearsome battle axe. It counts as a martial melee weapon with which only you are proficient, and lasts until the spell ends. It deals 1d8 slashing and 2d4 cold damage on a hit, and has the thrown property (range 20/60). Once per turn when you damage a creature with the axe, its speed is reduced by 10 feet until the end of its next turn.

When you hit with a thrown attack with the axe, you can choose for the axe to explode. Each creature within 10 feet of the target must make a Dexterity saving throw. On a failure, a creature suffers the attack’s cold damage and speed reduction. On a success, it takes half as much damage and its speed is not reduced. After the axe explodes, the spell ends.

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

Grave Passage

6th-level conjuration (osteomancy)


  • Classes: Occultist
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a small shovel and a nightshade bloom)
  • Duration: Concentration, up to 1 minute

You magically connect two graves, tombs, or sarcophagi. For the duration, any creature laying down as an action in the target grave reappears in the destination, and can push through up to 6 feet of earth at the other side as an action, leaving an open tunnel.

The destination grave must be known to you and on the same plane of existence. If you have visited or touched it, the spell automatically succeeds. If you have seen it without visiting it (for example, through an illustration or divination magic), then each creature traveling via this spell has a 5% chance of becoming an uncontrolled undead. If you have merely heard of the destination grave, each creature has a 25% chance of becoming undead. If a creature turns undead through this spell, the GM decides what undead it becomes and whether it becomes an NPC under the GM's control.

Most full-caster classes get an exclusive major travel spell. If your game doesn't include Occultists, you could make Grave Passage available to wizards, sorcerers, or (evil) clerics.

Gravitic Field

5th-level transmutation


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Self (30 feet)
  • Components: V, S, M (a peridot worth at least 500 gp, carved in the shape of a shield)
  • Duration: Concentration, up to 10 minutes

You create a 30-foot radius dome of gravitational force, in which you can manipulate the weight and speed of objects. The dome is centered on you and moves when you move. The dome has the following properties:

  • The area within the dome is considered difficult terrain.
  • Ranged attacks fired from outside the dome can't enter it, stopping when they contact it.
  • As a reaction when a ranged attack strikes the dome, you can reflect the projectile. Make a ranged spell attack against one creature you can see outside the dome and within 120 feet. On a hit, the target takes the same damage the projectile would have originally dealt.
  • As an action, you can attempt to crush one creature inside the dome with a surge of gravitational force. The target must make a Strength saving throw. On a failure, they take 5d10 bludgeoning damage and are knocked prone. On a success, they take half as much damage and are not knocked prone.

Howl of the Moon

4th-level transmutation


  • Classes: Bloodrager, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute

You lift your head and howl into the night sky, calling a lunar blessing down upon yourself and up to 2 other creatures that can hear you within range. Each creature gains the following benefits for the duration:

  • Its speed increases by 10 feet.
  • The first time on its turn it hits with a melee attack, the target takes an additional 2d4 radiant damage.

If it is night and the moon is visible when you cast this spell, the added speed increases by 5 feet, and the bonus damage increases by 1d4.

At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, the number of creatures affected increases by 1.

Incandescent Blade

7th-level evocation (ferromancy)


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a nonmagical dagger or sword, which is consumed)
  • Duration: Concentration, up to 1 minute

You take hold of a small sword and turn it into an enormous white-hot blade of glowing metal. The sword gives off dim light in a 20-foot radius and an overwhelming heat that deals 2d6 fire damage to all other creatures starting their turns within 5 feet of you.

While wielding the sword, you can use your action to make a melee spell attack against one or two adjacent creatures within 10 feet, dealing 3d8 fire and 3d8 slashing damage on a hit. Alternately, you can use your action to attempt to impale one creature within 15 feet. The target must make a Dexterity saving throw. On a failure, it takes 6d8 fire and 6d8 piercing damage. If this reduces it below 30 hit points and it is not immune to fire damage, it is incinerated, dying instantly and turning to ash. After attempting to impale a creature in this way, the spell ends.

Infectious Jig

1st-level enchantment


  • Classes: Bard, Troubadour
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

A creature of your choice that you can see within range is struck by an impossible, irresistible need to dance. The target must succeed on a Wisdom saving throw or find its feet moving of their own accord. At the start of each of its turns, the target uses its movement to move up to 20 feet in a direction of your choice. A target is immune to this spell if it can’t be charmed, and won’t move into obviously dangerous ground, such as a fire or a pit.

If a creature affected by the spell ends its turn within 5 feet of another creature, you can use your reaction to force that other creature to make a Wisdom saving throw. On a failure, it is also affected by the spell.

At the end of each of its turns, an affected creature can repeat the saving throw, ending the spell for itself on a success.

Instant Guardian

3nd-level abjuration


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: 1 minute

You thin the fabric of space around you, giving yourself the ability to protect nearby allies. As a reaction when a creature within 30 feet would be hit with an attack, you can teleport to a 5-foot space adjacent to it and become the target of the attack. Then, if the attacker is within 5 feet of you, you can make one weapon attack against it.

Irresistible Melody

4th-level enchantment


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

You create an irresistible melody emanating from a point you can see within range. All creatures within a 30-foot radius who can hear the melody must make a Wisdom saving throw or become charmed for the duration. While charmed by this spell, a creature is incapacitated and must spend its movement on its turn moving towards the target point, if possible. A target is immune to this spell if it can’t be charmed, and won’t move into obviously dangerous ground, such as a fire or a pit.

An affected creature can repeat the saving throw at the end of each of its turns and each time it takes damage, ending the effect on itself on a success.

As a bonus action, you can move the source of the melody to another point within 30 feet of its current location.

Keen Weapon

1st-level transmutation (ferromancy)


  • Classes: Bloodrager, Inventor, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You point at a metal weapon and magically enhance its sharpness or hardness. Until the spell ends, the target weapon deals an extra 1d6 damage of its damage type on a hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell can target an additional weapon for each two slot levels above 1st.

Latching Beetle

1st-level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a small beetle husk)
  • Duration: Concentration, up to 1 minute

You create a poisonous beetle, which attaches itself to a creature you can see within range. The target makes a Constitution saving throw. On a failure, the beetle takes hold, dealing 3d4 piercing damage. At the end of each of its turns, the target must succeed on a Constitution saving throw or take 3d4 poison damage and become poisoned until the start of its next turn.

Lead to Gold

3rd-level transmutation (ferromancy)


  • Classes: Inventor, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a quantity of base metal worth up to 10gp)
  • Duration: 1 hour

You reshape a quantity of base metal, transforming it into valuable gold. You can transform up to 10 gp worth of base metal into a quantity of gold worth ten times as much. The metal’s general form does not change. After the spell ends, the metal returns to its original material.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell’s duration increases by 1 hour per level above 3rd. If cast with a 9th-level spell slot, the duration is permanent.

Lightfoot

2nd-level transmutation


  • Classes: Druid, Inventor, Ranger
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a gold horseshoe worth at least 50 gp, which is consumed in the casting)
  • Duration: 8 hours

You magically increase the stamina on up to four creatures you can see within range, giving them the ability to withstand rugged travel. For the duration, an affected creature can move at a faster travel pace without suffering negative effects. For example, a creature can move at a Fast pace without a penalty to its passive Perception, or move stealthily at a Normal pace. A creature can also choose to move at a Very Fast pace, traveling 500 feet per minute, 5 miles per hour, or 36 miles per day. If it does so, it suffers a -10 penalty to its passive Perception.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional two creatures for each slot level above 2nd.

Lightning Spike

2nd-level conjuration (ferromancy)


  • Classes: Inventor, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a steel or iron needle)
  • Duration: Concentration, up to 1 minute

You create an iron rod, charged with electricity, and hurl it at a creature you can see within range. Make a spell attack roll. On a hit, the target takes 1d8 piercing damage and 1d12 lightning damage, and is impaled by the rod. On a miss, the target takes 1d12 lightning damage.

While a creature has a lightning rod embedded in them, you can use your bonus action on subsequent turns to send a pulse of electricity through its body. The target takes 1d12 lightning damage, and one creature of your choice within 15 feet must succeed on a Dexterity saving throw or take the same amount of damage as an arc of electricity leaps to them.

Any creature within 5 feet of an impaled target can remove the shard by succeeding on a Strength (Athletics) check against your spell save DC.

Liquid Armor

2nd-level conjuration (ferromancy)


  • Classes: Inventor, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a small steel plate)
  • Duration: Concentration, up to 10 minutes

You touch a willing creature, and immediately create a flowing layer of steel over its skin. The target’s AC can’t be less than 16, and it has resistance to the next 3 instances of bludgeoning, piercing, or slashing damage it suffers. Once all these instances are spent, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target is resistant to 1 more instance of damage for each slot level above 2nd.

Magma Spike

3rd-level transmutation


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

You haul a spike of red-hot magma up from the ground, impaling a creature you can see within range. The target must make a Dexterity saving throw. On a failure, it takes 2d6 fire and 2d6 piercing damage, and is impaled and restrained if it is Large or smaller. On a success, it takes half as much damage and suffers no other effects.

An impaled target takes 1d6 fire damage at the end of each of its turns. The target can repeat its saving throw at the end of each of its turns, freeing itself on a success.

Magnetic Smite

4th-level transmutation (ferromancy)


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

The next time you hit a creature with a melee weapon attack before this spell ends, your weapon turns incredibly dense for the impact, dealing 4d8 additional bludgeoning damage. Until the spell ends, the target’s body pulses with a powerful magnetic field, making its movements unpredictable and difficult. At the start of each of its turns, the target must roll any die. On an odd result, all its attacks are made with disadvantage until the start of its next turn. On an even result, its movement speed is halved until the start of its next turn.

A creature impaired by this spell can make a Strength saving throw at the end of each of its turns. On a success, the spell ends.

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

Melt Flesh

4th-level transmutation


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

You point at a creature you can see within range and curse it, placing a fearsome dissolving hex. The target must make a Constitution saving throw. On a failure, its skin becomes translucent and begins to slough off, as its body starts to melt from the outside. The target takes 8d4 acid damage at the start of each of its turns, its speed is halved, and all attacks against it are made with advantage.

The target repeats the saving throw at the end of each of its turns, ending the spell on a success. On a failure, the spell’s damage increases by 2d4, as more of its body turns to acid and begins dissolving itself. As an action, the target or another creature within 5 feet can clear the acid away. If so, the next instance of the spell’s damage is prevented, the spell’s damage resets to 8d4, and the target has advantage on its next saving throw.

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

Molten Shard

3rd-level conjuration (ferromancy)


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a white-hot piece of metal and hurl it towards a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d8 piercing and 2d8 fire damage, and the shard embeds itself in the target’s flesh. While the shard is embedded, the target makes its attacks with disadvantage, and takes an additional 1d8 fire damage at the end of each of its turns. Any creature within 5 feet of the target can remove the shard by succeeding on a DC 10 Wisdom (Medicine) check.

Necrotic Mine

4th-level necromancy (osteomancy)


  • Classes: Inventor, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a humanoid skull which is consumed in the casting)
  • Duration: 8 hours

You infuse explosive power into a skull, setting a magical trap that explodes with deathly energy when triggered. You can set this item to detonate when a living creature comes within 5, 10, or 15 feet of it. When the skull explodes, each creature in a 20-foot radius must make a Dexterity saving throw. On a failure, a creature takes 6d8 necrotic damage and can't receive any healing until the end of its next turn. On a success, a creature suffers half as much damage and no other effects. If a creature is killed by a necrotic mine, it rises as a zombie on the next moonless night.

If a creature is affected by multiple necrotic mines in a turn, it takes half damage from any mines beyond the first. A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the original caster disarms it as an action.

Oozeform

5th-level transmutation


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

You transform yourself into a mass of corrosive ooze. When you cast the spell, you can change your size to one category smaller or larger. Until the spell ends, you gain the following benefits:

  • You are immune to acid damage.
  • You can move through a space as narrow as 1 inch wide without squeezing.
  • If a creature within 5 feet hits you with a melee attack, it takes 2d4 acid damage.
  • You can use your action to attempt to envelop a creature your size or smaller within 5 feet of you. The target must make a Dexterity saving throw. On a failure, you occupy its space. The target becomes grappled and restrained, and takes 8d4 acid damage at the start of each of its turns. As an action, it can try to free itself by repeating the saving throw.

Phantom Web

5th-level illusion


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You create a mass of illusory spiderwebs, crawling with illusory spiders, centered on a point of your choice within range. When you cast the spell, you can designate any number of creatures to be immune to the spell. The webs fill a 20-foot cube, and are difficult terrain for all affected creatures.

When a creature starts its turn in the webs or enter them during its turn, they must make an Intelligence saving throw. On a failed save, the creature is restrained. They can spend their action to attempt to break free, attempting another saving throw.

As a bonus action, you can command one of the illusory spiders to attack any creature in the web or within 10 feet of its edge. Make a melee spell attack against the target. On a hit, the target suffers 4d6 psychic damage, and if they are outside the web, a Large or smaller target is dragged up to 10 feet toward the web.

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

Prismatic Shield

5th-level evocation


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

You cloak yourself in swirling, chaotic energies. At the start of each of your turns, roll 1d6 to determine the shield’s dominant energy.

You gain resistance to all five damage types, and immunity to damage of the shield’s dominant damage type. When a creature damages you with a melee attack, it is subject to the following effect, determined by the shield’s dominant type:

d6 Damage Type Effect
1 Acid It takes 2d4 acid damage, and the next attack against it is made with advantage.
2 Cold It must make a Constitution saving throw or become restrained until the start of its next turn.
3 Fire It takes 1d6 fire damage.
4 Lightning It takes 1d12 lightning damage and becomes shocked until the end of its next turn, halving its speed and taking away its reaction.
5 Poison It must succeed on a Constitution saving throw or become poisoned until the end of its next turn.
6 Choose one of 1-5

Quicksand

1st-level transmutation


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

You point at a 15-foot square patch of ground and cause it to liquefy. The area is difficult terrain for the duration. When a creature enters the spell’s area or starts its turn there, it must make a Strength saving throw. On a failure, the creature’s speed is reduced to 0 until the start of its next turn. If a creature fails a saving throw for this spell three times in a row, it becomes restrained until it succeeds.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the square’s dimensions increase by 5 feet for each 2 slot levels above 1st.

Quicksilver Lash

3rd-level conjuration (ferromancy)


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (several droplets of quicksilver)
  • Duration: Instantaneous

You transform a few drops of quicksilver into a massive whip, striking out at your enemies. Make a melee spell attack against a creature within range. If the attack hits, the target takes 6d8 slashing damage, and a Large or smaller target must make a Strength saving throw. If they fail the saving throw, you can pull them toward you up to 30 feet and knock them prone.

Rain of Ooze

5th-level conjuration


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

You summon a downpour of sticky sludge, coating your enemies in a storm of slime. The storm occurs in a 30-foot radius, 100-foot high cylinder at a point you can see within range. Any creature starting its turn in the area or entering it on its turn must succeed on a Dexterity saving throw or be pounded by the slime rain. On a failure, a creature takes 8d4 bludgeoning damage and is coated in slime, reducing its speed by 10 feet. A creature flying in the area makes its save at disadvantage.

If a creature is coated with slime three times, it becomes restrained for the duration. A creature coated in slime is slowed until the spell ends or a creature within 5 feet of it spends an action to clear off the slime.

Reanimating Smite

4th-level necromancy


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

You summon black flames which wreathe your weapon. The next time you hit a creature with a melee weapon attack during this spell’s duration, the attack deals an extra 4d8 necrotic damage, and the target must make a Charisma saving throw. On a failed save, its soul begins to rot. If the target dies during this spell’s duration, it immediately reanimates as a zombie under your control, taking its turns immediately after yours. After 1 hour, it becomes a lifeless corpse again.

Scintillating Spray

Evocation cantrip


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

You send a blast of wild, random magic outward, affecting one or two adjacent creatures of your choice within 5 feet of you. Each target must succeed on a Dexterity saving throw or take 1d6 damage and suffer an additional effect. Roll 1d6 for each target to determine the spell’s damage type and added effects.

d6 Damage Type Effect
1 Acid The target takes 2d4 acid damage at the end of its next turn.
2 Cold The target takes 1d4 cold damage and has its speed reduced by 10 feet until the end of its next turn.
3 Fire The target takes 2d4 fire damage.
4 Lightning The target takes 1d4 lightning damage and can’t take reactions until the start of its next turn.
5 Poison The target is poisoned until the end of its next turn.
6 Wild Choose the damage type and effect.

This spell’s base damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Shackle of Flame

4th-level conjuration


  • Classes: Bloodrager, Druid, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an iron manacle)
  • Duration: Concentration, up to 1 minute

You summon a ring of fire, which snaps shut on the target’s limb and attempts to pin it in place. The target must make a Dexterity saving throw. On a failure, it is shackled. While shackled, the target takes 6d6 fire damage at the start of each of its turns. The first time it attempts to move on its turn, it must make a Strength saving throw. On a failure, it takes 4d6 additional damage and its speed is reduced to 0 until the start of its next turn. On a success, the spell ends.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, both instances of damage are increased by 1d6 for every two slot levels above 2nd.

Shape Metal

Transmutation cantrip (ferromancy)


  • Classes: Inventor, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

You rest your hand on a Tiny or Small metal object and alter its properties. You can manipulate it in one of the following ways:

  • You alter its weight, reducing or increasing it by up to half.
  • You alter its appearance. You can make it look like any other metal, adjust how reflective it is, and make minor changes to its texture.
  • You alter its form, bending or stretching it up to half its length.
  • You enhance its malleability, granting advantage to attempts to craft or sculpt it while you maintain this effect.
  • If it is a blade, you sharpen or dull its edge, increasing or reducing its next damage roll by 1 point.
  • You can harden an object, increasing its hit points by your level.

You can’t target items worn or wielded by an unwilling creature. After 1 minute, or as soon as you cast the spell again, the object returns to normal.

Shard Rain

7th-level conjuration (ferromancy)


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a handful of gold slivers)
  • Duration: Concentration, up to 1 minute

You create a terrible storm of jagged metal, raining down in a 100-foot high column with a 30-foot radius. Every creature within the area of effect must make a Dexterity saving throw, taking 9d8 piercing damage on a failure or half as much on a success. If a Large or smaller creature fails by 5 or more, it is pinned to the ground, becoming restrained. Any creature within 5 feet can use its action to pull the shard free, attempting a Strength (Athletics) check against your spell save DC and freeing the target on a success.

Shifting Blade

2nd-level transmutation


  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a nonmagical weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 hour

You touch a weapon and imbue it with wild, unpredictable magical power. Choose a damage type from the table below. When the wielder hits a creature with it, the attack deals 1d6 bonus damage of that type. Add the number rolled for the bonus damage to the result on the damage types table, subtracting 8 if the result is 9 or higher. The new result determines the bonus damage type on the next attack.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
d8 Damage Type
5 Lightning
6 Poison
7 Psychic
8 Thunder

Silver Wind

4th-level conjuration (ferromancy)


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small silver mirror)
  • Duration: Instantaneous

You summon a hail of silver needles at a point within range, flinging them in a direction of your choice. The needles form a line 5 feet wide and 30 feet long. All creatures within their path must make a Dexterity saving throw, suffering 6d8 piercing damage on a failure or half as much on a success. A shapechanger or creature otherwise susceptible to silver has disadvantage on this saving throw, and, on a failure, cannot change its form until the end of its next turn.

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

Sonic Blast

Evocation cantrip


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

You produce a concentrated blast of sound, hammering a single enemy with its force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 thunder damage and is deafened until the end of its next turn.

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

Sonorous Toll

3rd-level enchantment


  • Classes: Bard, Troubadour
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, 1 minute

You create a haunting melody, captivating all creatures within a 20-foot radius sphere of a point you choose within range. Any creature in the area when the spell is cast or ending its turn in the area must make a Wisdom saving throw. On a failed save, it is charmed by you, cannot willingly leave the spell’s area of effect, and has disadvantage on attack rolls against creatures outside the area. An affected creature can repeat the save at the end of each of its subsequent turns to end the effect.

As a bonus action, you can direct the melody to a terrifying and mesmerizing crescendo. All creatures charmed through this spell must make a Wisdom saving throw, taking 3d6 psychic damage on a failed save, or half as much on a successful one. After you cause this crescendo, the spell ends.

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.

Steelskin

6th-level abjuration (ferromancy)


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of steel shavings)
  • Duration: Concentration, up to 1 hour

You touch a creature and transmute its skin into a fine layer of worked steel. Until the spell ends, the target’s armor class can’t be lower than 19, and it has resistance to bludgeoning, piercing, and slashing damage. At the start of each of the target’s turns, it gains 10 temporary hit points.

Storm of Spirits

5th-level necromancy


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

You conjure a horde of restless specters, sending them charging forward to torment a creature you can see within range. The target must make a Wisdom saving throw. On a failure, it takes 10d8 necrotic damage and is frightened until the end of your next turn. On a success, it takes half as much damage and is not frightened.

Every other creature in a 15-foot radius around the target must succeed on a Wisdom saving throw or take 3d8 necrotic damage.

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

Stormwall

5th-level evocation


  • Classes: Bloodrager, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, 10 minutes

You create a raging thunderstorm and sculpt it into a wall of lightning and lashing rain. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. You can make the wall up to 80 feet long, 40 feet high, and 5 feet thick, or a ringed wall up to 25 feet in diameter, 40 feet high, and 5 feet thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d12 lightning damage, or half as much damage on a successful save.

No sound can pass through the wall, and creatures within 10 feet of it are deafened. Creatures moving through the wall are buffeted by winds and lashed by lightning. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 4d12 lightning damage on a failed save, or half as much damage on a successful one.

As a bonus action on each turn after the first, you may select one creature you can see within 30 feet of the wall or one creature at random within 10 feet of the wall. A lightning bolt leaps out, dealing 2d12 lightning damage, or half as much if the target succeeds on a Dexterity saving throw.

Summon Fell Machine

3rd-level conjuration


  • Classes: Inventor, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a statuette made of hellforged steel, worth at least 300 gp)
  • Duration: Concentration, up to 1 hour

You conjure fiendish energy and cursed materials from the hells and sculpt it into a loathsome construct, appearing in an unoccupied space you can see within range. It uses the Fell Machine Spirit stat block, and you select either the Flesh, Iron, or Adamantine option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any command, it takes the Dodge action and moves only to avoid hazards.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, certain values increase in its stat block.


Fell Machine Spirit

Medium Construct


  • Armor Class 11 + the level of the spell (natural armor, Flesh) or 13 + the level of the spell (natural armor, Iron & Adamantine)
  • Hit Points 35 + 15 for each spell level above 3rd (Flesh) or 25 + 10 for each spell level above 3rd (Iron & Adamantine)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 16 (+3) 6 (-2) 10 (0) 10 (0)

  • Condition Immunities charmed, frightened
  • Senses passive Perception 10
  • Languages understands the languages you speak
  • Proficiency equals your bonus

Dissolving Rage (Flesh Only). When the fell machine starts its turn below half its maximum hit points, it goes berserk. It gains advantage on all its attacks, but loses 5 hit points at the end of its turn if it does not attack anything.

Cursed Adamantine (Adamantine Only). Any critical hits against the fell machine become normal hits, and any creature it hits is cursed until the start of the fell machine's next turn, taking 7 (2d6) additional damage from any critical hits.


Actions

Multiattack. The fell machine makes a number of attacks equal to half this spell's level (rounded down).

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level bludgeoning damage.

Infernal Drill (Iron Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 4 + the spell's level piercing damage, and the target is grappled (escape DC 10 + the spell's level). The fell machine can't use its Infernal Drill against another target while it has one grappled. The Infernal Drill deals 2d4 additional fire damage against targets grappled with it.

Summon Spider

4th-level conjuration


  • Classes: Druid, Occultist, Warlock
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a jeweled spider figurine worth at least 500 gp)
  • Duration: Concentration, up to 1 hour

You call forth a magical spider, manifesting in an unoccupied space that you can see within range. This corporeal form uses the Spider Spirit stat block. When you cast the spell, choose Venomous, Webspinner, or Sword. The creature resembles the creature of your choice, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

Surf Skip

2nd-level transmutation


  • Classes: Druid, Ranger, Sorcerer
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a smooth flat stone)
  • Duration: 10 minutes

You touch a creature and grant it the ability to move over liquid surfaces as if they were solid ground. The target must move at least 30 feet on each of its turns to stay above the liquid—otherwise, it sinks below the surface. While the target is moving over a liquid surface, it can move 10 feet for every 5 feet of movement it spends. It also gains advantage on saving throws to avoid being restrained or knocked prone.

Thorn Lance

4th-level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a rose petal)
  • Duration: Instantaneous

You summon a mighty spear of thorns and flowers, hurling it at a creature you can see within range. Make a ranged spell attack against the target. If the attack hits, the target takes 6d8 piercing damage and is restrained for 1 minute as the lance explodes into a cluster of vines, enveloping its form. At the end of each of its turns, the target takes 2d8 piercing damage and can attempt a Strength saving throw to break free. Any other creature within 5 feet of the target can clear the vines as an action. Once the target is no longer restrained, the spell ends.

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


Spider Spirit

Medium Monstrosity, unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 40 + 10 for each spell level above 5th
  • Speed 30 ft., climb 30 ft.
  • Speed (Sword Only) 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 10 (+0) 17 (+3) 13 (+1)

  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 13
  • Languages understands the languages you speak

Websense (Webspinner Only). The spider can ignore movement penalties or conditions caused by webs, and has blindsight over the entire area of any web it can touch.


Actions

Multiattack. The spider makes a number of attacks equal to half this spell's level (rounded down).

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + the spell's level piercing damage.

Stabbing Leg (Sword Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.

Web Spray (Webspinner only). The spider can spray webbing on a 20-foot radius sphere within 60 feet. This webbing is difficult terrain.


Bonus Actions

Inject Venom (Venomous only, Recharge 5-6). After the spider hits an enemy with a Bite attack, it can inject a potent poison into its target. The target must make a Constitution saving throw against your spell save DC or take 4d6 poison damage and be poisoned for 1 minute. They can make a Constitution saving throw at the end of their turns to end the effect.

Stabbing Frenzy (Sword Only). When the spider hits a creature with a Stabbing Leg attack, it can follow up with a series of further stabs with its knife-sharp legs. It can make one Stabbing Leg attack for each 10 feet of movement it has remaining.

Web Spit (Webspinner only). Ranged Weapon Attack: your spell attack modifier to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a Strength (Athletics) check with a DC equal to your spell save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 3hp per spell level; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Thunderous Chords

5th-level evocation


  • Classes: Bard, Sorcerer, Troubadour
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S, M (a musical instrument)
  • Duration: Concentration, 1 minute

You begin performing a song of crashing power, sending waves of devastating sound outwards from your instrument. A wave of sound rolls out from you in a 30-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 5d8 thunder damage, is deafened, and has disadvantage on its next attack roll until the start of your next turn. On a failed save, it takes half as much damage and suffers no other effects.

You can create such a sound wave as your action on any turn until the spell ends.

Tieleman’s Cannon

4th-level conjuration


  • Classes: Inventor, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small lead ball and a pinch of gunpowder)
  • Duration: Concentration, up to 1 round

You summon a spectral cannon in a space you can see within range, its fuse already lit and burning down. At the start of your next turn, the cannon fires in a direction of your choice. All creatures in line 120 feet long and 5 feet wide must make a Dexterity saving throw. A target takes 7d10 bludgeoning damage on a failure or half as much on a success.

If your concentration ends early, the cannon fires immediately, dealing 4d10 bludgeoning damage, or half as much on a successful save.

This spell does full damage against fortified structures and ships, and double damage against smaller objects.

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

Titan’s Might

4th-level transmutation


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

You invest yourself with mighty power, increasing your strength enormously. For the duration, you receive the following benefits:

  • You have advantage on attack rolls and ability checks using Strength.
  • Your attacks using Strength do 1d8 extra damage.
  • Your carrying capacity is doubled.

Turning Ward

2nd-level abjuration


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

You construct a maze of magic around another creature you touch, making it difficult for enemies to reach. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make an Intelligence saving throw. On a failed save, the creature must target you instead, or another creature of its choice if it can't target you. If it doesn't choose a new target, it loses the attack or spell. The warded creature gains no protection from area effects.

When the target makes an attack or casts a spell that affects a hostile creature, that creature gains immunity to the spell. A creature also becomes immune to the spell if it succeeds on the saving throw.

Undead Familiar

1st-level necromancy (ritual)


  • Classes: Wizard
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (the corpse of a tiny creature and 10 gp worth of perfume)
  • Duration: Concentration, up to 10 minutes

You animate the corpse of a tiny creature to serve you. The corpse can be from any creature, but uses the statistics of one of the following: bat, cat, crab, crawling claw, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. The familiar has the statistics of its chosen form, but its creature type becomes Undead and it is immune to necrotic and poison damage.

The first time it would be reduced to 0 hit points, it can attempt a Constitution saving throw with a DC equal to the damage dealt. On a success, it drops to 1 hit point instead. When it is reduced to 0 hit points, it dies.

Your familiar acts independently of you, but it always obeys your commands. In combat, it takes its turn immediately after yours. A familiar can't attack, but it can take other actions as normal.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, your previous familiar dies.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. You can cause a spell to deal 1d4 bonus necrotic damage when delivered in this way — once you do so, you can't do so again until you finish a long rest or recreate your familiar.

Venomous Maw

5th-level transmutation


  • Classes: Druid, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an adder's fang)
  • Duration: Concentration, up to 1 minute

You morph one of your arms into a venomous snake, which shoots out to bite an enemy. Make a melee spell attack against one creature you can see within 30 feet. On a hit, the target takes 1d12 piercing damage and 5d12 poison damage, and is poisoned for the duration. It can make a Constitution saving throw at the end of each of its turns to end the effect.

Waldrip's Wondrous Wagon

3rd-level transmutation


  • Classes: Bard, Inventor, Wizard
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a glass pumpkin worth at least 100 gp)
  • Duration: 8 hours

You transform the pumpkin used in the casting into a Large wagon, pulled by a spectral draft horse. You decide the general appearance of the vehicle and horse, but both are obviously magical to cursory inspection. For the duration, the wagon can be loaded with up to 2000 pounds, and moves as you direct at a speed of 30 feet (or 3 miles per hour at a slow travel pace). It can't take any actions.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its duration increases by 8 hours for each slot level above 3rd.

Wall of Blood

4th-level conjuration (blood magic)


  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a splash of your blood worth at least 4 hit points, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You manifest some of your blood into a barrier on a solid surface you can see within range. You can make the wall up to 60 feet long, 20 feet high, and 5 feet thick, or in a ring up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall is opaque and lasts for the duration. Moving through the wall costs 3 feet of movement for each foot traveled.

Any creature entering the wall must make a Constitution saving throw, suffering 3d8 necrotic damage on a failure or half as much on a success. When a creature enters the wall, you can expend 2 hit points to increase the necrotic damage it would take by 2d8.

Wall of Bones

5th-level necromancy


  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a handful of bone slivers)
  • Duration: Concentration, up to 10 minutes

A wall of jagged bones appears on a solid surface you can see within range. The wall is 12 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it is pushed outside of the wall to a space of its choice.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall must be vertical and rest on the ground. It is an object that can be damaged and thus breached. Each panel has AC 10 and 80 hit points, and is vulnerable to bludgeoning damage. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion. The wall disappears when the spell ends.

When a creature starts its turn adjacent to the wall or moves within 5 feet of the wall for the first time on its turn, skeletal hands reach out to try and grapple it. The creature must make a Dexterity saving throw or take 2d8 necrotic damage and become grappled. While grappled in this way, it takes 2d8 necrotic damage at the start of each of its turns.

At Higher Levels. When you cast this spell with a spell slot of 7th level or higher and maintain your concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled.

Wall of Insects

5th-level conjuration


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 hour

A wall of churning bugs appears on a solid surface you can see within range. You can make the wall up to 60 feet long, 20 feet high, and 10 feet thick, or in a ring up to 20 feet in diameter, 20 feet high, and 10 feet thick. The wall is opaque and lasts for the duration. Moving through the wall costs 3 feet of movement for each foot.

A creature that starts its turn in the wall or enters the wall on its turn must make a Constitution saving throw. On a failure, it takes 2d8 poison damage and 2d8 piercing damage, and is poisoned until the end of its next turn. On a success, it takes half as much damage and is not poisoned.

If a creature ends its turn in the wall, some insects cling to it, and it continues to be affected as if in the wall until it or another creature within 5 feet spends an action to brush the insects off.

Wall of Misery

5th-level enchantment


  • Classes: Cleric, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of black sand)
  • Duration: Concentration, 10 minutes

You create a plane of roiling shadow, standing as a wall at a point you can see within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. It can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight for other creatures, but is transparent to you. If the wall is in darkness, a creature unaware of it must succeed on a Perception check with a DC equal to your spell save DC in order to see it.

When the wall appears, each creature in its area must make a Charisma saving throw. On a failure, it takes 4d8 necrotic damage and is cursed for 1 minute. While cursed in this way, a creature can’t recover hit points, and it must roll 1d6 whenever it makes an attack roll, saving throw, or ability check, and subtract the result from the roll. A cursed creature can repeat the Charisma save at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall’s area takes 4d8 necrotic damage.

As a bonus action, you can move the wall up to 15 feet in any direction. You can either shift the entire wall, or move one of its end points.

Wall of Snow

4th-level conjuration


  • Classes: Druid, Wizard
  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (a small piece of snow or crystal)
  • Duration: Concentration, up to 10 minutes

A magical wall of snow springs into existence on a solid surface you can see within range. The wall is 12 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it is pushed outside of the wall to a space of its choice.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall must be vertical and rest on the ground. It is an object made of packed snow that can be damaged and thus breached. Each panel has AC 10 and 100 hit points, and is vulnerable to fire damage. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion.

The wall radiates intense cold, and blasts of snow explode outwards when it is damaged. A creature within 5 feet of a wall panel when it is damaged takes 1d6 cold damage, and must succeed on a Constitution saving throw or become restrained until the start of its next turn.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent, nonmagical, and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Whiteout

7th-level evocation


  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a pinch of silver dust)
  • Duration: Concentration, up to 1 minute

You create a terrible ice storm, occupying a 30-foot radius sphere centered on a point you can see within range. The area is heavily obscured, and any creature entering the area on its turn or starting its turn there must make a Constitution saving throw. On a failure, a creature takes 6d8 cold damage and has its speed reduced by half until the end of its next turn. A creature whose speed is already reduced by this spell is additionally restrained until the end of its next turn. Water in the area instantly freezes.

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

Wind of Ruin

6th-level enchantment


  • Classes: Cleric, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a crow’s wing)
  • Duration: Concentration, up to 1 minute

You summon a dreadful wind, which begins at a point you can see within range and sweeps through a line 10 feet wide and 60 feet long. All creatures the wind passes through must make a Charisma saving throw or become cursed for the duration. While cursed in this way, a creature suffers from the following penalties:

  • It has disadvantage on all Strength, Dexterity, and Constitution ability checks.
  • Anytime it makes an attack roll, it must roll 1d6 and subtract the result from the d20 roll.
  • At the start of each of its turns, its current and maximum hit points are reduced by 2d10. Its maximum hit points can’t go below 1 this way, and the reduction ends after a long rest.

A target can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success.

Changelog

v1.5.1

  • Gave a few spells to Spellblades: Auric Lance, Devil's Dagger, Flashdaggers, Lightning Spike, Liquid Armor, Molten Shard, Silver Wind, Venomous Maw

v1.5

  • Added Adapted December 2024 Holiday Spells: Rain of Ooze, Whiteout
  • Added January 2025 Spell Pack: Bone Spear, Grave Passage, Lightfoot, Necrotic Mine, Undead Familiar, Waldrip's Wondrous Wagon, Wall of Bones
  • Added Songs of the Spellbound Sea Sing Your Own Song spells: Howl of the Moon, Lightning Spike, Shackle of Flame, Surf Skip
  • Added Tieleman's Cannon
  • Added Knight-Abjurer Spells: Blade Shell, Force Barrier, Instant Guardian, Turning Ward,
  • Incorporated major proofread and edit pass
  • Updated cover art

v1.4

  • Added Storm of Spirits

v1.3

  • Added Corrosion, Aura of Iron, Magnetic Smite, Wall of Misery

v1.2.1

  • Gave Ebon Spear to Warlocks
  • Fixed a sort-order issue

v1.2

  • Rebalanced Summon Spider
  • Tweaked Ebon Spear

v1.1

  • Added Bind Lesser Fiend and Ebon Spear

v1.0

  • Took Glacial Axe away from Rangers

v0.15

  • Added Cloak of Wasps, Latching Beetle, and Wall of Insects
  • Removed Oakenhide and Mass Freeze (They're in Spells That Don't Suck)

v0.14

  • Added Coruscating Flash and Wind of Ruin
  • Nerfed Scintillating Spray

v0.13.1

  • Two small nerfs to Axiomatic Artillery
  • Updated art and license

v0.13

  • Added Axiomatic Artillery, Gravitic Field, Wall of Blood

v0.12.2

  • Some copyedits

v0.12.1

  • Added Titan's Might

v0.12.1

  • Buffed damage on Keen Weapon & Shifting Blade
  • Added Incandescent Blade to sorcerer list

v0.12

  • Promoted Shifting Blade, Scintillating Spray, Prismatic Shield, Acid Jet, Melt Flesh, and Chaotic Vortex out of workshop

v0.11

  • Added Workshop section
  • Added Shifting Blade, Scintillating Spray, Elemental Shield, Prismatic Fortress, Acid Jet, Melt Flesh, and Chaotic Vortex to workshop

v0.10

  • Added Reanimating Smite

v0.9.1

  • Fixed a few typos

v0.9

  • Added Devil's Dagger and Summon Fell Machine

v0.8

  • Added ferromancy spells (Alter Metal, Auric Lance, Conjure Weapon, Incandescent Blade, Flashdaggers, Keen Weapon, Lead to Gold, Liquid Armor, Quicksilver Lash, Shape Metal, Shard Rain, Silver Wind, Steelskin)
  • Added class note
  • Added Kibbles classes to several spells

v0.7

  • Stripped out spells written for Spells That Don't Suck

v0.6

  • Added Unerring Sentry & Fiery Quiver
  • Slight nerf to Wall of Snow's hp
  • Updated cover art

v0.5

  • Added Phantom Web
  • Added Summon Spider

v0.4

  • Added Burst of Flame
  • Added Enkindle

v0.3

  • Added Unbridled Fury
  • Added Life Drain

v0.2.1

  • Buffed Minor Drain to 3d6
  • Added Introduction

v0.2

  • Added Touch of Filth, Minor Drain

v0.1

  • Initial compilation, pulling spells largely from the Troubadour and the Oath of the Tundra
Thank you supporters!

A heartfelt thank you to all my patrons, whose generous support helps make this work possible. And a special thank you to:

  • Alex Whitehurst
  • Andrew Porteous
  • arawnannwn
  • bluewarbler
  • Danny Mendoza
  • David Sharp
  • Erratic Berry
  • GlaciesGlace
  • Graham Hildebrandt
  • Grimm
  • HaoChuan Chu
  • Maya
  • nitro_dynamite18
  • René Grates
  • Seita
  • Ssenmad
  • TheWindMagi
  • TikiShades

And a very special thank you to Archmage-tier supporter Lochey!

Credits & References

So Many Spells created by somanyrobots
Discord | Patreon

Spells

Includes backer-commissioned spells from the "Sing Your Own Song" tier for Songs of the Spellbound Sea.

  • Benjamen B.: Howl of the Moon
  • Nolan and Salvador Blanchfield: Shackle of Flame
  • Chris Grimmett: Lightning Spike
  • Maya Selbie: Surf Skip
Art

Eldritch Rift, by Alifka Hamamm Nugroho


Licensing

All rules & spell text in this document is licensed as CC-BY, under the Creative Commons Attribution 4.0 International license (CC-BY). Broadly, it can be republished freely or incorporated into commercial works as long as credit is given to the original creators.


5E SRD Content
  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.

  • The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.


Can I Use These In My Project?

If you want to include spells from this document in your own work, include a reference, for example:


Includes spells from So Many Spells by somanyrobots, which is licensed CC-BY and available here.