Mjal’s Mighty Tome

Spells


More options for your 5E D&D game

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Spells

Updated Spells

  • Banishment
  • Barkskin
  • Enhance Ability
  • Forcecage
  • Friends
  • Healing Spirit
  • Leomund’s Tiny Hut (3rd)
  • Massmorph
  • Mass Polymorph (9th)
  • Mending (Cantrip)
  • Otiluke’s Resilient Sphere (4th)
  • Polymorph (4th)
  • Sleep
  • Stoneskin
  • Wall of Force
  • Witch Bolt

Radiomancy Spells

Cantrips (0 level)
  • Light
  • Sacred Flame
  • Spare the Dying
  • Word of Radiance
1ST LEVEL
  • Cure Wounds
  • Divine Favor
  • Guiding Bolt
  • Healing Wounds
2ND LEVEL
  • Aid
  • Branding Smite
  • Continual Flame
  • Lesser Restoration
  • Moonbeam
  • Prayer of Healing
3rd Level
  • Aura of Vitality
  • Beacon of Hope
  • Blinding Smite
  • Crusader’s Mantle
  • Daylight
  • Mass Healing Word
  • Revivify
  • Spirit Guardians
4th Level
  • Aura of Life
  • Death Ward
  • Guardian of Faith
  • Sunmelt
5th Level
  • Dawn
  • Greater Restoration
  • Holy Weapon
  • Mass Cure Wounds
  • Raise Dead
  • Wall of Light
6th Level
  • Dome of Light
  • Heal
  • Sunbeam
7th Level
  • Regenerate
  • Resurrection
8th Level
  • Holy Aura
  • Sunburst
9th Level
  • Mass Heal
  • True Resurrection

Bard

Cantrips (0 Level)
  • Adhesion
  • Allieve
  • Brilliant Beam
  • Combat Insight
  • Copy
  • Cut
  • Deflect
  • Dictation
  • Erase
  • Flaming Weapon
  • Frozen Weapon
  • Grasp
  • Infinite Ammunition
  • Ironmaker
  • Lightning Weapon
  • Meal
  • Poison Weapon
  • Shadows
  • Sharpen Blade
  • Speed Read
  • Taunt
  • Unerring Strike
  • Ventriloquism
  • Whistle
  • Zolar’s Annoying Poke
1st Level
  • Aim
  • Appraising
  • Arcane Mark
  • Bloat
  • Chameleon
  • Cloud Ladder
  • Deep Pockets
  • Detho’s Delirium
  • Drowsy Insects
  • Endure Heat/Cold
  • False Tracks
  • Feast
  • Gaze Reflection
  • Greater Blade Ward
  • Kirk’s Etiquette Bestowment
  • Know History
  • Lookout
  • Nystul’s Magical Aura
  • Phantom Map
  • Stilts
  • Summon Instrument
  • Swarm of Biting Flies
  • Uncanny Balance
2nd Level
  • Bind
  • Bliss
  • Bladeleap
  • Bladethirst
  • Bodyguard
  • Conceal
  • Crystal Dagger
  • Delusions of Granduer
  • Envigor
  • Glitterdust
  • Hell Wasps
  • Imbue
  • Itch
  • Lesser Creation
  • Mount
  • Mouse
  • Narrate
  • Rash
  • Sever The Tie
  • Withdraw
3rd Level
  • Brawl
  • Choke
  • Repair
  • Time Hop
4th Level
  • Drawmij’s Instant Exit
  • Massmorph
  • Privacy
  • Shout
5th Level
  • Bigby’s Fantastic Fencers
  • Chromatic Blade
  • Rainbow
6th Level
  • Drawmij’s Beneficient Polymorph

SPELLS

 

 

Battlemage

Cantrips (0 Level)
  • Arcane Bolt (M)
  • Blade Ward
  • Booming Blade (T)
  • Brilliant Beam
  • Chill Touch
  • Combat Insight
  • Cut
  • Eldritch Blast
  • Fire Bolt
  • Flaming Weapon
  • Frostbite (X)
  • Frozen Weapon
  • Graft
  • Green-flame Blade (T)
  • Hand of Flame
  • Hand of Frost
  • Hand of Lightning
  • Infinite Ammunition
  • Knives of Teclis
  • Lightning Lure (T)
  • Lightning Weapon
  • Mage Hand
  • Prestidigitation
  • Ray of Frost
  • Resistance
  • Sharpen Blade
  • Shocking Grasp
  • Sword Burst (T)
  • Thunderclap (X)
  • Taunt
  • True Strike
  • Unerring Strike
  • Warding

1st Level

  • Absorb Elements (X)
  • Aim
  • Burning Hands
  • Catapult (X)
  • Detect Magic
  • Disguise Self
  • Endure Heat/Cold
  • Expedious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Grease
  • Ice Knife (X)
  • Immolate
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • Shield
  • Thunderwave
  • Uncanny Balance
  • Unseen Servant
  • Witch Bolt
  • Zephyr Strike (X)

2nd Level

  • Afterclap
  • Aganazzar’s Scorcher (X)
  • Alter Self
  • Battering Ram
  • Bind
  • Blackmantle
  • Bladeleap
  • Bladethirst
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Crystal Dagger
  • Dragon’s Breath (X)
  • Electrocute
  • Elemental Weapon
  • Enlarge/Reduce
  • Flaming Sphere
  • Freeze
  • Glide
  • Hold Person
  • Invisibility
  • Levitate
  • Magic Weapon
  • Melf’s Acid Arrow
  • Mirror Image
  • Misty Step
  • Scorching Ray
  • Shadow Blade (X)
  • Shatter
  • Snake Belt
  • Snilloc’s Snowball Swarm (X)
  • Spider Climb
  • Web

3rd Level

  • Blink
  • Choke
  • Counterspell
  • Enemies Abound (X)
  • Fear
  • Fireball
  • Flame Arrows (X)
  • Fly
  • Haste
  • Lightning Bolt
  • Melf’s Minute Meteors (X)
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Slow
  • Stinking Cloud
  • Vampiric Touch
  • Wall of Sand (X)
  • Wall of Water (X)

4th Level

  • Blight
  • Confusion
  • Dimension Door
  • Dragon Scales
  • Enervation
  • Evard’s Black Tentacles
  • Fire Shield
  • Greater Invisibility
  • Ice Storm
  • Locate Creature
  • Mordenkainen’s Faithful Hound
  • Polymorph
  • Shout
  • Sickening Radiance (X)
  • Staggering Smite
  • Stoneskin
  • Storm Sphere (X)
  • Thunderbolt
  • Vitriolic Sphere (X)
  • Wall of Fire

5th Level

  • Baleful Teleport
  • Banishing Smite
  • Bigby’s Fantastic Fencers
  • Chromatic Blade
  • Cloudkill
  • Cone of Cold
  • Dominate Person
  • Hold Monster
  • Immolation (X)
  • Passwall
  • Rainbow
  • Seeming
  • Skill Empowerment (X)
  • Steel Wind Strike (X)
  • Wall of Light (X)
  • Wall of Force
  • Wall of Stone

6th Level

  • Breach Defenses
  • Chain Lightning
  • Circle of Death
  • Disintegrate
  • Drawmij’s Instant Summons
  • Eyebite
  • Flesh to Stone
  • Globe of Invulnerabity
  • Investiture of Flame (X)
  • Investiture of Ice (X)
  • Investiture of Stone (X)
  • Investiture of Wind (X)
  • Otiluke’s Freezing Sphere
  • Sunbeam
  • Tenser’s Transformation (X)
  • Wall of Ice

7th level

  • Crown of Stars (X)
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mordenkainen’s Sword
  • Prismatic Spray
  • Reverse Gravity
  • Teleport
  • Whirlwind (X)

8th level

  • Abi-Dalzim’s Horrid Wilting (X)
  • Antimagic Field
  • Dominate Monster
  • Feeblemind
  • Incendiary Cloud
  • Maddening Darkness (X)
  • Maze
  • Mighty Fortess (X)
  • Power Word Stun

SPELLS

 

 

Cleric

Cantrips (0 Level)
  • Adhesion
  • Allieve
  • Brilliant Beam
  • Dictation
  • Magic Stone
  • Meal
  • Necrotic Weapon
  • Radiant Weapon
  • Warding
  • Death’s Recall
  • Sacred Weapon
  • Summon Crawling Claw
  • Unerring Strike
1st Level
  • Aim
  • Altruism
  • Appraising
  • Bloat
  • Cloud Ladder
  • Corpse Visage
  • Danse Macabre
  • Endure Heat/Cold
  • Feast
  • Gaze Reflection
  • Greater Blade Ward
  • Invisibility to Undead
  • Know History
  • Lookout
  • Phantom Map
  • Summon Skeleton
  • Summon Zombie
  • Swarm of Biting Flies
  • Transmute Fluid
  • Vigil
2nd Level
  • Animate Dead Animals
  • Blackmantle
  • Bliss
  • Bolt from the Blue
  • Cloak of Bravery
  • Envigor
  • Forget
  • Glide
  • Hold Undead
  • Imbue
  • Itch
  • Lesser Creation
  • Narrate
  • Rain of Blood
  • Rash
  • Rebuke
  • Sever The Tie
  • Snake Belt
  • Withdraw
3rd Level
  • Bind Spirit
  • Bury
  • Cloudburst
  • Choke
  • Crushing Walls
  • Flame of Truth
  • Item
  • Prying Eyes
  • Seizure
  • Shield of Shadows
  • Time Hop
  • Touch of Death
  • Turn Resistance
  • Wraithform
4th Level
  • Conjure Fiend
  • Frightful Joining
  • Privacy
  • Shout
  • Summon Golem
  • Thunderbolt
5th Level
  • Cloud of Purification
  • Control Wind
  • Crawling Darkness
  • Rainbow
6th Level
  • Breach Defenses
  • Dome of Light
7th Level
  • Chariot of the Sun
  • Spirit Council
8th Level
9th level
  • Summon Avatar

Druid

Cantrips (0 Level)
  • Allieve
  • Beast Eyes
  • Cut
  • Elemental Blade
  • Elemental Whip
  • Hand of Flame
  • Ice Spike
  • Magic Stone
  • Meal
  • Warding
1st Level
  • Allergy Field
  • Cloud Ladder
  • Drowsy Insects
  • Endure Heat/Cold
  • False Tracks
  • Feast
  • Gaze Reflection
  • Greater Blade Ward
  • Know History
  • Lookout
  • Pillar of Stone
  • Swarm of Biting Flies
  • Transmute Fluid
  • Warmth
2nd Level
  • Afterclap
  • Bear Hug
  • Command Beast
  • Fanged Fist
  • Glide
  • Hell Wasps
  • Itch
  • Lesser Creation
  • Lightning Strike
  • Mount
  • Mouse
  • Poison
  • Rash
  • Summon Swarm
  • Smoke Cloud
  • Snake Belt
  • Warp Wood
  • Wings
  • Wyvern Watch
3rd Level
  • Bind Spirit
  • Cloudburst
  • Choke
  • Crushing Walls
  • Fire Arrow
  • Fountain of Fire
  • Time Hop
4th Level
  • Acid Rain
  • Create Darkenbeast
  • Massmorph
  • Dig
  • Rain of Plagues
  • Sunmelt
  • Thunderbolt
5th Level
  • Air Walk
  • Cloud of Purification
  • Control Wind
  • Rainbow
6th Level
  • Dome of Light
7th Level
  • Chariot of the Sun
  • Statue
8th Level
  • Death Spider

SPELLS

 

 

Paladin

Cantrips (0 Level)
  • Brilliant Beam
  • Flaming Weapon
  • Frozen Weapon
  • Graft
  • Insight
  • Ironmaker
  • Light
  • Lightning Weapon
  • Meal
  • Radiant Weapon
  • Resistance
  • Sacred Flame
  • Sharpen Blade
  • Taunt
  • Unerring Strike
  • Warding
1st Level
  • Endure Heat/Cold
  • Greater Blade Ward
  • Hellish Rebuke
  • Invisibility to Undead
  • Uncanny Balance
2nd Level
  • Banishing Strike
  • Battering Ram
  • Bind
  • Bladeleap
  • Death’s Recall
  • Envigor
  • Hold Undead
  • Mount
  • Narrate
  • Sever The Tie
3rd Level
  • Bind Spirit
  • Flame of Truth
4th Level
  • Dragon Scales
  • Rain of Plagues
  • Shout
5th Level
  • Bigby’s Fantastic Fencers
  • Chromatic Blade

SPELLS

 

 

Psion

Cantrips (0 level)
  • Acid Splash
  • Adhesion
  • Allieve
  • Chill Touch
  • Contact
  • Daze
  • Dictation
  • Empty Mind
  • Friends
  • Hand of Flame
  • Hand of Frost
  • Hand of Lightning
  • Graft
  • Grasp
  • Helping Hand
  • Infinite Ammunition
  • Inkling
  • Know Direction
  • Know History
  • Light
  • Mending
  • Message
  • Mind Thrust
  • Minor Illusion
  • Psychic Crush
  • Shocking Grasp
  • True Strike
1st Level
  • Absorb Elements (X)
  • Aim
  • Body Armor
  • Body Weapondry
  • Charm Person
  • Comprehend Languages
  • Corpse Visage
  • Cure Wounds
  • Danger Sense
  • Danse Macabre
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Ego Whip
  • Endure Heat/Cold
  • Empathy
  • Expeditious Retreat
  • False Life
  • Force Blast
  • Feather Fall
  • Find Familiar
  • Fire Burst
  • Float
  • Grease
  • Heroism
  • Identify
  • Inflict Wounds
  • Jump
  • Lesser Astral Construct
  • Longstrider
  • Mental Barrier
  • Object Reading
  • Protection from Evil and Good
  • Sanctuary
  • Sever the Tie
  • Silent Image
  • Sleep
  • Speak With Animals
  • Unseen Servant
  • Thought Shield
  • Thunderwave
2nd Level
  • Afterclap
  • Alter Self
  • Animate Dead Animals
  • Blackmantle
  • Bladeleap
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Create Enchanted Tattoo
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Dragon’s Breath (X)
  • Enhance Ability
  • Enlarge/Reduce
  • Gentle Repose
  • Glide
  • Gust of Wind
  • Hold Person
  • Id Insinuation
  • Invisibility
  • Imbue
  • Immolate
  • Knock
  • Lesser Creation
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Protection from Poison
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • See Invisibility
  • Shatter
  • Silence
  • Spider Climb
  • Suggestion
  • Sustenance
  • Withdraw
  • Zone of Truth
3rd Level
  • Astral Construct
  • Bestow Curse
  • Blink
  • Choke
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Fear
  • Feign Death
  • Fly
  • Gaseous Form
  • Haste
  • Intellect Fortress
  • Major Image
  • Meld Into Stone
  • Mind Blast
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Sending
  • Slow
  • Time Hop
  • Tongues
  • Vampiric touch
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Confusion
  • Control Water
  • Death Ward
  • Dimension Door
  • Dragon Scales
  • Evard’s Black Tentacles
  • Fabricate
  • Freedom of Movement
  • Frightful Joining
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Otiluke’s Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Thunderbolt
  • Tower of Iron Will
5th Level
  • Animate Objects
  • Baleful Teleport
  • Bigby’s Hand
  • Chromatic Blade
  • Contact Other Plane
  • Creation
  • Dominate Person
  • Dream
  • Geas
  • Greater Astral Construct
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Mind Probe
  • Mislead
  • Modify Memory
  • Passwall
  • Planar Binding
  • Raise Dead
  • Rary’s Telepathic Bond
  • Scrying
  • Seeming
  • Telekinesis
  • Wall of Force
  • Wall of Stone
6th Level
  • Breach Defenses
  • Circle of Death
  • Disintegrate
  • Drawmij’s Instant Summons
  • Eyebite
  • Flesh to Stone
  • Globe of Invulnerability
  • Harm
  • Heal
  • Magic Jar
  • Mass Suggestion
  • Move Earth
  • Otto’s Irresistible Dance
  • Programmed Illusion
  • True Seeing
7th Level
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Project image
  • Regenerate
  • Reverse Gravity
  • Sequester
  • Teleport
  • Ultrablast

SPELLS

 

 

Psion (Cont)

8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Hypercognition
  • Maze
  • Mind Blank
  • Power Word Stun
  • Telepathy
9th Level
  • Astral Projection
  • Detonation
  • Foresight
  • Imprisonment
  • Power Word Kill
  • Shapechange
  • True Polymorph
  • Weird

Ranger

Cantrips (0 Level)
  • Arrow Flight
  • Beast Eyes
  • Cut
  • Flaming Weapon
  • Frozen Weapon
  • Guidance
  • Hunter’s Quarry
  • Infinite Ammunition
  • Ironmaker
  • Knife Nails
  • Know Direction
  • Lightning Weapon
  • Magic Stone
  • Mending
  • Poison Weapon
  • Resistance
  • Shadows
  • Sharpen Blade
  • Taunt
  • Unerring Strike
1st Level
  • Aim
  • Chameleon
  • Endure Heat/Cold
  • Drowsy Insects
  • False Tracks
  • Lookout
  • Swarm of Biting Flies
  • Uncanny Balance
2nd Level
  • Bind
  • Bladeleap
  • Bladethrist
  • Chatterbark
  • Hell Wasps
  • Itch
  • Lesser Creation
  • Mount
  • Seeker’s Arrow
  • Seeking
  • Wings
  • Wyvern Watch
3rd Level
  • Banishing Strike
  • Choke
  • Fire Arrow
4th Level
  • Dig
  • Dragon Scales
  • Rain of Plagues
  • Thunderbolt
5th level
  • Rainbow

SPELLS

 

 

Sorceror

Cantrips (0 Level)
  • Adhesion
  • Arcane Bolt
  • Bone Blade
  • Claws of the Grave
  • Combat Insight
  • Corpion’s Nick
  • Cut
  • Deflect
  • Eldritch Blast
  • Elemental Blade
  • Elemental Whip
  • Erase
  • Flaming Weapon
  • Frozen Weapon
  • Grasp
  • Hand of Flame
  • Hand of Frost
  • Hand of Lightning
  • Ice Spike
  • Knifenails
  • Knives of Teclis
  • Lightning Weapon
  • Nybor’s Gentle Reminder
  • Poison Weapon
  • Shadows
  • Sharpen Blade
  • Taunt
  • Unerring Strike
  • Ventriloquism
  • Warding
  • Zolar’s Annoying Poke
1st Level
  • Acid Bath
  • Arcane Mark
  • Call of Kalibos
  • Chameleon
  • Corpse Visage
  • Deep Pockets
  • Detho’s Delirium
  • Drowsy Insects
  • Electrocute
  • Endure Heat/Cold
  • False Tracks
  • Flense
  • Freeze
  • Gaze Reflection
  • Greater Blade Ward
  • Immolate
  • Know History
  • Kystal’s Chasing Spark
  • Phantom Map
  • Pillar of Stone
  • Strangling Shadow
  • Summon Monster
  • Swarm of Biting Flies
  • Uncanny Balance
2nd Level
  • Afterclap
  • Battering Ram
  • Blackmantle
  • Bladeleap
  • Bodyguard
  • Bolt from the Blue
  • Conceal
  • Crystal Dagger
  • Fanged Fist
  • Ghoul’s Touch
  • Glide
  • Glitterdust
  • Hell Wasps
  • Immolate
  • Itch
  • Khazan’s Grasp
  • Lightning Strike
  • Mount
  • Mouse
  • Narrate
  • Rain of Blood
  • Rash
  • Rebuke
  • Seizure
  • Sever the Tie
  • Summon Swarm
  • Smoke Cloud
  • Snake Belt
  • Wings
3rd Level
  • Brawl
  • Choke
  • Crushing Walls
  • Fire Arrow
  • Fire Ring
  • Flame of Truth
  • Item
  • Touch of Death
4th Level
  • Baleful Polymorph
  • Blood Lightning
  • Burning Sand
  • Conjure Fiend
  • Create Darkenbeast
  • Dig
  • Dragon Scales
  • Enveration
  • Frightful Joining
  • Hellish Rime
  • Poison Jolt
  • Polymorph
  • Shout
  • Sunmelt
  • Thunderbolt
5th Level
  • Air Walk
  • Chromatic Blade
  • Control Wind
  • Crawling Darkness
6th Level
  • Breach Defenses
7th Level
  • Bloodstars
  • Duo-Dimension
8th Level
  • Death Spider
9th Level
  • Detonation
  • Dragon Rage

SPELLS

 

 

Warlock

Cantrips (0 Level)
  • Claws of the Grave
    • Hand of Flame
  • Knives of Teclis
  • Mouth of Mogre
  • Nybor’s Gentle Reminder
  • Summon Crawling Claw
  • Taunt
  • Unerring Strike
1st Level
  • Acid Bath
  • Arcane Mark
  • Bloat
  • Call of Kalibos
  • Combat Insight
  • Corpse Visage
  • Danse Macarbe
  • Drowsy Insects
  • Gaze Reflection
  • Invisibility to Undead
  • Know History
  • Kystal’s Chasing Spark
  • Strangling Shadow
2nd Level
  • Afterclap
  • Blackmantle
  • Bolt from the Blue
  • Command Beast
  • Conceal
  • Crystal Dagger
  • Delusions of Grandeur
  • Fanged Fist
  • Flense
  • Ghoul’s Touch
  • Hell Wasps
  • Hold Undead
  • Immolate
  • Lesser Creation
  • Mouse
  • Poison
  • Rain of Blood
  • Rash
  • Rebuke
  • Sever the Tie
  • Skeletal Gaze
  • Smoke Cloud
  • Snake Belt
  • Summon Swarm
3rd Level
  • Bind Spirit
  • Blood Reaver
  • Bury
  • Choke
  • Fountain of Fire
  • Seizure
  • Shield of Shadows
  • Touch of Death
4th Level
  • Baleful Polymorph
  • Create Darkenbeast
  • Blood Lightning
  • Burning Sand
  • Enervation
  • Hellish Rime
  • Rain of Plagues
  • Thunderbolt
5th Level
  • Air Walk
  • Baleful Teleport
  • Consuming Blob
  • Crawling Darkness
7th Level
  • Bloodstars
8th Level
  • Death Spider

SPELLS

 

 

Wizard

Cantrips (0 Level)
  • Adhesion
  • Arc Lightning
  • Arcane Bolt
  • Bone Blade
  • Claws of the Grave
  • Corpion’s Nick
  • Copy
  • Combat Insight
  • Cut
  • Deflect
  • Dictation
  • Elemental Blade
  • Elemental Whip
  • Erase
  • Grasp
  • Hand of Flame
  • Hand of Frost
  • Hand of Lightning
  • Ice Spike
  • Knifenails
  • Nybor’s Gentle Reminder
  • Speed Read
  • Summon Crawling Claw
  • Unerring Strike
  • Ventriloquism
  • Warding
  • Zolar’s Annoying Poke
1st Level
  • Acid Bath
  • Appraising
  • Arcane Mark
  • Bloat
  • Call of Kalibos
  • Chameleon
  • Cloud Ladder
  • Corpse Visage
  • Crystal Dagger
  • Danse Macarbe
  • Deep Pockets
  • Detho’s Delirium
  • Drowsy Insects
  • Emerald’s Spinning Star
  • Endure Heat/Cold
  • False Tracks
  • Fire Burst
  • Gaze Reflection
  • Greater Blade Ward
  • Kirk’s Etiquette Bestowment
  • Know History
  • Kystal’s Chasing Spark
  • Lookout
  • Phantom Map
  • Pillar of Stone
  • Strangling Shadow
  • Summon Monster I
  • Summon Skeleton
  • Summon Zombie
  • Swarm of Biting Flies
  • Taunt
  • Uncanny Balance
  • Warmth
2nd Level
  • Afterclap
  • Animate Dead Animals
  • Baleful Polymorph
  • Battering Ram
  • Bind
  • Blackmantle
  • Bladeleap
  • Bladethirst
  • Bodyguard
  • Bolt from the Blue
  • Conceal
  • Create Enchanted Tattoo
  • Death’s Recall
  • Delusions of Grandeur
  • Electrocute
  • Fanged Fist
  • Forget
  • Flense
  • Freeze
  • Ghoul’s Touch
  • Glide
  • Glitterdust
  • Hell Wasps
  • Hold Undead
  • Imbue
  • Immolate
  • Itch
  • Khazan’s Grasp
  • Lesser Creation
  • Leomund’s Trap
  • Lightning Strike
  • Mount
  • Mouse
  • Narrate
  • Rain of Blood
  • Rash
  • Rebuke
  • Sever The Tie
  • Skeletal Gaze
  • Smoke Cloud
  • Snake Belt
  • Summon Monster II
  • Summon Swarm
3rd Level
  • Blood Reaver
  • Brawl
  • Bury
  • Choke
  • Crushing Walls
  • Fire Arrow
  • Fire Ring
  • Flame of Truth
  • Fountain of Fire
  • Item
  • Mending
  • Prying Eyes
  • Seizure
  • Sepia Snake Sigil
  • Summon Monster III
  • Tenser’s Deadly Strike
  • Time Hop
  • Touch of Death
  • Turn Resistance
  • Wraithform
4th Level
  • Blood Lightning
  • Burning Sand
  • Create Darkenbeast
  • Dig
  • Dragon Scales
  • Drawmij’s Instant Exit
  • Enervation
  • Frightful Joining
  • Hellish Rime
  • Massmorph
  • Poison Jolt
  • Privacy
  • Rain of Plagues
  • Shout
  • Summon Monster IV
  • Thunderbolt
5th Level
  • Air Walk
  • Baleful Teleport
  • Bigby’s Fantastic Fencers
  • Chromatic Blade
  • Consuming Blob
  • Control Wind
  • Summon Monster V
6th Level
  • Breach Defenses
  • Drawmij’s Beneficent Polymorph
  • Summon Monster VI
7th Level
  • Bloodstars
  • Duo-Dimension
  • Statue
  • Summon Monster VII
8th Level
  • Death Spider
  • Serten’s Spell Immunity
  • Summon Monster VIII
9th Level
  • Detonation
  • Dragon Rage
  • Summon Monster IX

SPELLS

 

 

Acid Bath

1st level Evocation

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a drop of spit)
Duration:
Instantaneous

Upon casting this spell, you cause a volume of acid to drench an area of your choice. You select a 5 foot area within range. Creatures or objects in the area of effect must make a Dexterity saving throw. On a failure the target takes 2d8 acid damage, and half that on a successful save.

At Higher Levels. For every level above 1st, you add 1d8 acid damage.

Acid Rain

4th level Conjuration

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
1 minute

The sky clouds over with greenish vapors over the area you indicate, covering a 20 foot cube. Creatures or objects starting in or entering the area must make a Dexterity saving throw. On a failure, the target takes 1d6 acid damage per five feet they move in the area, taking half damage on a successful save. In addition, those who end their turn in the area take an an additional 1d6 acid damage, with no save. The rain and any residiual acid vanishes at the end of the spell’s duration.

At Higher Levels. For each level above 4th, the rain lasts for an additional minute.

Adhesion

Alteration Cantrip


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a drop of glue)
Duration:
1 minute

You touch two objects, creatures or a mix of the two together, which become bonded together until the spell expires. Unwilling targets may make a Dexterity saving throw. On a failure, the targets are magically bonded together. The targets can be broken apart with a successful Athletics (Str) skill check at disadvantage.

At Higher Levels. At 5th level, the duration is increased to 10 minutes. At 11th level, the duration increases to 1 hour. At 16th level and above, the duration increases to one day.

Afterclap

2nd level Abjuration


Casting Time:
1 reaction when hit by an attack
Range:
30 feet
Components:
S
Duration:
Instantaneous

When you are struck by an attack, you can use your reaction to unleash a thunderous retrubtive strike. All enemies within 30 feet of you must make a Constitution saving throw. On a failure, they take 4d6 thunder damage and are pushed away 15 feet. On a success, they take half damage.

At Higher Levels. When you cast this as a 3rd level spell or higher, you deal an additional 1d6 thunder damage for each spell level above 2nd.

Aim

1st level Divination


Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (A small peridot worth 5 gp or more)
Duration:
Concentration, up to 1 minute

Upon casting this spell, you select one target in range who gains magical insight on their attacks. On each of its turn, as a bonus action before making an attack roll, the target gains advantage on the attack roll and scores a critical hit on 19-20. The spell ends if the target moves more than 30 feet from you.

At Higher Levels. When you cast this spell as a 2nd level spell or higher, you can affect an additional target in range for each spell level above 1st.

Air Walk

5th level Alteration


Casting Time:
1 action
Range:
Touch
Components:
V,S,M (A soap bubble)
Duration:
Concentration, up to 2 hours

You touch a creature and imbue it with the ability to walk on air as if it were solid ground. The target can ascend or descend from heights as if they were traversing stairs. If the spell ends while the target is in midair, it falls unless it can otherwise fly.

At Higher Levels. For each spell level above 5th you can increase the duration one hour or add an additional target.

SPELLS

 

 

Allergy Field

1st Level Alteration


Casting Time:
1 action
Range:
120 feet
Components:
V,S,M (A bit of ragweed)
Duration:
1 minute

Upon casting this spell, you cause a patch of natural plant or fungus growth to expel irritating pollen or spores in a 15 foot square area. Living, non-plant targets in the area of effect must make a Constitution saving throw or suffer Disadvantage on all actions on their next turn as their eyes water and they experience fits of sneezing and coughing.

At Higher Levels. For every spell level above 1st, you can increase the area of effect by 5 square feet.

Allieve

Evocation Cantrip


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

When you cast this spell, you touch a target who is below half hit points, but has at least 1 or more hit points. The target can expend one hit dice to heal any damage they have taken.

At Higher Levels. For every two caster levels you possess, the target can expend one additional hit dice.

Altruism

1st level Alteration


Casting Time:
1 bonus action
Range:
30 feet
Components:
V,S
Duration:
Instanteous

By touching a target creature other than yourself, you can choose to take up to 2 hit points of damage per spell level to heal the target creature by 5 hit points per spell level. If the use of this spell would reduce you to less than half your maximum hit points, the spell fails.

At Higher Levels. For every spell level above 1st, you can increase the damage taken by 2 hit points and the amount healed by 5 hit points.

Animate Dead Animals

2nd level Necromancy


Casting Time:
1 minute
Range:
10 feet
Components:
V, S, M (A drop of blood, a bit of fur, scale or flesh and a pinch of bone dust)
Duration:
Instantaneous

This spell creates an undead beast. Choose a pile of bones or a corpse of a Small or smaller beast within range of CR 1/4 or less. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. Use the creature’s original game statistics with the following changes:

Skeleton

  • Type changes to undead
    Damage Vulnerabilites:
    Bludgeoning
    Damage Immunities:
    Poison
    Condition Immunities:
    Exhausted, poisoned
Zombie

  • Type changes to undead
    Hit Dice:
    double the creature’s hit dice
    Damage Immunities:
    Poison
    Condition Immunities:
    Exhausted, poisoned

  • Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate or reassert control over two additional undead beasts OR you can animate a single undead beast of CR as shown on the table below.

Undead Animals
Spell Level CR Add’l
3rd 1/2 Medium size
4th 1 Swarms
5th 2 Large Size
6th 3 Monstrosities (Int 6 or less)
7th 4 Huge size
8th 5 Aberations (Int 6 or less)
9th 6 Celestials, Fiends (Int 6 or less)
SPELLS

 

 

Appraising

1st level Divination (ritual)


Casting Time:
1 action
Range:
Self
Components:
V, S, M (A small weighing scale)
Duratation:
Concentration, up to 1 minute

You focus on a single object within 30 feet that you can see, or a group of similar items within a 5 foot area and immediately know its exact gold piece value (or total value for multiple objects). You can also determine if the item is of natural, hand-made, forged or magical creation. Finally, you can determine the item’s occurance - common, uncommon, rare, very rare or unique.

Arc Lightning

Evocation Cantrip


Casting Time:
1 action
Range:
30 ft.
Components:
V,S
Duration:
Instantaneous

You extend your finger, causing a coruscating arc of lightning to pass between you and the target. Make a ranged spell attack. On a hit, you deal 1d6 lightning damage and the target suffers Disadvantage on attack rolls or ability checks on its next action.

At Higher Levels. At 5th level, you create an additional bolt that can target the same or a different opponent in range. You gain another bolt at 10th level, 15th level and 20th level.

Arcane Bolt

Evocation Cantrip


Casting Time:
1 action
Range:
120 ft.
Components:
V, S
Duration:
Instantaneous

You cause magic bolts of force to hurl from your outstretched hand to strike your enemies. Choose a number of targets equal to you proficiency modifier (you can choose the same target more than once) and make a ranged spell attack. On a hit, the target takes 1d4 force damage per bolt it is struck by.

Arcane Mark

1st-level Alteration (ritual)


Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (a bit of silver powder)
Duration:
Permanent

You draw with your finger or a writing implement a personal, magical rune on an object or creature. Unwilling targets can make a Dexterity save to avoid being imprinted with the rune. If drawn with a finger, the mark is only visible for a round, though it can later be seen via Detect Magic. As long as the rune exists, you have a vague sense of the direction and distance to the object as long as you are on the same plane as the object or creature. A marked creature or object suffers disadvantage or gains advantage (your choice) on saving throws against your spells. Furthermore you can include or exclude up to one additional marked target (above the normal target number maximum) from a spell you cast as long as the marked target is in range.

You can only maintain a number of marks equal to your proficiency modifier. If you create a new mark, the oldest one vanishes first. If you mark an item that has been marked by another’s Arcane Mark, the other’s mark is erased and replaced with your own. Doing so, however, immediately alerts the other caster their mark has been removed.

Arrow Flight

Alteration Cantrip


Casting Time:
1 bonus action
Range:
Special
Components:
V, S, M (a small feather)
Duration:
1 round

You enchant a piece of ammunition or a weapon with the thrown property with unerring accuracy. If the ammunition is immediately used, it does not suffer Disadvantage for cover or long range. SPELLS

 

 

Astral Construct

3rd level Conjuration


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a small prism)
Duration:
Concentration, up to 5 minutes

Upon casting this spell, you impart a bit of your soul into a primative phantasmal construct. As a bonus action, you can mentally order the construct as if it were your own body. If the construct passes out of range, it vanishes.

Astral Construct

Medium construct, unaligned


Armor Class
15
Hit Points
39 (6d8 + 12)
Speed
40 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 6 (-2)

Damage Immunities
Poison
Damage Resistances
Bludgeoning, piercing and slashing damage from non-magical weapons
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
passive Perception 11
Languages
Telepathy 120 feet with creator, Understands all languages its creator knows but cannot speak
Challenge
PB: as caster

Natural Invisibility. When not attacking, the astral construct cannot be detected by sight. If the astral construct attacks, it remains visible until its next turn.

Actions

Slam. Melee Weapon Attack: +2 + PB to hit, reach 5ft., one target. Hit 7 (1d10 + 2) bludgeoning damage

Psychic Bolt (Recharge 5-6). Ranged Spell Attack: 2 + PB to hit, range 30 ft., one target. Hit 10 (3d6) psychic damage

Baleful Polymorph

4th level Transmutation


Casting Time 1 action

Range:
60 ft
Components:
V, S, M (A shell of a snail)
Duration:
Concentration, up to 1 hour

This spell transforms a creature of your choice into a relatively harmless creature. The spell has no effect on a shapechanger, a polymorphed creature or a creature with 0 hit points. The target makes a Wisdom saving throw, and is transformed on a failure.

The new form can be any beast that you are familiar with whose challenge rating is equal to or less than CR 1/2. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The transformation lasts for the duration, or until the target drops to 0 hit points. If the the target drops to 0 hit points, you can continue to concentrate on the spell, forcing the target to remain incapacitated and make a Constitution saving throw (using its normal form’s save) at the end of its turn each round. If the target fails three successive saving throws, it dies. If the saving throw is succeeded, the target reverts to its normal form and is no longer incapacitated.

If the target remains transformed at the end of the spell’s duration, they may make a final Wisdom saving throw. If the save is failed, the target remains transformed and can only be restored by means of a successful Dispel Magic, Greater Restoration, Remove Curse or Wish.

Upon transforming, target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

At Higher Levels. For every two spell levels above 4th (thus at 6th & 8th), you can affect one additional target, who must be within 15 feet of each other. SPELLS

 

 

Baleful Teleport

5th level Conjuration


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

You attempt to selectively disassemble and scatter your foe. You choose a target in range, who must make a Dexterity saving throw. On a failure, the target takes 10d10 force damage and is teleported 30 feet in a random direction. If the target is teleported into a solid object, it is shunted to the nearest open space, taking an additional 1d10 force damage. On a successful save the target takes half damage and is not teleported. If the target is reduced to 0 hit points or less by the spell, their body is atomized at the target destination and they are dead.

At Higher Levels. If you cast this spell as a 6th level or higher spell, the teleportation distance is increased by 10 feet and the target takes an additional 1d10 force damage per level of the spell above 5th.

Banishing Strike

3rd level Abjuration


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (A bit of hemlock)
Duration:
Concentration, up to 1 minute

The next time you hit a creature, they must make a Charisma saving throw. On a failure, the target vanishes to an extra-planar prison space. While banished, the target’s speed is 0, and it is incapacitated. At the end of its following turns, the banished target can attempt another saving throw to end the spell.

Upon return, a banished target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Barkskin (Replaces PHB)

2nd-level transmutation

Casting Time:
1 action (or 1 reaction)
Range:
Touch
Components:
V, S, M (a handful of oak bark)
Duration:
1 hour

As an action, you touch a willing creature or as a reaction to being attacked, you can cast the spell on yourself. Until the spell ends or the target changes shape, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the spell’s duration by 2 hours. This spell may not be cast at a higher level when cast as a reaction.

Banishment (Replaces PHB)

4th-level abjuration

Casting Time:
1 action
Range:
60 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 banished. To keep the creature banished, you must not only maintain concentration, but must expend an action on your turn.

If the target is native to the plane of existence you’re on. you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

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.

SPELLS

 

 

Battering Ram

2nd level Evocation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a bit of ram’s horn)
Duration:
Concentration, up to 1 minute

You summon into being a silvery cylinder of magical metal 3 feet in diameter and 5 feet long. As an action, you can move the cylinder up to 30 feet in a straight line, attacking any object or character whose space you move into or through. You make a melee spell attack to hit the target. On a hit, you deal 2d6 force damage to the creature or target and they must make a Strength or Dexterity saving throw (target’s choice). On a failure, the target is moved along the path the cylinder takes and is knocked prone.

At Higher Levels. When you cast this as a 3rd level spell or higher, you deal an additional 1d8 force damage for each spell level above 2nd.

Bear Hug

2nd Level Transmutation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
1 minute

Your arms swell with supernatural strength, allowing you to attack and grapple foes with your bare arms. As an action, you can make a melee attack using your spellcasting modifier to hit. On a hit, you deal 2d8 bludgeoning damage and grapple the target. If the target does not free itself, at the start of your turn you can use a bonus action to automatically squeeze the target for an additional 1d8 bludgeoning damage. While you are grappling, you cannot use the spell’s melee attack on another individual.

Beast Eyes

Transmutation Cantrip

Casting Time:
1 action
Range:
1 mile
Components:
V, S
Duration:
10 minutes

You create a mystic bond with a beast friendly to you. As long as the beast is in range, you can see through its eyes and hear through its ears for the duration of the spell. You can control where the beast looks or moves with a successful Animal Handling check. The DC is equal to 10 + the beast’s CR (rounded down).

Bigby’s Fantastic Fencers

5th Level Conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (small, silver amulet shaped like a mailed gauntlet with a gem-encrusted sword, worth 1,000 gp)
Duration:
Concentration, up to 1 minute

You summon into being three mystical, translucent fencers each armed with a rapier. The fencers act on their own initiative count, but obey your mental commands and have a movement rate of 50 feet. They cannot willingly move more than 60 from you, and disappear if forced to do so.

Each fencer attacks twice using a melee spell attack with a reach of 5 feet. On a hit, the target takes 1d6 + your spellcasting modifier magical slashing damage. On a hit result four more or higher than the target’s AC, the target is also disarmed.

At Higher Levels. When cast using a spell of 6th level or greater, you create one additional fencer per level above 5th.

Bind

2nd Level Conjuration


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a small bit of twine or rope)
Duration:
1 minute

You summon a mystical rope-like force that attempts to entangle your chosen target. The target must make a Dexterity saving throw. On a failure, the target is restrained. As an action on its turn, the target can attempt a Athletics (Strength) or Acrobatics (Dexterity) skill check to attempt to free themselves of the mystical binding.

SPELLS

 

 

Bind Spirit

3rd Level Enchantment


Casting Time:
10 minutes
Range:
Touch
Components:
V, S, M (a silver chain worth 50 gp)
Duration:
Concentration, up to 8 hours

By touching the body of an enemy defeated in the last 24 hours, you bind it to your will. If the target fails a Charisma saving throw the target falls under your mental command (An unconsious or slain target making a normal saving throw and can use legendary resistance or lair actions to automatically succeed on the save). You can direct the target as a free action and it acts on its own initiative roll. If not commanded, it remains idle until so commanded.

If the target had previously been slain, it appears as a ghost-like copy of its living self, though it is corporeal and can interact with others and objects as if solid and real. The target retains its gear and abilities (or copies of such if slain), and will not give over its equipment to the caster, even if commanded to do so.

The spell ends when the target is reduced to 0 hit points or the spell dismissed. The spell can be recast before the current spell expires to extend the duration another 24 hours. At Higher Levels. For every spell level you cast this spell above 3rd, you can increase the duration by an addition 4 hours.

Blackmantle

2nd Level Necromancy

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a small, mummified animals such as a toad or mouse)
Duration:
10 minutes

When you cast this spell, you cause a night-dark aura of negative energy envelopes it, preventing it from healing. Select a target in range, who must make a Constitution saving throw. On a failure, the target cannot regain hit points nor benefit from temporary hit points, the latter of which are siphoned away by the magical aura. At the end of each minute, the target gains another saving throw to attempt to negate the spell.

Bladeleap

2nd level Evocation


Casting Time:
1 bonus action
Range:
120 feet
Components:
V, S, M (a bladed weapon)
Duration:
Instantaneous

Upon casting this spell, you cause a bladed weapon in you hand or on your person to fly towards a target you can see that is in range. You make a ranged spell attack roll with advantage against the target. On a hit, you deal twice the weapon’s (magic) damage + your spellcasting modifier magical slashing damage. After the attack, the weapon returns to your hand, or resheaths itself on your person as you choose.

Bladethirst

2nd level Transmutation


Casting Time:
1 bonus action
Range:
Touch
Components:
V, S, M (a drop of blood and powdered silver worth 25 gp)
Duration:
Concentration, up to 1 minute

Upon casting this spell, you touch a weapon, sheathing it a fiery blue-white flame. Attacks with the weapon have advantage and deal necrotic damage instead of its normal damage until the spell ends. You gain 1 temporary hit point for every 2 points of damage you deal with the weapon.

Bliss

2nd Level Enchantment


Casting Time:
1 action
Range:
30 feet
Components:
S
Duration:
1 minute

You cause one target of this spell who fails a Wisdom saving throw to enter a trance of intense pleasure and happiness. While affected, the creature automatically fails any ability check required of it and cannot make any attacks. The target suffers disadvantage on any saving throws it makes and attacks against the target gain advantage. At the end of each of its turn, the target can make a new saving throw to shake off the effects. At the end of the spell, the target awakens from its revelry and has no memory of events in the surrounding environment that occurred to or around it while it was enraptured.

At Higher Levels. For each spell level past 2nd, you can affect one additional creature. SPELLS

 

 

Bloat

1st level Alteration


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (A spoonful of lard)
Duration:
1 hour

You select a Medium or smaller corporeal target in range that you can see, who makes a Constitution saving throw. On a failure, the target’s weight triples as they body bloats with useless fat. The affected target suffers disadvantage on Dexterity and Constitution based skill checks and saving throws and their speed is reduced by 10 feet. Fitted clothing and armor strains under the excess mass and may split, at the DM’s discression. Medium and Heavy armors reduce their AC by 2 until the wearer takes an action to loosen and rearrange or loosen it appropriately. When the spell ends, such clothing or armor will need to again be rearranged or suffer a similar penalty.

At Higher Levels. For each spell level past 1st, you can afffect one additional creature. As a 4th level spell you can affect Large creatures and as a 7th level spell you can affect Huge creatures.

Blood Lightning

4th level Necromancy


Casting Time:
1 reaction when hit by an attack and take damage
Range:
90 feet
Components:
V, S, M (a bit of wool dipped in blood)
Duration:
Instantaneous

When you are struck and take damage from an attack, you can unleash this spell as a reaction. A bolt of blood-red lightning leaps from you to the original attacker, filling a 5-wide line. All creatures in the path of the line, including the target, must make a Dexterity save - the target suffering disadvantage on the save. On a failure, the targets take 6d6 lightning and necrotic damage, and half that on a successful save. For each target that fails the saving throw or is reduced to 0 hit points by the damage, you heal 1d4+1 hit points.

Blood Reaver

3rd level Necromancy


Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

Extending your hand, you target all enemy living creatures you can see within range, who must make a Constitution saving throw. On a failure, you begin to draw out the blood of the target, dealing 4d6 necrotic damage. You likewise gain 2 temporary hit points per target you affect. On the start of its turn, if a creature is still in range and visible to you, it takes an additional 1d6 necrotic damage and its speed is halved. At the start of your subsequent turns, you gain 2 temporary hit points for each target still in range.

Bloodstars

7th Level Necromancy


Casting Time:
1 action
Range:
0
Components:
V, S, M (7 drops of your blood, one from each finger)
Duration:
Concentration, up to 5 minutes

Seven drops of blood drip from your fingers and become crimson motes of glowing light. You can perform one of the three following actions each round.

  • As a bonus action, you command one of the blood motes to fly up to 50 feet to attack a target with a melee spell attack if they end in the target’s space. On a hit, the target takes 2d4 + your spellcasting modifier magical slashing damage.

  • As an action, you can command all remaining blood motes to fly up to 50 feet to attack a target with a melee spell attack, if they end in a target’s space. On a hit, the target takes 1d8 magical slashing damage.

  • As a reaction, you can command any number of remaining blood motes to explode. All creatures within 5 feet of the mote must make a Dexterity saving throw. On a failure, they take 2d6 magical piercing damage, and half that on a successful save.

At Higher Levels. When you cast this spell as an 8th level or higher spell, you create one additional blood mote per spell level above 7th.

Body Armor

1st level Transmutation


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

Your body undergoes a transformation, becoming more difficult to damage. The target’s AC can’t be less than 14, regardless of what kind of armor it is wearing.

At Higher Levels:
When you cast this spell at a level above 1st, you can increase the duration by one hour or increase the AC by 1 for each spell level above 1st.

SPELLS

 

 

Body Weaponry

1st level Transmutation


Casting Time:
1 bonus action
Range:
Touch
Components:
V, S, M (A shard of metal)
Duration:
1 hour

You touch a willing target or affect yourself, causing one or both hands to transform into a one-handed weapon of your choice. The transformed limb can be used to attack with as a weapon of the type you have chosen, though it is not considered magical for purposes of circumventing damage resistance or immunity. The target cannot be disarmed of the created weapon or drop it while the limb remains transformed.

If both of the target’s hands are transformed, they cannot cast spells that require somatic components while affected. The spell can be dismissed as a free action by the caster or target, or if the target is rendered unconsious.

At Higher Levels:
When you cast this spell at a level above 1st, the transformed weapon become more dangerous, increasing the die damage one step for each level past 1st. The die is increased as follows 1d4 -> 1d6 -> 1d8 -> 1d10 -> 2d6 -> 2d8 -> 2d10 -> 3d8 -> 3d10 -> 4d8 -> 4d10 - 5d8.

Bodyguard

2nd level Conjuration


Casting Time:
1 action
Range:
5 ft.
Components:
V, S, M (a small statue of a warrior)
Duration:
Concentration, up to 10 minutes

You summon into being a spectral companion that defends you from hostile attack. The spectral companion appears to be armed with a one-handed weapon of your choice and shield, and appears to be dressed in chain mail armor.

The companion acts and moves on your initiative and moves so as to remain within 5 feet of you. It has AC 17 and 15 hit points.

As a bonus action, you can command the companion to attack an opponent in melee. It uses your spell attack bonus to hit. Regardless of the appearance of the weapon it wields, its attacks deal 1d6 + your spellcasting modifier slashing, bludgeoning or piercing (according to the appearance of the weapon).

If the companion is required to make a saving throw or ability check, it uses your spell attack modifier on the roll. It may only use the skills Athletics and Stealth.

As your reaction, you can redirect a melee or ranged attack against you to target the companion instead. If for any reason the companion is moved more than 15 feet away from you, the spell ends.

At Higher Levels. For every spell level above 2nd, the companion gains an additional 10 hit points. As a 5th level or above spell, the companion makes two attacks when attacking.

Bolt From the Blue

2nd level Evocation


Casting Time:
1 action
Range:
120 feet
Components:
V
Duration:
Instantaneous

You cause a fearsome bolt of lightning to strike down, electocuting them. Choose a five-foot area in range. Any target in the area of effect must make a Dexterity saving throw. On a failure, they take 4d6 lightning damage, and half on a successful save.

At Higher Levels. For each spell level above 2nd, you can add an 1d6 additional damage.

Bone Blade

Necromancy Cantrip


Casting Time:
1 bonus action
Range:
Self
Components:
V, S, M (A fragment of bone)
Duration:
1 minute

You summon to your hand a jagged blade made of bone. You are considered proficient with it and can make a melee spell attack to hit. On a hit you deal 1d6 slashing damage and 1d4 necrotic damage. If the target is a living creature, on a successful hit you gain 2 temporary hit points.

At Higher Levels:
At 6th level, increase the necrotic damage to 2d4 and you gain 3 temporary hit points. At 14th level, increase the necrotic damage to 4d4 and you gain 5 temporary hit points on a successful hit.

Breach Defenses

6th level Transmutation


Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (A ball bearing and glass marble)
Duration:
Concentration, up to 1 minute

When you cast this spell, you alter the nature of the target, making it easier to harm. You select a target in range, who makes a Wisdom saving throw. On a failure, the targets AC becomes 10 and cannot be improved by any means. Furthermore, the target loses all damage resistances and any damage immunities it possesses become damage resistances instead. SPELLS

 

 

Brawl

3rd level Enchantment


Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (one ounce of liquor)
Duration:
Concentration, up to 1 minute

You cause an intense animosity among beings in a 20-foot-radius area. Creatures in the area of effect must make a Wisdom saving throw. If they fail, they immediately seek to attack and render unconscious any other creature in the initial area of effect. Affected targets may make an additional saving throw at the start of their action each round to shake off the spell’s effects.

The affected creatures will pursue and continue to attack their targets out of the initial area of effect.

Brilliant Beam

Evocation Cantrip


Casting Time:
1 bonus action
Range:
Self (10 ft. beam)
Components:
V, S, M (a bit of coal)
Duration:
1 minute

You create a beam of brilliant light that projects from your hand out to a distance of 10 feet in a 3 foot diameter. As an action, you make a ranged spell attack against a single target. On a hit, the target takes 1d6 radiant damage and is blinded until the end of it next turn.

Burning Sand

4th level Evocation


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a bit of sand and a hot ember)
Duration:
Instantaneous

You cause flaming sand to swirl up from the ground and envelope your enemies. It fills a 30 foot long cone 20 feet wide at the end.

Creatures in the area of effect make a Dexterity saving throw. On a failure they take 4d6 bludgeoning and 4d6 fire damage, suffers one level of exhaustion and gains the aflame condition. On a successful save they take half damage.

At Higher Levels. For every spell level above 4th, you deal an additional 1d6 fire damage.

Bury

3rd level Necromancy


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (A nail from a coffin)
Duration:
Concentration, up to 1 minute

You point at a target and the ground erupts as rotting hands reach up to drag the victim into the ground. If the target fails a Constitution saving throw they are restrained and take 2d6 necrotic damage. At the end of each of their subsequent turns they can make another save to end the effect. If the target fails, it takes an additional 1d6 necrotic damage. If three saving throws are failed, they are dragged 5 feet underground and incapacitated. A target incapacitated by this spell cannot breath and takes an additional 1d6 necrotic damage at the start of each of their turns, but can be freed by others taking a total of five or more actions to dig the victim up.

When the spell ends, buried targets remain incapacitated and unable to breathe, but take no more additional necrotic damage and may be freed by others excavating the victim as above. SPELLS

 

 

Call of Kalibos

1st Level Conjuration


Casting Time:
1 minute
Range:
90 feet
Components:
V, S
Duration:
24 hours

You summon one or more abberations of a challenge rating depending on the level you cast this spell, shown on the table below. All of the abberations appear in an unoccupied space that you can see within range. The abberation decomoposes into a slimy puddle when reduced to 0 hit points, but otherwise remains once summoned.

The abberation is friendly to you and your companions for the duration. Roll initiative for the abberation, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you) for up to 24 hours. If you don’t issue any commands to the abberation, it defends itself from hostile creatures but otherwise takes no actions. You can recast this spell to regain control over abberations you have previously summoned this way. The DM has the abberations’s statistics.

Abberation table
Level Total CR of Abberations
1st 1/4
2nd 1/2
3rd 1
4th 2
5th 3
6th 4
7th 5
8th 6
9th 7

Chameleon

1st level Transmutation


Casting Time:
1 bonus action
Range:
Self
Components:
S
Duration:
1 hour

With a wave of your hand, you and your gear alter color to blend into the background. When you move at half your movement rate or less, you gain Advantage on Stealth checks for the spell’s duration. If you remain motionless, others suffer Disadvantage on Perception checks to locate you.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you increase the duration by 1 hour for each slot level above 1st.

Chariot of the Sun

7th Level Evocation


Casting Time:
10 minutes
Range:
30 feet
Components:
V, S, M (mistletoe, a small piece of wood, two holly berries, and fire source at least equal to a torch)
Duration:
Concentration, up to 12 hours

You summon a golden chariot pulled by two gleaming white (or night-black) horses whose manes appear to be burning fire. The vehicle is under the mental control of the caster and has a Fly speed of 120 feet and can carry up to four medium individuals. While aboard the chariot, passengers gain resistance to fire.

Hostile creatures who come within 5 feet of the chariot must make a Dexterity saving throw. On a failure, they suffer 2d4 fire damage.

Use the stats for a nightmare to represent the horses, though they are of Neutral alignment and cannot be unhitched from the chariot. If one of the horses is slain, the chariot’s movement rate is reduced to 90 feet. The chariot itself has AC 17, 90 hit points and is immune to fire as well as resistant to bludgeoning, piercing and slashing damage. If the spell ends while the passengers are airborne, the remains of the chariot slowly descend to the ground at a rate of 30 feet per round for up to 1 minute.

Chatterbark

2nd Level Transmutation


Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
10 minutes

You touch a tree and awaken its sentience, allowing it to converse with you. For the duration of the spell you can questions the tree about local occurances within the last day. The tree will answer truthfully, though its knowledge of things is restricted to what it could see or hear. SPELLS

 

 

Choke

3rd level Alteration


Casting Time:
1 action
Range:
60 ft.
Components:
V, S
Duration:
Concentration, up to 1 minute

You choose a target in range, cutting off their ability to breath. The target must make an immediate Constitution saving throw. On a failure, the target takes 4d6 force damage, is restrained and is unable to breathe. On a success, the target takes half damage and suffers no further effects. On each of the target’s subsequent turns if it failed the initial saving throw, the target makes another saving throw. On a failure, it takes 1d6 force damage and continues to be unable to breathe and remains restrained.

At Higher Levels. When you cast this spell at 4th level or higher, you deal an additional 1d6 initial force damage for each level above 3rd.

Chromatic Blade

5th level Conjuration


Casting Time:
1 bonus action
Range:
0
Components:
V, S, M (A bejeweled dagger worth 100 gp)
Duration:
1 minute

Upon casting this spell, you form a scintallating sword in your hand that you are proficient with. You can use the attack action to make two attacks with the blade using a melee spell attack to hit. On a hit, the target takes 2d8 + your spellcasting modifier radiant damage. The blade is especially effective against force magic, dealing double damage to force structures.

Furthermore, those within 30 feet that view the flashing blade in motion must make a Wisdom saving throw or gain the distracted condition until the end of their next turn. An onlooker who has made their save against the display does not need to make subsequent saves.

If the blade leaves your hand for any reason, you can recall it to your hand as a bonus action. If you do not do so, the spell ends at the end of your next turn.

Claws of the Grave

Necromancy Cantrip


Casting Time:
1 action
Range:
60 ft.
Components:
V, S, M (A bit of grave dirt)
Duration:
1 round

You cause withered, clawed hand to erupt from the ground, seizing the target. The target must make a Dexterity saving throw. On a failure, the target takes 1d4 slashing damage and is restrained until the start of your next turn.

At Higher Levels:
At 6th level, you can affect two targets in range, at 11th level, you can affect three targets and at 16th level you can affect up to four targets.

Cloak of Bravery

2nd Level Enchantment


Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (Feather of an eagle or hawk)
Duration:
4 hours

Upon casting this spell, the target creature gains advantage on saving throws against the Frightened condition for the duration of the spell. If the target is already Frightened, it gets an immediate saving throw to end the condition.

At Higher Levels. For each spell level above 2nd, you can affect one additional creature.

Cloud Ladder

1st level Summoning


Casting Time:
1 action
Range:
0
Components:
V, S, M (A puff of smoke)
Duration:
1 minute

Upon casting this spell, the nearby air solidifies and transforms into a translucent ladder in an adjacent 5 foot square. The ladder is 25 feet tall and does not need to be anchored, leaned or affixed to a structure at its top end to be climbed.

At Higher Levels. For each spell level above 1st, the ladder is an additional 25 feet tall.

Cloud of Purfication

5th level Evocation


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

Upon casting this spell, you create a cloud of billowing vapors that fills a 20 foot cube. As a bonus action, you can move the cloud up to 30 feet in a direction of your choice. Any hostile creature, vermin, filth or garbage that starts it turn in the vapors takes 3d8 radiant damage. If reduced to 0 hit points, the creature or object is turned into pure, drinkable water. SPELLS

 

 

Cloudburst

3rd Level Evocation


Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (A drop of pure water)
Duration:
Concentration, up to 10 minutes

With a rush of wind, you summon a small raincloud that fills a 30 foot diameter cylinder, 60 feet high. The cloud causes an instant and torrential downpour in the affected area, dousing the area with drenching rain. Non-magical fires in the area of effect are instantly extinguished, and magical flames are surpressed until the start of your next turn. Vision into or through the downpour is treated as obscured and actions taken in the downpour are done so with disadvantage.

The water created by this downpour remains after the spell ends, and one round’s rain is equivilant to one inch’s worth of water (approximately 4,400 gallons).

Combat Insight

Divination Cantrip


Casting Time:
1 bonus action
Range:
Self
Components:
V, S, M (An obsidian arrowhead)
Duration:
Concentration, up to 1 minute

Upon casting this spell, you gain a mystical martial insight. For the duration of your spell, melee or ranged attack rolls with weapons use your spellcasting modifier to hit and damage instead of Strength or Dexterity (respectively). However, you must use your entire focus for the attack and cannot use Extra Attack when gaining the benefit from this spell.

At Higher Levels:
At 5th level, your attacks with weapons deal an extra 1d6 damage, based on the weapon type - bludgeoning, slashing or piercing. At 11th level they deal an extra 2d6 damage. At 15th level, weapon attacks deal an extra 3d6 damage.

Command Beast

2nd Level Enchantment


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

You select one beast within range of the spell to control that you can see, which makes a Wisdom saving throw. On a failure, you can use your bonus action each round to command the beast to act and move as you command. At the spell’s conclusion, the beast is aware of your attempts to control it, and will react accordingly to how it was treated while under the influence of the spell - most beasts will retreat, but aggressive or mistreated beasts may turn on the caster.

At Higher Levels. For each spell level past 2nd, you can command one additional beast.

Conceal

2nd level Alteration (ritual)


Casting Time:
1 action
Range:
Touch
Components:
V,S,M (a shard of a mirror)
Duration:
Permanent until revealed

You touch a non-living object no larger than 1 cubic foot and cause reality to fold in on itself, concealing the object from existance or being interacted with. While concealed, the object has no weight or mass. You can conceal a smaller component of a larger object, such as a page or several pages in a book, a keyhole to a door or the contents of a crate or chest. The object can be revealed by a command word (set when the spell is cast) is spoken within 10 feet of the object’s location, or a dispel magic targeted at within 5 feet of the item’s location.

You cannot stack multiple copies of this spell on a single larger object.

At Higher Levels. For every spell level above 2nd, you can increase the size of the concealed object by 1 cubic foot.

Consuming Blob

5th level Conjuration


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (A small jar filled with tar, smashed at the target location)
Duration:
10 minutes

You hurl a tiny glass jar at the target location, and the tar within magically forms into a ravenous black pudding. The summoned pudding acts on its own initiative and is hostile to all creatures except you and your allies. In addition to its normal attacks, if it reduces a victim to 0 hit points it can use an action to consume the corpse, killing it and gaining 10 hit points, or increasing its maximum hit points by 10. If it doubles it original hit points, it splits.

You can use a bonus action on your turn to give the pudding mental commands, otherwise it acts on its own insticts. The pudding remains until slain or you dismiss it.

At Higher Levels. When cast as a 7th level spell, you can summon two black puddings. As a 9th level spell, you can summon three black puddings. PART 1 | RACES

 

 

Contact

Evocation Cantrip


Casting Time:
1 bonus action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 10 minutes

You choose a target within range and make mental contact. The target makes a Wisdom saving throw. On a failure, the target suffers disadvantage on any Wisdom saving throws and gains vulnerability to psychic damage against attacks you make as long as they remain within range of the spell.

At Higher Levels. At 6th level, you can affect up to two targets within range. This increases to three targets at 11th level and four targets at 17th level.

Control Wind

5th Level Alteration


Casting Time:
1 action
Range:
Self (400 foot radius)
Components:
V,S
Duration:
Concentration, up to 1 hour

You take control of the winds within a 400 foot radius 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 wind speed one stage at a time as well as its direction, which takes effect in the following round. When the spell ends, the wind returns to their normal speed from before the spell was cast.

Wind Speed
Stage Condition
1 Calm
2 Moderate Wind
3 Strong Wind
4 Gale
5 Storm

Copy

Conjuration Cantrip


Casting Time:
1 action
Range:
Touch
Components:
V,S,M (a piece of blank parchment)
Duration:
Instantaneous

You create an exact copy of an existing non-magical map, letter, drawn document or single page of a book. If the object being copied has magical properties or hidden text, those properties are not copied. This spell cannot be used to copy spells or scrolls.

Corpion’s Nick

Necromancy Cantrip


Casting Time:
1 reaction
Range:
60 feet
Components:
V, S
Duration:
1 minute

You select a single target that just acted in range to make a Constitution saving throw. On a failure, the target takes slashing damage equal to your proficiency bonus per round for the duration of the spell. Furthermore, the victim leaves an obvious trail of blood drops wherever it moves. A target cannot be affected by more than one casting of this spell at a time.

Corpse Visage

1st level Necromancy


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (A bit of zombie flesh)
Duration:
10 minutes

Upon casting this spell, a living creature you touch has their flesh takes on a deathly, rotting palor, similar to a zombie. Undead with an intelligence of 5 or less must make Wisdom saving throw upon seeing the target. On a failure, they ignore the target’s presence unless the target attacks or otherwise aggrevate the undead.

At Higher Levels. When cast as a 2nd level spell or higher, you can affect one additional creature you touch for each level above 1st.

Crawling Darkness

5th Level Invocation


Casting Time:
1 action
Range:
Self
Components:
V, S, M (strand of spider web, pinch of soot, a bit of tentacle)
Duration:
1 minute

Upon casting this spell, you surround yourself in inky darkness edged with tentacle-like feelers out to 15 feet around you. Your own vision is unaffected, but for other creatures this area is treated as total darkness and treated as difficult terrain. For the duration of the spell, your falling rate is reduced to 60 feet per round, and you take no damage while falling. Likewise, you can walk across liquids as if they were solid ground.

Finally, any creature that starts it turn within 5 feet of you or moves to within 5 feet of you suffers 1d8 necrotic damage and you heal half the damage (rounded down) that they take. SPELLS

 

 

Create Darkenbeast

4th level Transmutation


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (A vial of wyvern’s blood)
Duration:
Permanent

You must cast this spell at night or undergound, targeting an existing animal and turn them into shadowy monstrosities known as darkenbeast. You target one beast of CR 2 or less with an Intelligence of 5 or less that is in range, transforming it into a darkenbeast. The darkenbeast is freindly to you and as a free action, obeys your mental commands, acting on its own iniative count. If not commanded, it takes the dodge action and defends itself from attacks, but takes no other actions.

Make the following changes to the target’s stat block:

  • Change alignment to neutral evil
  • Change type to monstrosity (shadow)
    Condition Immunities.
    Charmed
    Magic Resistance.
    The darkenbeast gains advantage on saving throws against spells and other magical effects.
    Light Sensativity.
    The darkenbeast suffers disadvantage to attack rolls in bright light.
    Sunlight Dispel.
    If a darknebeast is exposed to daylight for one round, at the end of its turn it reverts back to a normal animal and the bond with you is broken.

At Higher Levels. For each spell level above 4th, you can transform one additional beast in range into a darkenbeast.

Create Enchanted Tattoo

2nd level Enchantment


Casting Time:
10 minutes
Range:
Touch
Components:
V, S, M (A silver or gold needle and tattoo ink, the latter is consumed)
Duration:
1 day

To cast this spell, you inscribe the target with a mystical tattoo. The tattoo is constantly active and can mimic one of the following effects:

  • The target gains advantage on Wisdom saving throws.
  • The target gains advantage on Dexterity saving throws.
  • The target gains advantage on Constitution saving throws.
  • The target doubles their carrying capacity.
  • The target ignore the effects of one level of exhaustion.
  • You can create two minor effects on the target as per the Prestidigitation spell.
  • The target gains advantage on its first attack in a round.
  • Enemies that attack the target suffer disadvantage on their first attack.
  • You choose one skill that the target gains advantage on
  • You alter the physical appearance of the target as per disguise self

You cannot keep active more tattoos than your proficiency modifier. If you create a tattoo in excess of this total, the oldest tattoo becomes inactive. SPELLS

 

 

Creeping Shadow

3rd level Illusion


Casting Time:
1 action
Range:
Self
Components:
V, S, M (an obsidian statue of the caster worth 1,000 gp)
Duration:
Concentration, up to 1 minute

You cause your shadow to elongate and stretch, moving up to 30 feet per round. It can elongate up at a maximum of 120 feet from your present location.

You can see and hear through your shadow, and manipulate objects within the shadow’s reach. The shadow can pass through cracks and other gaps up to ¼ of an inch wide or more, and has no weight of its own.

If the shadow is attacked directly, attacks are made at a disadvantage. Any damage to the shadow is taken by you, though it gains resistance to bludgeoning, piercing and slashing damage from non-magical weapons. However it is vulnerable to radiant and fire damage.

The shadow cannot reach into areas of complete darkness.

At Higher Levels. For every spell level above 3rd level, you can increase the duration by 1 minute.

Crushing Walls

3rd Level Transmutation


Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a 1 inch iron cube and a walnut)
Duration:
Concentration, up to 1 minute

Upon casting this spell, you select a section of stone walls or a ceiling and floor to rapidly move together and crush those within. The spell affects an area up to 900 cubic feet (approximately 30 feet wide X 30 feet long X 10 feet high). Those in the area of effect must make a Dexterity saving throw. On a failure, the target takes 5d10 bludgeoning damage. Those that succeed the saving throw and survivors of the damage are pushed out of the area in a direction of their choice.

Until the end of the spell, the affected area is impassible terrain.

Cut

Alteration Cantrip


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

With this spell you can touch unattended items to cut or slash them - such as ropes, candles, delicate changes or other objects of up to 1 inch thickness. If you make a melee spell attack against living creatures or attended items, you deal 1d6 slashing damage.

Crystal Dagger

2nd level Conjuration


Casting Time:
1 bonus action
Range:
Self
Components:
V, S, M (a shard of sharpened crystal)
Duration:
1 minute

You summon to your hand a dagger made of quartz crystal. You are considered proficient with the dagger, it is considered a light weapon, and use your spellcasting modifier to hit instead of Strength or Dexterity. The dagger deals 2d4 radiant damage + your spellcasting modifier on a hit. If you roll maximum damage on either die, the target must make a Wisdom saving throw. On a failure, the target is paralyzed until the end of its next turn. Regardless of the number of times you attack with the dagger in a turn, the target only makes one saving throw to avoid this effect.

If the dagger leaves your hand for any reason, the spell instantly ends.

Dance Macabre

1st level Necromancy


Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (three whiskers from a cat)
Duration:
Concentration, up to 10 minutes

You gesture towards a humanoid slain within the past day that is within range and animate it as a foul puppet. Each turn, as an action you can direct the action of the slain individual, though its motions are jerky and puppetlike. Treat the target creature as a zombie for determining its capabilities. If given no action on your turn, the target remains motionless and cannot take reactions.

At Higher Levels. When cast as a 2nd level or higher spell, you can animate one additional corpse per level above 1st.

Danger Sense

1st level Divination


Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 1 hour

While this spell is active, you can sense the presence of potentially hostile creatures, traps or a magical effect. You cannot distinguish the identity of the source, but know the general distance and direction. You likewise gain advantage on initiative, Dexterity saving throws and cannot be surprised while this effect is active. SPELLS

 

 

Daze

Enchantment Cantrip


Casting Time:
1 reaction, which you can take when targeted by an attack
Range:
15 feet
Components:
S
Duration:
Instantaneous

When you are targeted with an attack by an opponent, you can use this reaction. The target makes a Wisdom saving throw. On a failure, the target loses its attack. If the target saves, you cannot affect it again for one minute.

Dead Eyes

6th level Necromancy


Casting Time:
1 action
Range:
0
Components:
S, M (eye of a ghoul)
Duration:
1 minute

Upon casting this spell, your eyes become solid black orbs with skullish pupils. As an action each round, you can affix your gaze on a creature who can see you within 30 feet, forcing them to make a Constitution saving throw. On a failure, the target takes 6d6 necrotic damage, half that on a successful save. If a target is reduced to 0 hit points by this attack it is slain and you gain 1d4 temporary hit points for each hit dice or level the creature possessed.

At Higher Levels. For each spell level above 6th, you deal an additional 1d6 necrotic damage.

Death Spider

8th level Tranmutation


Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a bit of giant spider husk and a drop of giant spider venom)
Duration:
Permanent

You select a living target within range when you cast this spell, who must make a Wisdom saving throw. On a success, the target takes 4d6 poison damage and the spell ends. On a failure, the target’s left hand (or only hand if single-handed) transforms into a hairy spider attached to the wrist of the target by its abdomen. The spider immediately twists about and begins to devour the target, dealing 2d8 magical piercing damage to the target per round, on each of your turns. The spider gains hit points equal to the damage it inflicts to the target. Treat it as a giant spider of small size with hit points as noted above that has grappled the target. Once it has consumed at least 26 hit points, it grows to medium size.

If the spider is attacked before the victim drops to 1/2 their total hit points, any damage to the spider is also dealt to the victim. Destroying the spider causes it to fall off, but any destruction done to the limb remains. Also, victim or another creature attempts to sever the spider from the victim, they must deal 10 points of slashing damage to the limb in a single blow to cut it away. Thereafter, the target loses 1d12 hit points per round at the end of the round until the bleeding is staunched.

If the limb is severed in the first round, only the hand is lost. If the limb is severed before the target loses 1/4 of its total hit points, the limb can be severed at the elbow. If the limb is severed before the target loses 1/2 of its total hit points, the limb is totally lost. If the target has lost more than half its total hit points the limb cannot be saved and the only way to stop the spider from consuming the target is to destroy the spider itself.

Once the target is reduced to 0 hit points, if the spider itself is not slain it drops off and becomes a seperate entity, growing to large size. The caster at no time gains control over the developing or mature spider.

Death’s Recall

2nd level Necromancy (ritual)


Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (a fragment from a shattered mirror)
Duration:
10 minutes

You touch a deceased being and enter a semi-conscious trance. While in the trance you relive the last 10 minutes of the subject’s life, from their point of view and in real time. The vision ends with the last scene the subject saw before dying, at which time the spell ends. You retain the memory of what you witnessed while within the trance.

If the touched being is undead, it receives a Wisdom saving throw against the spell. On a failure, both you and the undead target enter the trance state. If either of you take damage during the trance, the spell is broken. SPELLS

 

 

Deep Pockets

1st-level Transmutation (ritual)


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (A tiny golden need and strip of cloth)
Duration:
1 hour

You touch a garment and create a minor dimensional pocket for storing small items in the garment. This magic pocket can hold up to 100 pounds of objects no larger than one’s hand. While stowed, the item does not affect the bearer’s encumbrance nor is there any discernible bulge at the location where the items are stored. Only the caster can place or withdraw items placed in the dimensional pocket.

A garment may only be enchanted with a single pocket. If the spell is dismissed, the garment removed or the magic is dispelled, the items clatter to ground at the caster’s feet. Likewise, if the spell is cast on another garment the spell on the original garment is ended.

At Higher Levels. For each spell level above 1st, the pocket may hold an additional 50 pounds of objects.

Deflect

Abjuration Cantrip


Casting Time:
1 reaction, which you can take when you are hit by a weapon attack.
Range:
Self
Components:
V,S
Duration:
Instantaneous

With a wave of your hand, you deflect attacks against you. When you use this spell, you gain a +2 bonus to your AC against an attack just made against you.

Delude

3rd level Illusion


Casting Time:
1 action
Range:
Touch
Components:
S, M (A bit of lint and a drop of black ink)
Duration:
Concentration, up to 4 hours

Upon casting this spell and touching the target creature or object, you obscure magical readings to return the results you desire. Any divination spell cast on the target object or creature returns information as you desire, including altered information, a scrambled reading or no result.

Delusions of Grandeur

2nd level Illusion


Casting Time:
1 action
Range:
120 feet
Components:
V
Duration:
1 minute

You shout false encouragement at the target, who must make a Wisdom saving throw. On a failure, the target takes disadvantage to attack rolls, ability checks and saving throws.

At Higher Levels. For every spell level above 1st, you can affect an additional target.

Detho’s Delirium

1st level Enchantment (Ritual)


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a small silver or brass bell)
Duration:
1 minute

You touch a being who is drugged, drunken, unconscious, or sleeping, who must make a Wisdom saving throw. On a failure, the being begins to speak in a rambling manner. As an action, you can direct the rambling to reveal the names of certain individuals (but not truenames), passwords, words of activation, codes, directions, and other useful information. Note that the speaker rarely identifies such fragments of speech for what they truly are. Dreams, rumors, jokes, and fairy tales may be mumbled by the speaker, not merely factual information.

If the affected person is awakened at any time, the spell is broken.

Detonation

9th level Evocation


Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Instananeous

Upon casting this spell, you build a devestating force in the target creature or object, and unleash it with destructive force. The target must make a Constitution saving throw. On a failure, the target takes 10d10 + 40 force damage, with objects taking double damage. On a successful save, the target takes half damage. If the target is reduced to 0 hit points, the target is slain and creatures within 10 feet must make a Dexterity saving throw. On a failure, they take damage equal to any remaining damage in excess of the initial target’s hit points. SPELLS

 

 

Dictation

Transmutation Cantrip


Casting Time:
1 action
Range:
10 feet
Components:
V, M (A quill, bottle of ink and one or more pieces of paper)
Duration:
10 minutes

Upon casting this spell, you select a number of targets in range, up to your spellcasting modifier. The material components of this spell are then animated and begin to transcribe the target speaker’s words upon the available paper, parchment or book in whichever language you know. Note that if you do not speak the language used by a target, the spell phonetically records the speaker’s untranslated words.

If you have proficiency in artist’s tools, you can instead create drawings at the rate of one page per minute.

The transcription process occurs in real time and continues until the spell duration ends or there is no available writing material left to record the speaker’s words.

At Higher Levels. At 5th level or higher, this spell can be used to write spells into a spellbook or to aid in the creation of magical scrolls. It does not negate the costs involved in either process.

Dig

4th-Level Transmutation


Casting Time:
1 action
Range:
30 ft.
Components:
V,S,M (a miniature pail and shovel)
Duration:
1 minute

You instantly excavate 5 cubic feet of earth, sand or mud in a horizontal tunnel or vertical shaft each round. The excavated material either vanishes or is displaced up to 5 feet from your excavation, as you choose. This spell can’t manipulate natural stone or stone construction. If you dig into unstable material, the pit or tunnel formed may collapse if it is not properly supported. If you excavate directly beneath a creature, it must make a Dexterity saving throw to avoid falling into the excavated hole. If you excavate directly above a Medium or smaller creature and retain the excavated material, it must make a Dexterity saving throw to avoid being buried. In the latter case, a creature that fails the saving throw is restrained, though it can take an action to make a Strength check against your spellcasting DC to extracate itself.

If this spell is used against a creature of earth or rock (such as a clay golem), it must make a Constitution saving throw or take 4d6 points of slashing damage.

Dragon Rage

9th level Conjuration


Casting Time:
10 minutes
Range:
Special
Components:
V, S, M (A vial of red dragon blood and the scale of an adult red dragon, consumed)
Duration:
Instantanous

This spell must be cast outdoors. When completed, you summon to you an enraged adult red dragon, which immediately arrives by flight on its own initiative count and attacks anyone nearby, except you. The dragon remains until it has devastated all living things in the immediate area or is destroyed. The dragon is not under your control, though you attempt to direct it against a specific target if you are within 120 feet of the dragon and spend your action to direct its attack.

Dragon Scales

4th level Transmutation


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (A dragon’s scale)
Duration:
1 hour

You touch the target, whose skin hardens and becomes covered in colored draconic scales. The target’s AC can be no worse than 16 for the duration of the spell, and the target gains damage resistance to one of the following, depending on the color of the scale used:

Color Damage Resistance
Black, Copper Acid
Blue, Bronze Lightning
Green, Brass Poison
Red, Brass, Gold Fire
White, Silver Cold

At Higher Levels. When cast as a 6th level spell, the target gains damage resistance to bludgeoning, piercing and slashing weapons that are non-magical. When cast as an 8th level spell, the target gains the above effect and damage immunity according to scale type, not damage resistance. SPELLS

 

 

Drawmij’s Beneficent Polymorph

6th level Transmutation


Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a caterpillar cocoon)
Duration:
Concentration, up to 1 hour

This spell transforms a willing creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. Once cast, the concentration on this spell transfers to being maintained by the target.

After the first round, as an action, the target can choose to change shape again, repeating the process until the spell ends or until the target drops to 0 hit points or dies. The new form can be any beast or monstrosity of CR 6 or less. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form, but any damage it has sustained in its altered form is applied to the new form. The target cannot assume a form whose hit points would be reduced to 0 or less. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Drawmij’s Instant Exit

4th Level Conjuration


Casting Time:
1 bonus action
Range:
60 feet
Components:
V, S, M (a miniature door made of mohagany)
Duration:
1 round

Upon casting this spell, you create a 5 foot wide, 8 foot tall open magical portal with door. Any creature passing through the portal is transported into a temporary null-space. At the end of your next turn, or if an ally adjacent or passing into the portal closes the door behind them, the portal vanishes and reappears in a location known to you within 250 feet of the portal’s former location. Thereafter, on the initiative count of each individual within the null-space, they re-emerge from the portal at the new location. The portal vanishes forever after the last individual re-emerges.

At Higher Levels. When this spell is cast as a 5th level or higher spell, the distance the portal moves is increased by 50 feet for each spell level above 4th.

Drowsy Insects

1st level Conjuration


Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (wings of a gnat)
Duration:
Concentration, up to 1 minute

You summon a swarm of biting gnats that fills a 5 ft. cube. As a bonus action, you can move the cube up to 60 ft. Any creature ending its turn in the swarm must make a Constitution saving throw. On a failure, the target becomes drowsy and falls unconscious.

An unconscious creature is awakened if it takes damage or if someone uses an action to shake or slap the sleeper awake.

Undead, constructs and creatures that do not need to sleep are unaffected by this spell.

At Higher Levels. When you cast the spell using spell slot of 2nd level or higher, you may create one additional swarm for each slot level above 1st. Multiple swarms cannot occupy the same square, but all swarms are controlled by a single bonus action.

Duo-Dimension

7th-Level Transmutation


Casting Time:
1 action
Range:
Self
Components:
V, S, M (3-inch tall masterwork statue of the caster worth at least 500 gp and a strip of parchment twisted into a mobius loop)
Duration:
Concentration, up to 10 minutes

When this spell is cast, the caster flattens to only have two dimensions - height and width, but no depth. You can pass through the thinnest of cracks as long as they are wide enough.

Furthermore, by using a bonus action to “turn” sideways, you become invisible until you take a bonus action to “turn” to facewards.

Finally, while under the effect of this spell you gain advantage on Dexterity saving throws against attacks and spells. You also gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons. SPELLS

 

 

Ego Whip

1st level Evocation


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

You strike at a subject’s self-worth, driving them into despair. You choose a target in range, who must make a Wisdom saving throw. On a failure, the target takes 2d8 psychic damage and suffers disadvantage to attack rolls and ability checks. At the start of its turn, if the target is in range, it makes another Wisdom saving throw. On a failure, the target takes an additional 1d8 psychic damage and continues to suffer disadvantage to attack rolls and ability checks. On a successful save, no damage is taken and the spell ends.

At Higher Levels:
for each additional level you cast this spell above first, you can affect one additional target.

Electrocute

2nd level Evocation


Casting Time:
1 action
Range:
120 ft.
Components:
V, S
Duration:
Instantaneous

You point at a target, who is wreathed in crackling lightning. The target makes a Dexterity saving throw. On on a failure, the target takes 4d12 lightning damage. On a successful save, the target takes half damage.

At higher levels. For every level above 2nd, the target takes an additional 1d12 lightning damage.

Elemental Blade

Evocation Cantrip


Casting Time:
1 action
Range:
Self
Components:
V, S, M (a small reed or stick)
Duration:
Concentration, up to 1 minute

This spell creates a bladed weapon made of qausi-elemental matter. As an action, you make a melee spellcasting attack against a single target. Regardless of the weapons actual shape, it deals 1d8 + your spellcasting modifier damage based on the chosen element.

Element Damage
air lightning
earth acid
fire fire
water cold

Alternately, you can create knife-sized bladed weapons in each hand. The blades may be made of different elements. As an action, you can make a melee spellcasting attack with each blade. In this form, the blades deal 1d4 damage based on the element chosen. If both blades hit a single target, you may add your spellcasting modifier to the damage. In either form, if the weapon(s) leaves your hand for any reason, the spell immediately ends.

Elemental Whip

Evocation Cantrip


Casting Time:
1 action
Range:
15 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

This spell creates a whip made of coruscating elemental matter. As an action, you make a melee spellcasting attack against a target within 15 feet of you. On a hit, you deal 1d6 + your spellcasting modifier damage based on the chosen element.

Element Damage
air lightning
earth acid
fire fire
water cold

On a critical hit, the whip grapples the target and continues to deal automatic damage to the target until the victim escapes with a successful Strength or Dexterity saving throw. If the whip leaves your grasp for any reason, it immediately dissipates.

At Higher Levels:
At 5th level, a hit deals 2d6 elemental damage. At 11th level, a hit deals 3d6 elemental damage. At 17th level, a hit deals 4d6 elemental damage.

Emerald’s Spinning Star

1st level Conjuration


Range:
30 ft.
Components:
V,S,M (a gemstone worth at least 10 gp; consumed)
Duration:
Instantaneous

You cause a small gemstone in your grasp to explode into a blast of razor-sharp shards that streak out to strike nearby enemies. Make a ranged spell attack against each target in range. On a success, the target takes 1d6 magical slashing damage, plus an additional elemental damage based on the color of the gemstone used.

color damage
yellow/green 1d8 acid
blue/white 1d8 cold
orange/red 1d8 fire
purple 1d8 lightning
black 1d8 necrotic
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the elemental damage increases by 1d8 for each slot level above 1st. Likewise, the value of the gem must be increased by at least 10 gp per spell level.

SPELLS

 

 

Empathy

1st level Enchantment


Casting Time:
1 action
Range:
90 feet
Components:
V, S
Duration:
4 hours

Upon casting this spell, you select a single target in range. For the duration of the spell you are able to mentally share emotions and feelings with the target, regardless of the distance between you and the target. If either of you takes damage, the linked being takes 1d4 psychic damage from the shared bond.

You can choose to end the spell as a free action if you wish. The link is also broken if either you or the target are rendered unconsious.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can affect an additional target for each level above 1st.

Empty Mind

Abjuration Cantrip


Casting Time:
1 reaction, when hit by an attack that deals psychic damage
Range:
Self
Components:
V, S, M (A small crystal worth 25 gp)
Duration:
Instananeous

When an enemy attempts to invade your mind, you reflexively protect yourself by emptying your mind of stray thoughts. As a reaction to an attack that causes psychic damage, you can give yourself resistance to psychic damage. Furthermore, if the spell would give the attacker information or your memories, you gain advantage on any save against the effect.

Endure Heat or Cold

1st-Level Abjuration


Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 10 minutes

For the duration, the willing creature you touch has resistance to either fire or cold and is immune to exhaustion effects caused by high heat or extreme cold.

Enervation

4th-Level Necromancy


Casting Time:
1 action
Range:
60 ft.
Components:
V, S
Duration:
Instananeous

Upon casting this spell, a black bolt of energy streaks from your hand to a target creature in range. You make a ranged spell attack against the target. On a hit, the target takes 4d10 necrotic damage, gains a level of exhaustion and its maximum hit points is reduced by 10 until it takes a long rest.

At Higher Levels. For every spell level above 4th when you cast this spell, you deal an additional 1d10 necrotic damage.

Enhance Ability (Replaces PHB)

2nd-level transmutation


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (fur or a feather from a beast)
Duration:
Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear’s Endurance. The target is treated as proficient with Constitution saving throws and Constitution-based skill checks. The target likewise gains advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull’s Strength. The target is treated as proficient with Strength saving throws and Strength-based skill checks. The target likewise gains advantage on Strength checks. It also deals an additional 1d4 damage with melee Strength-based weapons.

Cat’s Grace. The target is treated as proficient with Dexterity saving throws and Dexterity-based skill checks. The target likewise gains advantage on Dexterity checks. When taking falling damage, reduce the damage caused by falls as if it were 20 feet shorter.

Eagle’s Splendor. The target is treated as proficient with Charisma saving throws and Charisma-based skill checks. The target likewise gains advantage on Charisma checks. Non-hostile individuals interacting with the target will always act in a friendly manner until the spell ends or the target attempts to harm them.

Fox’s Cunning. The target is treated as proficient with Intelligence saving throws and Intelligence-based skill checks. The target likewise gains advantage on Intelligence checks. When the target attempts to ascertain the unknown function or purpose of an object, they may reroll a failed attempt or gain one extra try with no penalty.

Owl’s Wisdom. The target is treated as proficient with Wisdom saving throws and Wisdom-based skill checks. The target likewise gains advantage on Wisdom checks and cannot be surprised.

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.

SPELLS

 

 

Envigor

2nd level Evocation


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

You touch a creature and fill it with renewed strength. You may perform one of the following:

  • Remove up to 1 level of exhaustion from the target
  • Remove the need for rest for 24 hours
  • Remove the need to eat or drink for 24 hours

This spell cannot be used on a target two or more times in a row; at least 48 hours must pass between another casting on the same target.

Erase

Transmutation Cantrip


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

You remove ink or pigments from a single written or drawn area no larger than one square foot. If the writing is magical in nature (such as a spell scroll or glyph) you must succeed on a check using your spellcasting modifier versus a DC 10 + twice the spell level to dispel and erase the magical writing.

False Tracks

1st-level Illusion


Casting Time:
1 action
Range:
Self
Components:
S
Duration:
1 hour

You alter the appearance of any tracks you and your companion or familiar leave behind, making it appear as any sort of beast or humanoid you are familiar with. When the spell ends, the tracks return to normal. You can opt to have each affected individual leave tracks of different beasts or humanoids as you desire, but you cannot change the altered tracks once chosen.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional beings in your group for each slot above 1st.

Fanged Fist

2nd level Evocation


Casting Time:
1 bonus action
Range:
Self
Components:
V,S
Duration:
1 minute

You transform your arm, from shoulder to hand, into a snake-like appendage ending in a fanged viper’s mouth. You can strike with this limb as a melee attack using your spellcasting modifier. On a hit, the target is grappled and you deal 1d4 bludgeoning damage. The target must also make a Constitution saving throw or suffer an additional 2d8 poison damage.

The target can escape the grapple with a successful opposed Strength check opposed by a opposed check using your spellcasting modifier. While an enemy is grappled, the target is restrained and you can’t grapple another target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you increase the poison damage dealt by an additional 1d8 poison damage.

Feast

1st level Conjuration (ritual)


Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (one pound of food)
Duration:
Instantaneous

You create 4 pounds of food and a gallon of water on the ground or in containers within range, enough to sustain up to four medium-sized creatures for one meal. The food is of the same quality and type as the material component, but spoils if uneaten after 24 hours. The water is clean and disappears after 24 hours.

Fire Arrow

3rd level Conjuration


Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (a drop of oil and a small piece of flint)
Duration:
Instantaneous

You hurl a fiery arrow at up to two targets within range, making a ranged spell attack with each arrow. On a hit, you deal 1d6 piercing damage, plus 2d6 fire damage.

At Higher Levels. For every spell level above 3rd, you can hurl one additional arrow.

Fire Burst

1st level Evocation


Casting Time:
1 action
Range:
0
Components:
V, S
Duration:
Instananeous

You cause a blast of fire to spring outward from you, affecting all creatures within 30 feet of you. Each target must make a Dexterity saving throw. On a failure, the target takes 2d6 fire damage, and half that on a successful saving throw.

At Higher Levels. When you cast this spell at 2nd level or higher, you deal an additional 1d6 fire damage per spell level above 1st. SPELLS

 

 

Fire Ring

3rd level Evocation


Casting Time:
1 reaction
Range:
Self
Components:
V,S
Duration:
1 minute

You cause a circular ring of fire to burst into being about yourself. This ring of fire fills a band 5 feet wide at a distance of 5 feet from your person and moves with you. The band is 5 feet thick and floats at approximately waist height.

Creatures that contact or attempt to enter the flames make a Dexterity save. On a failure, the creature is pushed outside the ring towards the nearest unoccupied square and takes 2d8 fire damage. A creature that failed the save can continue to be pushed away from a moving caster, but only takes the fire damage once a round. If a creature cannot move to an unoccupied square it is not moved, but does not take additional fire damage.

At Higher Levels:
When you cast this spell slot at 4th level or higher, you can increase the damage dealt by the flames by an additional 1d8 per spell slot above 3rd level.

Flame of Truth

3rd level Divination


Casting Time:
1 action
Range:
30 ft.
Components:
V,S,M (a tuft of wool)
Duration:
Concentration, up to 1 minute

You cause a torch-sized flame to spring to life in your hand. If a being speaks a falsehood within range, the flame burns brightly and the speaker must make a Charisma saving throw. On a failure, the target take 5d6 fire damage, half that on a successful save.

Flaming Weapon

Evocation Cantrip


Casting Time:
1 bonus action
Range:
Touch
Components:
V, S
Duration:
1 round

You enchant a weapon or up to 10 pieces of ammunition in your possession. On a successful hit, the weapon deals an additional 1d6 fire damage. The fire can ignite flammable materials.

At Higher Levels. At 10th level, the weapon or ammunition deals an additional 1d6 fire damage.

Flense

2nd level Necromancy


Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a small barbed whip)
Duration:
1 minute

As a bonus action on your turn, you crack a small whip and direct your attention at a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 2d6 magical slashing damage. On a success, the target takes half damage. You can change the target of your attack each round.

At Higher Levels. For every three levels you cast this spell above 3rd, you deal an additional 1d6 magical slashing damage (thus 3d6 at 5th and 4d6 at 8th).

Float

1st level Transmutation


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

Upon casting this spell, you become weightless, bobbing to the surface of any liquid at a rate of 30 feet and can float 1 inch above solid ground. As an action, you can move over solid ground at a rate of 10 feet. You cannot move vertically (except in liquid) by means of this spell. Likewise, you cannot use the dash action to increase your movement.

At Higher Levels. For every spell level above 1st, you can increase the duration by 5 minutes.

Force Blast

1st level Evocation


Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Instananeous

Upon casting this spell, you create an invisible burst of power that rushes towards and pummels a target in range. You make a ranged spell attack at a target in range. On a hit, the target takes 2d8 force damage.

At Higher Levels. For every spell level above 1st, you deal an additional 1d8 force damage on a hit. SPELLS

 

 

Forcecage (replaces PHB)

7th level Evocation


Casting Time:
1 action
Range:
100 feet
Components:
V. S, M (ruby dust worth 1,500 gp)
Duration:
1 hour

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

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

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

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

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

The cage or cube has an Armor Class of 15 + spellcasting modifier, a Damage Threshhold of 20, 130 hp, with resistance to acid, cold, electricity, fire, as well as bludgeoning,slashing and piercing damage from magic weapons. The construct is immune to radiant, necrotic, and poison damage.

At Higher Levels:
The cage or cube has an additional 20 hit points for each level slot above 7th.

Forget

2nd level Enchantment


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

You select a target creature within range, who must make a Wisdom saving throw. On a failure, the target instantly forgets the events of up to one hour of your choosing. This does not negate spell effects such as Charm Person/Monster, Suggestion, Geas similar magic. The events are forgotten and the lost memory can only be restored as shown below. The spell has no affects on creature’s abilities, spells known or spells prepared.

At Higher Levels. For every level you cast this spell above 2nd level, you can increase the amount of time forgotten as shown below.

Level Time Forgotten Restored By
2nd 1 hour Lesser Restoration
3rd 1 day Lesser Restoration
4th 1 month Greater Restoration
5th 6 months Greater Restoration
6th 1 year Greater Restoration
7th 10 years Wish
8th 50 years Wish
9th 100 years Wish

Fountain of Fire

3rd level Conjuration


Casting Time:
1 action
Range:
90 ft.
Components:
V, S, M (a bit of basalt)
Duration:
Concentration, up to 1 minute

You cause a molten jet of flame to erupt from the ground, engulfing nearby creatures in fire. At the start of each of your turns, choose a 5-foot-square in range. A creature in the square, and all adjacent 5-foot-squares make a Dexterity saving throw. On a failure, the target takes 3d10 fire damage. A creature in the target square takes half damage on a successful save.

The 5-foot squares are difficult terrain, and any creature ending their turn in an affected square must make a Dexterity saving throw or take 1d10 fire damage. A creature that ends its move in the source square and makes a successful save takes half damage.

At Higher Levels. For each spell level you cast this spell above 3rd level, increase the damage by 1d10.

Freeze

2nd level Evocation


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

You choose a target in range that you can see, who is surrounded by a flurry of ice and snow. The target must make a Dexterity saving throw. On a failure, the target takes 4d10 cold damage and their speed is reduced by 10 feet. On a success, the target takes half damage.

At Higher Levels. For each spell level you cast this spell above 2nd, it deals an additional 1d10 cold damage. At 5th level or higher a target that fails its saving throw cannot take bonus actions or reactions for 1 minute or until it makes a successful Constitution saving throw. SPELLS

 

 

Friends (replaces PHB)

Enchantment Cantrip


Casting Time:
1 action
Range:
Self
Components:
S, M (a small bit of makeup)
Duration:
1 minute

Upon casting this spell, you choose one target you can see who is not hostile towards you. The target must make a Wisdom saving throw. On a failure, you have advantage on all Charisma checks for the duration of the spell. However, if you fail any Charisma check during the spell’s duration, the spell instantly ends.

If the target makes the saving throw against this spell, or if you fail a Charisma check to influence the target, you cannot use the spell again on the target for 24 hours and the target is instantly aware of you attempt to enspell it, acting appropriately to the attempt to being enchanted.

Frightful Joining

4th level Necromancy


Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
2 hours

When this spell is cast, you transfer your lifeforce to an undead creature, dominating it. The touched undead must make a Wisdom saving throw. On a failure, your body harmlessly collapses unconsious and you gain control of the undead as it were your own body. While under your control you retain your Intelligence, Wisdom, Charisma, but otherwise use the stat block of the undead you control. If the undead is reduced to 0 hit points or otherwise destroyed or rendered inert, you return to your own body and awaken.

At the start of each subsequent hour, the undead makes another saving throw. On a success, the spell ends and your lifeforce is transported back to your body and you awaken.

At Higher Levels. When you cast this spell as a 5th level spell or higher, you can increase the duration by 1 hour for each hour above 4th.

Frozen Weapon

Evocation Cantrip


Casting Time:
1 bonus action
Range:
Touch
Components:
V, S
Duration:
1 round

You enchant a weapon or up to 10 pieces of ammunition in your possession. On a successful hit, the weapon deals an additional 1d4 cold damage and the target’s Speed is reduced by 10 feet until the end of their next turn.

At Higher Levels. At 10th level, the weapon or ammunition deals an additional 1d4 cold damage and reduce the target’s Speed by half until the end of their next turn.

Gaze Reflection

1st level Abjuration


Casting Time:
1 reaction
Range:
Self
Duration:
Instantaneous

When you are targeted by a gaze attack, as a reaction you can create a shimmering, mirror-like disc in the air that reflects gaze attacks. You are unaffected by the gaze attack and the original attacker instead suffers the consequences of their own gaze attack - though the gazer is allowed to make any normal save to resist the effect of their own gaze.

Ghoul’s Touch

2nd level Necromancy


Casting Time:
1 bonus action
Range:
30 feet
Components:
V, S, M (a bit of rotten meat)
Duration:
1 minute

Your hand rots and detaches from your body, floating in the air. You can make a melee spell attack against a creature within 5 feet of the detached hand. On a hit, the target takes 1d8 + your spellcasting ability modifier necrotic damage. The target must also make a Constitution saving throw or be paralyzed for the duration of the spell. At the end of each of its turn, the target can make another Constitution saving throw. On a success, the spell ends on the target.

As a bonus action on your turn, you can move the hand up to 20 feet and repeat the attack against a creature within 5 feet of it.

At the end of the spell, or if the spell is dismissed or countered, your hand returns and reattaches, unharmed. SPELLS

 

 

Glide

2nd-Level Enchantment


Casting Time:
1 bonus action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 10 minutes

One creature of your choice that you can see moves across the ground horizontally effortlessly, as if standing still. While the spell is active, the target can dash as a bonus action.

Furthermore, the target is unaffected by difficult terrain. Traps or spells that are triggered by weight or movement into or through an area are not triggered by the target creature, though they are still affected by spells or effects that have an effect when the creature starts or ends its move in the area of effect.

The spell does not allow the target to pass over areas of liquid 6 inches deep or deeper (such as water or lava), and they will begin to sink if they enter such areas. Likewise, the target cannot use the spell to move up or down vertical surfaces, slopes greater than 30 degrees, stairs, ladders or on ceilings. Objects that are knee-high or taller to the target cannot be glided over and must be circumvented or clambered over as normal. The spell does not make the target weightless or succeptable to being pushed, shoved or otherwise moved.

Glitterdust

2nd-Level Conjuration


Casting Time:
1 action
Range:
120 feet
Components:
V,S,M (ground mica)
Duration:
1 minute

Upon casting this spell, you create a 20 foot cube filled with sparkling dust motes. Those in the area of effect must make a Dexterity saving throw. On a failure, the target is blinded, but may save again at the end of each round to negate the effect.

Furthermore, all items that start their turn or pass through the area find themselves covered in the glittering motes, negating invisibility and inflicting disadvantage on Stealth checks for the duration of the spell.

Greater Astral Construct

5th level Conjuration


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a small prism)
Duration:
Concentration, up to 10 minutes

Upon casting this spell, you impart a bit of your soul into a primative phantasmal construct. As a bonus action, you can mentally order the construct as if it were your own body. If the construct passes out of range, it vanishes.

Greater Astral Construct

large construct, unaligned


Armor Class
15
Hit Points
75 (10d10 + 20)
Speed
40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 6 (-2)

Damage Immunities
Poison
Damage Resistances
Bludgeoning, piercing and slashing damage from non-magical weapons
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
passive Perception 11
Languages
Telepathy 120 feet with caster, Understands all languages the creator knows but cannot speak
Challenge
PB: as caster

Natural Invisibility. When not attacking, the astral construct cannot be detected by sight. If the astral construct attacks, it remains visible until its next turn.

Actions

Charge. The astral construct moves at least 20 feet and makes a slam attack.

Multiattack. The astral construct makes two slam attacks

Slam. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit 10 (2d6 + 3) bludgeoning damage. If the astral construct charged, it deals an additional 10 (2d6 + 3) bludgeoning damage.

Psychic Bolt (Recharge 5-6). Ranged Spell Attack: 2 + PB to hit, range 30 ft., one target. Hit 17 (5d6) psychic damage

SPELLS

 

 

Graft

Transmutation Cantrip


Casting Time:
1 bonus action
Range:
Self
Components:
V, S
Duration:
1 minute

When you cast this spell, you cause an item you hold in one hand to meld with your body. For the duration of the spell, you cannot be disarmed or drop the item.

Grasp

Enchantment Cantrip


Casting Time:
1 bonus action
Range:
30 ft.
Components:
V,S
Duration:
Instanteous

You reach out with your hand and call an unattended object to fly to your grasp. If the object is held or restrained, you make a spellcasting check opposed by the target’s Strength check. If you succeed the opposed check, the object flies free of its restraints and to your grasp. In either case, the affected object must weigh ten pounds or less and you must have an unobstructed view to the object.

Greater Blade Ward

1st level Abjuration


Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 minute

You touch the target and draw a protective glyph upon them. Until the spell ends, the target has resistance to bludgeoning, piercing and slashing damage from non-magical weapons.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute for each slot level above 1st.

Hand of Flame

Evocation Cantrip


Casting Time:
1 bonus action
Range:
Self
Components:
V, S
Duration:
Up to 1 minute

Your hand swirls with dancing fire. If you draw up and cup your hand as an action, it produces a torch-like flame that gives off 20 feet of bright light, and an additional 20 feet of dim light. It also provides you damage resistance to fire, though the spell ends the first time you take fire damage when used in this manner.

As an action, you can also make a melee spell attack with your enflamed hand that deals 1d6 fire damage on a hit or you may choose to hurl the flame as a ranged spell attack that deals 1d6 fire damage with a range of 60 feet. However doing so ends the spell after the attack is made. A flammable object hit by this spell ignites if it isn’t carried or worn.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Hand of Frost

Evocation Cantrip


Casting Time:
1 bonus action
Range:
Self
Components:
V, S
Duration:
Up to 1 minute

Your hand swirls with a frosty rime. If you draw up and cup your hands as an action, it douses non-magical flame within 20 feet and provides you damage resistance to cold. However, the spell ends the first time you take cold damage when used in this manner.

As an action, you can make a melee spell attack with your frost-rimed hand that deals 1d6 cold damage on a hit or you may choose to hurl the ice as a ranged spell attack that deals 1d6 cold damage with a range of 60 feet. However, doing so ends the spell after the attack is made. Up to 1 square foot of liquid hit by this spell freezes if it isn’t carried or worn.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Hand of Lightning

Evocation Cantrip


Casting Time:
1 bonus action
Range:
Self
Components:
V, S
Duration:
Up to 1 minute

Your hand swirls with arcing lightning. If you draw up and cup your hands as an action, it produces a ball of lightning that gives off 20 feet of bright light, and an additional 20 feet of dim light. It also provides you damage resistance to lightning. However, the spell ends the first time you take lightning damage when used in this manner.

As an action, you can also make a melee spell attack with your lightning-wreathed hand that deals 1d6 lightning damage on a hit or you may choose to hurl the lightning as a ranged spell attack that deals 1d6 lighting damage with a range of 60 feet, however doing so ends the spell after the attack is made.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6). SPELLS

 

 

Hell Wasps

2nd level Conjuration


Casting Time:
1 action
Range:
120 ft
Components:
V, S, M (a wasp stinger)
Duration:
Concentration, up to 1 minute

You summon large, buzzing green wasps from a fiery crack in the ground. Choose up to two targets within range and make a melee spell attack against them. On a hit, the target takes 1d4 + your spellcasting modifier damage.

The wasps are AC 20, make saves using your spellcasting modifier and have 1 hit point. If destroyed you can summon replacements from any point within range as a bonus action.

The wasps continue to follow their target, moving up to 30 feet on your turn to pursue and attack them as indicated above.

As a bonus action on your turn, you can change the wasp’s target to another creature within range. If the wasps move more than 120 feet from your location, they vanish.

At Higher Levels. When you cast this spell as a 3rd level spell or higher, you can target one additional creature per spell level above 2nd.

Hellish Rime

4th level Evocation


Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (a bit of dry ice and a drop of oil)
Duration:
Instantaneous

You build a swirling ball of blue flame in your hand and hurl it at the target point. It erupts into cold flames filling a 20 foot radius. Creatures in the area of effect make a Dexterity saving throw. On a failure they take 4d6 fire and 4d6 cold damage and gain the aflame condition, suffering 1d6 fire and 1d6 cold damage per turn until the flames are extinguished. Also, while aflame their movement rate is halved. On a successful save they take half damage.

At Higher Levels. For every spell level above 4th, you deal an additional initial 1d6 fire or 1d6 cold damage.

Helping Hand

Conjuration Cantrip


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

You create a phantasmal force within that is capable of picking up or manipulating objects.

As a bonus action, you can move the force up to 30 feet.

As an action, you can use the hand to manipulate an item. The hand is as dextrous as you are and has a Strength score equal to your spellcasting modifier. It cannot be used to attack or activate magic items. If the force moves more than 90 feet from you, it instantly disappears.

Hold Undead

2nd-Level Necromancy


Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (pinch of sulfur and powdered garlic)
Duration:
Concentration, up to 1 minute

Choose an undead that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional undead for each slot level above 2nd. The undead must be within 30 feet of each other when you target them.

Hypercognition

8th level Divination


Casting Time:
1 action
Range:
Self
Components:
V
Duration:
Instantaneous

You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge.

However, it is in fact the result of a rigorously logical process you forced your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic.

The nature of the knowledge you gain concerning the subject of your analysis is subject to your DM’s discretion but might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or object, or even a conclusion concerning a dilemma that your conscious mind is unable to produce.

When used to make an Intelligence-based skill check to know something, you add +15 to the total. SPELLS

 

 

Ice Spike

Evocation Cantrip


Casting Time:
1 bonus action
Range:
Self
Components:
V,S
Duration:
1 minute

You create a steaming spike of ice in your hand. You can use the spike as if it were a dagger, but dealing 1d4 piercing plus 1d6 cold damage. The spike can be thrown to strike targets (range 20/60), and vanishes into steam after dealing damage on a hit or missing the target.

At Higher Levels. This spell’s cold damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Id Insinuation

2nd level Evocation


Casting Time:
1 action
Range:
0
Components:
V, S
Duration:
Concentration, up to 1 minute

You strike at the subconsious desires and fears of the target, pitting them against their own savage aspects of their mind. You affect all hostile targets in a 15 foot long, 15 foot wide cone, who must make a Wisdom saving throw. On a failure, the target takes 3d6 psychic damage and is restrained. On a success, the target only takes half damage. On its subsequent turns, the target makes another saving throw. On a failure, the target takes an additional 1d6 psychic damage and remains restrainted. On a success, the spell ends for the target.

At Higher Levels. When you cast this spell at 3rd level or higher, you deal an additional initial 1d6 psychic damage.

Imbue

2nd level Enchantment (Ritual)


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (A spellcasting focus)
Duration:
Special

You transfer an unused spell slot of 1st level and knowledge of a single spell you know to the touched individual. The touched individual can thereafter utilize the spell slot to cast the spell you specified.

You do not lose knowledge of the spell passed on to the target. The target uses the same ability as you do when they cast the spell (such as Intelligence if you are a Wizard), using their ability score modifier and proficiency modifier to calculate spell’s saving throw or attack modifier.

A target cannot be Imbued with multiple spells from multiple sources, and this spell fails if attempted on a target that already is Imbued.
You regain the transferred spell slot after a long rest. The target retains the transferred spell slot until it is used or they take a long rest.

At Higher Levels. When you cast this spell at 3rd level or higher, the spell slot and known spell you grant to the target can be one level lower than the spell level this is cast at. For example, if you cast this as a 6th level spell, you can transfer a 1st-5th level slot and the knowledge of one 1st-5th level spell. The spell slot and known spell do not need to be the same level, but the known spell cannot be of higher level than the transferred spell slot.

Immolate

2nd level Evocation


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

You select a target in range, who is engulfed in flames. The target must make a Dexterity saving throw. On a failure, the target takes 4d10 fire damage. On a successful save, the target takes half damage. The spell can ignite combustible materials or objects.

At Higher Levels. For every level above 2nd, the target takes an additional 1d10 fire damage.

Infinite Ammunition

Conjuration Cantrip


Casting Time:
1 bonus action
Range:
Self
Components:
V, M (A piece of ammunition or thrown weapon to replicate)
Duration:
1 minute

You magically replicate non-magical ammunition or a thrown weapon you possess so that you need not worrying about depleting the ammunition or thrown weapon no matter how many attacks you make. After a hit or miss, the used weapon or ammunition instantly disappears. You cannot give the created items to others or use them for purposes other than attacking.

Inkling

Divination Cantrip


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a drop of sweat)
Duration:
Concentration, up to 1 minute

The touched individual gain proficiency in one Intelligence, Wisdom or Charisma-based skill of your choice the next minute. SPELLS

 

 

Insight

Divination cantrip


Casting Time:
1 action
Range:
Self
Component:
V, S
Duration:
Concentration, up to 1 minute

You take a moment to focus yourself and gain Advantage on the next skill check or saving throw that you make before the end of your next turn.

Intellect Fortress

3rd level Abjuration


Casting Time:
1 action
Range:
Self
Component:
V, S, M (A crystal skull worth 75 gp)
Duration:
Concentration, up to 10 minutes

Upon casting this spell, you focus your mind and protect yourself with walls created from mental energy. You gain advantage on Wisdom saving throws and are immune to being charmed. Furthermore, as a reaction you can reduce the amount of damage you take from a psychic attack by a value equal to 1d10 + your spellcasting modifier.

Invisibility to Undead

1st level Illusion


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (A holy symbol)
Duration:
1 minute

Upon casting this spell, any undead encountering the protected individual must make a Wisdom saving throw. On a failure, the protected individual is invisible to the undead.

The spell is broken if the protected individual attacks or casts a spell that targets the undead.

At Higher Levels. For each spell level above 1st, you can protect an additional individual.

Ironmaker

Transmutation cantrip


Casting Time:
1 bonus action
Range:
Self
Component:
V,M (A 1 oz. block of iron)
Duration:
Concentration, up to 1 minute

You transform one melee weapon in your possession or one of your limbs into hardened steel. Attacks with the affected weapon or limb are made with advantage and damage is increased by one die (1 => 1d4 => 1d6 => 1d8 => 1d10 => 1d12/2d6 => 2d8).

Itch

2nd-Level Necromancy


Casting Time:
1 action
Range:
30 feet
Components:
V,S,M (A leaf of poison ivy, oak or sumac)
Duration:
1 minute

You reach out and inflict the target with a terrible, distracting itching sensation. If the target fails a Constitution saving throw, it suffers disadvantage on skill checks and attack rolls and all attacks made against the target have advantage as the creature seeks to find relief from the distracting itch. A target that failed the saving throw can attempt an additional saving throw at the end of its turn to negate the effect.

At Higher Levels. For every level you cast the spell above 2nd, you can affect one additional target.

Item

3rd Level Alteration (ritual)


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (A glass bead)
Duration:
1 Day

You touch one unattended non-magical item of up to 10 cubic feet and place it in magical statis whilst also reducing it in size to fit in the palm of your hand. Optionally, you can transform the item into a cloth-like badge that can be attached to a garment by touch.

Objects transformed by this spell are released from statis and return to their original size by tossing them upon a solid surface or invoking a command word (chosen when the item is originally affected).

At Higher Levels. For every spell level above 3rd, you can increase the total volume of the affected item by 5 cubic feet.

Khazan’s Grasp

2nd level Conjuration (ritual)


Casting Time:
1 action
Range:
Special
Components:
V,S,M (a miniature replica of the object to be summoned)
Duration:
Instantaneous

You stretch out your hand and summon a personal object to your grasp. The item must be known to you (but not necessarily its location), have been in your possession at least once and must be able to be held in one or both hands. The item’s distance from you is not a factor, as long as it is on the same plane of existence. The spell fails if the object to be summoned has been destroyed, restrained or is in the active possession of another being. SPELLS

 

 

Kirk’s Etiquette Bestowment

1st level Enchantment


Casting Time:
1 action
Range:
30 ft.
Components:
V,S,M (a small rose)
Duration:
1 hour

You cause the target to become endowed with good manners. The individual is treated as if proficient in Persuasion and has Advantage on any Charisma-based skill checks related to displaying appropriate manners or social etiquette.

Knifenails

Transmutation cantrip


Casting Time:
1 bonus action
Range:
Self
Components:
S, M (a claw from a wild animal)
Duration:
1 minute

You cause the nails of your hands to harden into sharp nails. You can make a melee attack with one or both of your hands using your spellcasting modifier. On a hit, you deal 1d4 + Spellcasting modifier slashing damage with each attack.

At Higher Levels. At 5th level and above, your attack with these clawed hands are considered magical weapons.

Knives of Teclis

1st level invocation


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

You flick your hand, causing your knife-like fingernails to hurl at a target in range. You make a ranged spell attack against the target. On a hit, the target takes 1d6 lightning damage, 1d6 necrotic damage and is poisoned until the end of its next turn. After casting, your fingernails magically grow back.

At Higher Levels:
When you cast this spell as a 2nd level spell or higher, you can target one additional target for each spell slot above 1st.

Know Direction

Divination Cantrip


Casting Time:
1 action
Range:
Self
Components:
V, S, M (a small lodestone)
Duration:
Instantaneous

Upon casting this spell, you choose an object known to you (such as your home, a necklace, an enemy or ally you know) or a compass direction. You instantly know the general direction of the object of your orientation as long as it is on the same plane as you. You gain no other information about the state of the object or the distance from you.

Know History

1st level Divination


Casting Time:
1 minute
Range:
Touch
Components:
V,S,M (a small glass lens)
Duration:
Instantaneous

You touch an object or person and gain insight as to the common name, background, lineage and deeds of the object or person. If the target wishes to disguise its true nature or is cursed, disguised or polymorphed, it receives a Wisdom saving throw to resist divulging its true identity to the caster. In such a case, a false history of the target’s choice is instead revealed, or nothing.

Kystal’s Chasing Spark

1st level Evocation


Casting Time:
1 action
Range:
120 ft.
Components:
V,S
Duration:
1 minute

You snap your fingers and bring into being a hissing, glowing spark. The spark races across the ground (or up walls) towards and follows a single target of your choice for the duration of the spell, moving at up to 30 feet a round on your initiative. If the sparks ends its movement in the same square as the target, they take 1d6 lightning damage.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target (or the same target) for each slot level above 1st.

SPELLS

 

 

Leomund’s Tiny Hut (Replaces PHB)

3rd-level evocation (ritual)


Casting Time:
10 minutes
Range:
Self (10-foot-radius hemisphere)
Components:
V, S, M (a small crystal bead)
Duration:
8 hours

A 10-foot-radius immobile protective dome springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures.

Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects must make a Wisdom save at your spell DC to notice the area and must make a Strength save at your spell DC if they attempt to enter the area. An audible alarm (of your choice) sounds if a non-allied creature enters the hut. Spells and other magical effects can’t cross the dome in either direction.

The atmosphere inside the space is comfortable and dry, regardless of the weather outside, and the interior prevents inclement weather and environmental effects from passing through it.

Until the spell ends, you can command the interior to become brightly lit, dimly lit or dark as a bonus action. Likewise you can command the dome to be transparent, translucent or opaque (of any color you choose).

Leomund’s Trap

2nd level Illusion (ritual)


Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (200 gp of diamond dust)
Duration:
Permanent

You enchant a small lock, hinge, hasp, screw-on cap or similar object with an illusionary trap.

Any individual examining the object or attempting to damage it must make an Intelligence saving throw. On a failure, the individual is convinced that the object is protected by a deadly trap.

If the individual persists in attempting to interact with or destroy the enchanted object, they immediately fail in the action and are paralyzed for 1 round.

Subsequent attempts to interact with the item allow for an additional saving throw.

Lesser Astral Construct

1st level Conjuration


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a small prism)
Duration:
Concentration, up to 1 minute

Upon casting this spell, you impart a bit of your soul into a primative phantasmal construct. As an action, you can mentally order the construct as if it were your own body. If the construct passes out of range, it vanishes.

Lesser Astral Construct

Medium construct, unaligned


Armor Class
14
Hit Points
19 (3d8 + 6)
Speed
40 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 6 (-2)

Damage Immunities
Poison
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
passive Perception 11
Languages
Telepathy 90 feet with creator, understands the languages its creator knows, but cannot speak
Challenge
PB: as caster

Natural Invisibility. When not attacking, the astral construct cannot be detected by sight. If the astral construct attacks, it remains visible until its next turn.

Actions

Slam. Melee Weapon Attack: +1 + PB to hit, reach 5ft., one target. Hit 5 (1d8 + 1) bludgeoning damage

Psychic Bolt (Recharge 5-6). Ranged Spell Attack: 1 + PB to hit, range 30 ft., one target. Hit 7 (2d6) psychic damage

Lesser Creation

2nd level Conjuration


Casting Time:
10 minutes
Range:
30 feet
Components:
V, S
Duration:
1 day

You conjure into creation items from etheric ectoplasm. You can create one or more items of up to a total volume of 5 cubic feet. The created objects appears to be made of the proper, non-magical material though they are in truth made of solified ectoplasm and about as durable as if made of wood.

Creatures or magic items can’t be created by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects. SPELLS

 

 

Lightning Weapon

Evocation Cantrip


Casting Time:
1 bonus action
Range:
Touch
Components:
V, S
Duration:
1 round

You enchant a weapon or up to 10 pieces of ammunition in your possession. On a successful hit, the weapon deals an additional 1d4 lightning damage and the target cannot take reactions until the start of your next turn.

At Higher Levels. At 10th level, the weapon or ammunition deals an additional 1d6 lightning damage.

Lightning Strike

2nd level Evocation


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a glass rod and a bit of fleece)
Duration:
Instantaneous

You cause a bolt of lightning to strike from your outstretched hand to the target, targeting all targets in a single straight line that are in range. Each target must make a Dexterity saving throw, taking 4d8 lightning damage on a failure and half that on a success.

At Higher Levels. For every level above 2nd, increase the damage by 1d8.

Lookout

1st level Enchantment


Casting Time:
1 minute
Range:
Self
Components:
V,S,M (a wood carving of a bird)
Duration:
Concentration, up to 1 hour

You imbue yourself with a supernatural awareness of your surroundings. For the duration of the spell you double your Wisdom bonus for Passive Perception checks and still contributes to passive Perception checks when travelling and performing other activities (such as navigating, drawing a map, tracking or foraging).

Further, you gain Advantage when making active Perception checks for the duration of the spell.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration of the spell an extra hour per slot level above 1st.

Magic Stone

Transmutation Cantrip


Casting Time:
1 bonus action
Range:
0
Components:
V, S
Duration:
1 minute or until used

You enchant a small stone, turning it into a magical weapon/ammunition. As an attack, it can be thrown as a ranged spell attack (or used as ammunition for a ranged weapon, by you or others) with a range of 30/120 ft. The stone is considered magical for the purposes of overcoming damage resistance or immunity and deals 1d6 + your spellcasting modifier bludgeoning damage.
At Higher Levels. At 6th level, you create two stones, at 11th level you create three stones and at 16th level you create four stones.

Mass Polymorph

9th level Transmutation


- Casting Time:
1 action
- Range:
120 ft.
- Components:
V, S, M (A caterpillar cocoon)
- Duration:
Concentration, up to 1 hour

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast or monstrosity you have seen whose challenge rating is CR 7 or less. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source.

The transformation lasts for the duration, or until the target drops to 0 hit points. If the the target drops to 0 hit points, you can continue to concentrate on the spell, forcing the target to remain incapacitated and make a Constitution saving throw (using its normal form’s save) at the end of its turn each round. If the target fails three successive saving throws, it dies. If the saving throw is succeeded, the target reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.

The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. SPELLS

 

 

Massmorph

4th level Transmutation (Ritual)


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (leaves, bark or a chip of stone)
Duration:
24 hours

You select up to 90 willing creatures in range, and with a single gesture transform the targets into a nondescript cluster of trees, bushes or large rocks - of approximately the same size as the original target. At any time of its choosing, as a bonus action the target may switch back to its normal state. While transformed, the target is restrained, cannot make attacks or cast spells, does not need to eat, drink, breathe or sleep and has an AC of 16. In its transformed state, the target retains it current hit points.

You can extend the transformation by casting the spell on the targets again before the current duration expires.

At Higher Levels. For every spell level above 4th, you can affect an additional 10 willing creatures.

Meal

Conjuration Cantrip


Casting Time:
1 action
Range
30 feet
Components:
V, S, M (An edible item, consumed in the casting)
Duration:
1 hour

You create approximately one pound of food and 12 ounces of a common beverage of your choice. The conjured food and drink is enough for one medium-sized creature and is of average quality and taste. An individual can only benefit from one casting of this meal per long rest. Uneaten food or consumed drink dissappears after the cantrip expires. The created food and drink cannot be used in the casting of other spells.

Mending (Replaces PHB)

Transmutation Cantrip


Casting Time:
1 minute
Range:
Touch
Components:
V,S,M (two lodestones)
Duration:
Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. This item can restore a damaged item to 1 hit point, but does not otherwise repair lost hit points. It cannot affect items that have a Damage Threshhold, Damage Resistance or Immunity to bludgeoning, piercing or slashing damage or that has been reduced to dust.

Mental Barrier

1st level Abjuration


Casting Time:
1 action
Range:
Self
Components:
V, S, M (a glass bead worth 25 gp)
Duration:
1 hour

You focus your mental energies into a field of force that protects you from harm. Your base AC becomes 13 and cannot be reduced below this value for the duration of the spell.

As a reaction, you can expend this spell to reduce incoming psychic damage by 1d10 + your spellcasting modifier.

At Higher Levels. When you cast this spell as a 2nd level or higher spell, you increase the base AC by 1 for each level past 1st.

Mind Blast

3rd level Evocation


Casting Time:
1 action
Range:
0
Components:
V, S
Duration:
Instantaneous

You lash out with mental force, crushing your enemies mind. You affect all hostile creatures in a 60 foot long, 30 foot wide cone, who must make a Wisdom saving throw. On a failure, the target takes 6d6 psychic damage and is paralyzed until the start of your next turn. On a success, the target takes half damage.

At Higher Levels. When you cast this spell at 4th level or higher, you increase the damage by 1d6.

Mind Probe

5th level Divination


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a miniature crystal dagger)
Duration:
Concentration, up to 1 minute

When you cast this spell, you forcibly reach into an opponent’s mind to draw out information. The target must make a Wisdom saving throw. On a failure, the target is restrained and stunned. Each round, on your turn as an action the target can choose to telepathically answer one question you pose to it. If it chooses to resist by not answering or you believe the answer to be a lie, it must make another Wisdom saving throw. On a failure, the target takes 5d6 psychic damage and you learn the true information you sought (if the target knows the answer). If the target succeeds, it breaks free of the spell’s grip. SPELLS

 

 

Mind Thrust

Evocation Cantrip


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

You focus your own mind, turning it into a mental blade that drives into an enemy’s mind. You choose a target in range that you can see, who must make a Wisdom saving throw. On a failure, the target takes 1d8 psychic damage.

At Higher Levels:
At 6th level, increase the damage to 2d8 psychic damage. This increases to 3d8 at 11th level and 4d8 damage at 17th.

Mount

2nd level Conjuration


Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a carved wooden figure of the mount)
Duration:
4 hours

You summon into being a quadrupedal mount of your choice, such as a horse, pony, camel, elk or mastiff (Your DM might allow other animals to be summoned as mounts.) The mount has the statistics of the chosen form.

The mount serves you, both in combat and out. When the mount drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the mount at any time as an action, causing it to disappear.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can summon an additional mount for each spell level past 2nd level.

Mouse

2nd level Enchantment


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

You cast this on an object weighing 5 lbs. or less, animating it with an initiative of +6, a movement rate of 40 feet and having Acrobatics +3, Stealth +3, AC 13 and 5 hit points per pound. The object attempts to move to a hidden, safe spot and evade detection or capture for the duration of the spell.

As a bonus action, you can call to the object, which dashes to your location.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the duration by an additional hour or increase the weight by 5 lbs. for each slot level above 2nd.

Mouth of Mogre

Necromancy Cantrip


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

You create a phantasmal set of jaws filled with dagger-like teeth surrounded by whipping tentacles. You make a melee spell attack on a target in range. On a hit, the target takes 1d12 magic slashing damage and must make a Strength saving throw. On a failure, you can move the target up to 10 feet in a direction of your choice. This movement does not provoke opportunity attacks. The target cannot be moved into a solid object or a square occupied by another creature.

At Higher Levels. At 11th level, the damage increases to 2d12 and at 17th level, the damage increases to 3d12.

Narrate

2nd level Enchantment


Casting Time:
1 reaction
Range:
30 ft.
Components:
V,S,M (a miniature, hollowed horn)
Duration:
1 hour

As a reaction to an individual performing an action, you point your finger at the victim and curse them. If the victim fails a Wisdom saving throw, they loudly and clearly announce whatever action they are about to take next. This grants Advantage to any individual opposing a skill check or making a saving throw against the action the victim is undertaking, as long as they understand the victim’s language. Likewise, when the victim makes an attack, a defender who can hear and understand the victim make take the Dodge action against the attack as a reaction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect up to one additional target in range for each level above 3rd.

Necrotic Weapon

Evocation Cantrip


Casting Time:
1 bonus action
Range:
Touch
Components:
V, S
Duration:
1 round

You enchant a weapon or a piece of ammunition in your possession. On a successful hit, the weapon deals an additional 1d4 necrotic damage. You also gain half the damage dealt with the attack as temporary hit points.

At Higher Levels. At 10th level, you deal and additional 1d4 necrotic damage. SPELLS

 

 

Nybor’s Gentle Reminder

Enchantment Cantrip


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

You point your finger at a living, corporeal target of Large size or smaller that you can see in range and wrack them with agonizing pain. The target must make a Wisdom saving throw. On a failure, the target is incapacitated until the end of its next turn. If the target makes the save, it cannot be affected again by this spell for one day.

At Higher Levels. At 6th level, this spell also deals 1d6 psychic damage on a failed save. This damage increases to 2d6 psychic damage and can affect Huge targets at 11th, and deals 3d6 psychic damage at 17th.

Object Reading

1st level Divination (ritual)


Casting Time:
1 minute
Range:
30 feet
Components:
V, S, M (a crystal ball worth 100 gp)
Duration:
Instantaneous

Upon casting this spell you gain mystical insight to an object or person. The object or person you are reading must remain within range for the duration of the spell.

If the object you read is magical, you gain knowledge of its abilities and method of activation. You also gain insight into the history and purpose of any item you touch, magical or not.

If the object you read is a creature, it gains a Wisdom saving throw if it does not wish to be affected. If the save is failed or the creature is willing, you gain knowledge of the creature’s name, personality and history. You can also attempt to divine important events likely to occur in its future with a 75% accuracy.

Otiluke’s Resilient Sphere (Replaces PHB)

4th-level evocation


Casting Time:
1 action
Range:
30 feet
Components:
V, S. M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arable)
Duration:
Concentration, up to 1 minute

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

The sphere has an Armor Class of 12 + spellcasting modifier, a Damage Threshold of 20 and 70 hp. It has resistance to acid, cold, electricity, fire, as well as bludgeoning, slashing and piercing damage from magic weapons. The dome is immune to radiant, necrotic, and poison damage.

At Higher Levels:
The sphere has an additional 20 hit points for each level slot above 4th.

Phantom Map

1st level Conjuration (ritual)


Casting Time:
1 minute
Range:
0
Components:
V,S,M (a pen or quill and a piece of parchment)
Duration:
4 hours

When this spell is cast, it conjures into being a map of the caster’s surroundings on a single sheet of paper or parchment at whatever scale the caster desires. The map accurately depicts all features known to the caster and can add or change additional features as the caster finds them as a bonus action. The created map does not reveal undiscovered secret doors, rooms or traps, nor will it depict living creatures or transient items upon the map.

When the spell ends, the map vanishes. It can be manually copied before the duration expires, however. SPELLS

 

 

Pillar of Stone

1st level Transmutation


Casting Time:
1 action
Range:
30 feet
Components:
V,S,M (a small, flat rock)
Duration:
Concentration, up to 1 minute

Upon casting this spell, you cause a column of stone 5 feet in diameter to rise from the ground. The column can rise to a height of 10 feet a round as an action. You can raise the same column or a different column each round.

A being atop the column can easily move off into an adjacent 5 foot space as a reaction, though it may suffer damage from the fall as if jumping down from the column’s height. If a column rises to connect with a ceiling or other object above it, any being still atop the column suffers 2d6 bludgeoning damage and is pinned until it can successfully free itself with a Strength (Athletics) or Dexterity (Acrobatics) check against the spell’s DC. A column may be attacked, and has an AC of 15 + spellcasting modifier, 25 hit points and resistance to slashing and piercing weapons. It is immune to necrotic, poison, psychic and radiant damage.

When the spell ends, the column lower back into the ground at a rate of 20 feet per round.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can create one additional column for each slot level above 1st.

Poison

2nd level Alteration


Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
1 minute

You point at a target you can see in range, who must make a Constitution saving throw. On a failure, the target takes 4d12 poison damage. On a success, the target takes half damage.

At Higher Levels. For every level you cast this spell above 2nd, it deals an additional 1d12 poison damage. As a 4th level or higher spell, a target who fails the saving throw is also poisoned for 1 hour per level above 3rd.

Poison Jolt

4th level Evocation


Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a glass rod and a drop of venom)
Duration:
Instantaneous

You spew an electrically charged green liquid from your hands in a 5 foot wide line out to range of the spell. Creatures in the area of effect make a Constitution saving throw. On a failure they take 4d6 poison and 4d6 lightning damage. On a successful save they take half damage.

A creature that failed its initial saving throw takes 1d6 lightning damage at the start of its turn until it succeeds a subsequent successful Constitution save or one minute passes.

At Higher Levels. For every spell level above 4th, you deal an additional 1d6 poison or 1d6 lightning damage.

Poison Weapon

Evocation Cantrip


Casting Time:
1 bonus action
Range:
Touch
Components:
V, S
Duration:
1 round

You enchant a weapon or up to 10 pieces of ammunition in your possession. On a successful hit, the weapon deals an additional 1d6 poison damage.

At Higher Levels. At 10th level, the weapon or ammunition deals an additional 1d6 poison damage. SPELLS

 

 

Polymorph (Replaces PHB)

4th level Transmutation


Casting Time 1 action

Range:
60 ft
Components:
V, S, M (A catepillar cocoon)
Duration:
Concentration, up to 1 hour

This spell transforms yourself or an ally into a creature of your choice. The spell has no effect on a shapechanger, a polymorphed creature or a creature with 0 hit points.

The new form can be any beast or monstrosity that you are familiar with whose challenge rating is equal to or less than CR 4. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The transformation lasts for the duration, or until the target drops to 0 hit points. If the the target drops to 0 hit points, you can continue to concentrate on the spell, forcing the target to remain incapacitated and make a Constitution saving throw (using its normal form’s save) at the end of its turn each round. If the target fails three successive saving throws, it dies. If the saving throw is succeeded, the target reverts to its normal form.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

At Higher Levels. For every two spell levels above 4th (thus at 6th and 8th), you can affect one additional target, as long as all targets are within 15 feet of each other.

Privacy

4th Level Alteration (Ritual)


Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (hair of skunk, whisker of mouse, a circle of salt to delineate the protected area)
Duration:
Concentration, up to 8 hours

Upon casting this spell, you enchant an area 50 feet in diameter against unwanted intrustion. For the duration of the spell, all sounds and scents within the area of effect are muted and undetectable to those outside the protected area. Hostile creatures approaching the area must make a Wisdom saving throw or they will circumvent the area and perceive its contents as being empty.

If an individual within the protected area attacks or casts a spell against a target or object outside the protected area, the spell is instantly dispelled.

Prying Eyes

3rd level Alteration (ritual)


Casting Time:
1 action
Range:
Self (30 ft. cone)
Components:
V, S
Duration:
Concentration, up to 10 minutes

When you cast this spell, your eyes gain a magical sheen that allow you to see through solid objects as if they did not exist in a 30 ft. cone. You can penetrate all barriers except those lined with lead. The spell allows you to see through the disguises of objects whose true form is altered by magic including those protected by invisibility, vanish, disguise self, alter self, polymorph and similar spells if the target fails a Charisma save against the spell’s DC.

Psychic Crush

Evocation Cantrip


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

You mentally reach out to a target in range, crushing them with psychic power. The target must make a Wisdom saving throw. On a failure, the target takes 1d8 psychic damage and is restrained until the start of your next turn.

At Higher Levels. At 6th level, the damage increases to 2d8 psychic damage, then to 3d8 at 11th level and 4d8 at 17th level.

Radiant Weapon

Evocation Cantrip


Casting Time:
1 bonus action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 minute

You enchant a weapon or up to 10 pieces of ammunition in your possession. On a successful hit, the weapon deals an additional 1d4 radiant damage and the target must make a Constitution saving throw or be Blinded until the end of its next turn.

At Higher Levels. At 10th level, you deal an additional 1d4 radiant damage. SPELLS

 

 

Rain of Blood

2nd level Necromancy


Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (three drops of demon blood or holy/unholy water)
Duration:
Concentration, up to 1 minute

You cause a 20-foot-radius area centered at the chosen point to begin to rain down steaming, acidic blood. Targets in the area of effect or passing through the area must make a Dexterity saving throw. On a failure, the target takes 2d8 necrotic damage. On a success, the target takes half damage.

At Higher Levels. For every level above 2nd, increase the damage by 1d8.

Rain of Plagues

4th level Conjuration


Casting Time:
1 action
Range:
120 ft.
Components:
V, S, M (Leg of a frog, rat or locust)
Duration:
Concentration, up to 1 minute

You cause a 20-foot-radius area centered at the chosen point to darken overhead with black clouds. Within moments, a steady downpour of tiny vermin rains on the area. Targets in the area of effect must make a Dexterity saving throw. On a failure, they suffer 4d4 bludgeoning damage as the tiny creatures rain down.

At the end of each of your turns, the newly fallen creatures form into a swarm of poisonous frogs, rats or insects (locusts) depending on the type of vermin summoned. The created swarm has an initiative count one lower than your own, uses your spellcasting ability to attack instead of its normal bonus to hit, and is not under your control. It immediately moves to the closest creature not yet engaged by a swarm and attacks. The swarm remains until slain, you dismiss the spell or the spell expires.

Swarm of Poisonous Frogs

Medium swarm of Tiny beasts, unaligned


Armor Class
12
Hit Points
22 (5d8)
Speed
20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 12 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses
passive Perception 8
Languages
Challenge
1/2 (100 XP)

Amphibious. The swarm can breathe air and water

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points

Actions

Poison. Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit 7 (2d6) poison damage or 3 (1d6) poison damage if the swarm has half its hit points or less.

Variant: Additional Insect Swarms

The following insect swarm variant can be used for this spell.

Swarm of Locusts. The swarm gains Fly speed of 20 ft.

Stats for a Swarm of Insects and Swarm of Rats can be found in the Monster Manual.

SPELLS

 

 

Rainbow

5th level Evocation


Casting Time:
1 bonus action
Range:
120 feet
Components:
V, S, M (a natural rainbow in sight or a crystal prism)
Duration:
10 minutes or until all special ammo is expended

You create in your hands or the hands of an ally a shortbow, light crossbow or longbow made of shimmering, rainbow-hued light and seven colored pieces of ammunition. The weapon is treated as a magical +3 weapon of its kind, and can fire its special ammunition or regular ammunition. Each of the seven pieces of ammunition deals additional damage to specific targets, as noted below.

Ammunition
Color Double damage to
Red Fire-based or using creatures
Orange Earth-based creatures
Yellow Plant creatures
Green Aquatic and water-based creatures
Blue Flying, air-based or lightning-using creatures
Indigo Acid-using or poison-using creatures
Violet Metallic (including metal armor wearing) or regenerating creatures

Rash

2nd-Level Necromancy


Casting Time:
1 action
Range:
30 feet
Components:
V,S,M (A drop of slime)
Duration:
1 day

You cause the skin of a creature in range to break out in a reddish-purple rash. If the target fails a Constitution saving throw, it suffers disadvantage on all Charisma and Dexterity based skill checks and has disadvantage on Constitution saving throws. If the target does not expend a bonus action on its turn, it takes slashing damage equal to your spellcasting modifier as it scratches at the rash.

Creatures immune to poison or disease are unaffected by this spell.

Once each hour, a target that has failed the initial saving throw can attempt another Constitution saving throw to end the affliction.

At Higher Levels. When you cast this spell at 3rd level or higher, for every level above 2nd you can affect one additional creature.

Rebuke

2nd level Evocation


Casting Time:
1 action or reaction when hit by an attack
Range:
120 feet
Components:
V, S
Duration:
Instantaneous

You target a creature in range and speak words of power that are painful to the target. The target must make a Wisdom saving throw. On a failure, it takes 2d10 radiant damage and is deafened for 1 minute. On a success, the target takes half damage.

At Higher Levels. For each spell level above 2nd, increase the damage by 1d10 radiant damage. At 5th level and above, a target that fails the saving throw is also blinded for 1 minute.

Repair

3rd level Transmutation


Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (an irregular piece of cloth)
Duration:
Instantaneous

You target an object in range, which begins to repair itself - dents buff out, broken items mend, missing components rebuild themselves and so on. The target regains 3d10 hit points, so long as the total exceeds the target’s Damage Threshhold. If the item was a permanent magical item or construct creature, it restores the magic or animating magic to the item or creature.

At Higher Levels. When you cast this spell at 4th level or higher, for every spell level above 3rd you repair an additional 1d10 hit points.

Sacred Weapon

Evocation Cantrip


Casting Time:
1 bonus action
Range:
One weapon in your possession
Components:
V, S, M (holy symbol)
Duration:
1 minute

You enchant your weapon so the next time you successfully hit an opponent, in addition to the weapon’s normal damage, you deal an additional 1d4 radiant damage.

At Higher Levels. At 6th level and above the damage bonus lasts for 2 attacks. SPELLS

 

 

Seeking

2nd level Transmutation


Casting Time:
1 bonus action
Range:
Self
Components:
V, S
Duration:
1 minute

You enchant a single ranged or thrown weapon with unerring accuracy. For the duration of the spell you ignore any and all cover or obscurement (including invisibility, if you are aware of the target’s presence) between you and your target, nor do you suffer disadvantage when making long range attacks.

Seeker’s Arrow

2nd Level Conjuration


Casting Time:
1 action
Range:
300 feet
Components:
V,S, M (An arrow or bolt)
Duration:
Instantaneous

You enchant an arrow or bolt with the power to unerringly seek out and strike targets. You target one creature you can see in range, ignoring cover (but not in areas you could not normally reach, such as beyond a wall of force). The target is automatically hit and takes 2d8 + your Wisdom modifier magical piercing damage.

At Higher Levels. For each spell level above 2nd, you deal an additional 1d8 magical piercing damage.

Seizure

3rd level Necromancy


Casting Time:
1 action
Range:
30 ft.
Components:
V, S, M (a small doll)
Duration:
Concentration, up to 1 minute

You select a target in range that you can see, who must make a Wisdom saving throw. On a failure, the target is instantly incapacitated as it falls to the ground in violent convulsions. At the start of its turn, it takes 2d10 psychic damage. At the end of its turn, the target can make a Wisdom saving throw to end the spell.

At Higher Levels. For every spell level above 3rd, you deal an additional 1d10 psychic damage.

Sepia Snake Sigil

3rd level Conjuration (ritual)


Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (100 gp worth of powdered amber, a scale from a snake and pinch of mushroom spores which are all consumed in the casting)
Duration:
Until triggered

You enchant a book or other text document with a magical illustration of a muddy brown snake. When the page containing the illustration is viewed, you make a melee spell attack against the reader. On a hit, the target is paralyzed for 1 hour. Once every ten minutes, the target may make an additional saving throw to end the paralysis.

The sepia snake sigil can be destroyed by an erase spell or dispel magic spell targeting the document it is contained within. The spell is likewise harmlessly destroyed if the illustration is destroyed without being viewed.

A document warded by sepia snake sigil cannot also be warded by a glyph of warding, nor may a document warded by a glyph of warding be inscribed with a sepia snake sigil.

At Higher Levels. For every spell level above 3rd, the paralysis lasts for an additional hour.

Serten’s Spell Immunity

8th level Abjuration


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (diamond dust worth 500 gp)
Duration:
1 hour

You touch a creature and grant it a measure of immunity to spells. The target gains a bonus of 5 to saving throws against spells targeting them. Furthermore, the target gain advantage on saving throws agains spells of 1st to 6th level and cannot suffer disadvantage on saving throws against spells of 1st to 3rd level.

Sever the Tie

1st level Evocation


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

You mystically reach out to the controlling mind or magical force that controls a being, and disrupt it. You choose a target in range that makes a Wisdom saving throw. If the target is charmed, dominated, undead or a construct and fails the save, it takes 2d12 damage. Otherwise, on a failure the target takes 2d8 psychic damage. In either case on a success, the target takes half damage.

At Higher Levels. When you cast the spell at 2nd level or higher, you increase the damage by 1d12 if the target is charmed, dominated, undead or a construct, or 1d8 psychic damage otherwise for each level the spell is increased above 1st. SPELLS

 

 

Shield of Shadows

3rd level illusion


Casting Time:
1 bonus action
Range:
Self
Components:
V, S

*Duration: 1 minute

Upon casting this spell, a shimmering force of shadowy fire appears before you. The 5-foot-square you occupy becomes heavily obscured, though you are not affected. This area moves with you.

As a reaction, when you are attacked, you gain damage resistance to radiant against that attack.

Furthermore, anyone missing a melee attack against you must make a Constitution saving throw. On a failure, they take 2d6 cold damage.

Shadows

Illusion Cantrip


Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
1 minute

You wrap yourself in concealing shadows, dulling nearby light. You create a 5 foot area of shadows that moves with you for the duration, allowing you to make Stealth checks with advantage.

Sharpen Blade

Transmutation Cantrip


Casting Time:
1 bonus action
Range:
Self
Components:
V, S, M (a whetstone)
Duration:
1 round

You enchant a weapon that deals piercing or slashing damage with extra sharpness. The weapon deals extra damage on a hit equal to your spellcasting modifier.

Shout

4th-Level Evocation


Casting Time:
1 action
Range:
Self (30 ft. cone)
Components:
V, M (a drop of honey, a drop of citric acid, and a ram’s horn)
Duration:
Instantaneous

Upon casting this spell, you unleash a ear-splitting bellow or screech. Creatures within range that can hear you must make a Constitution saving throw. On a failure, the target is deafened, knocked prone and pushed out of range as well as suffering 6d6 thunder damage. On a successful save, the target only takes half damage. A deafened creature can make another saving throw on each of its subsequent turns to negate the deafness.

This spell deals double damage to objects and structures.

Skeletal Gaze

2nd level Necromancy


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

When you cast this spell, for its duration the skin on your head and neck withers away, leaving you with a skullish fascade with glowing red eyes. Thereafter, as an action you can affix your gaze on any target you can see who can see you. The target makes a Constitution saving throw. On a failure, they take 2d10 necrotic damage and have disadvantage on saving throws, attacks rolls and skill checks until the end of their next turn.

When the spell ends, your appearance reverts back to normal.

Sleep

1st level Enchantment


Casting Time:
1 action
Range:
90 feet
Components:
V,S,M (a pinch of fine sand, rose petals, or a cricket)
Duration:
1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, compare the die roll against the target’s hit points. If the total exceeds the target’s hit points, continue on to the next target with the lowest hit points, continuing until no additional points are left.

If the total exceeds a creature’s hit points, the target is automatically affected. If the total does not exceed a creature’s hit points, but is greater than half the target’s current hit points it makes a Wisdom saving throw. If the total is not at least half a target’s hit points, the target makes a Wisdom saving throw with advantage.

A creature that fails the saving throw falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. SPELLS

 

 

Smoke Cloud

2nd level Conjuration


Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 10 minutes

You create a 20-foot-radius sphere of choking black smoke centered on a point 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 an hour) disperses it.

Any creature that moves through or ends its movement in the cloud must make a Constitution saving throw or be poisoned, as well as suffer disadvantage to any vision-based or smell-based Perception checks. The target may repeat the saving throw each round to attempt to shake off the effects.

At Higher Levels. For every spell level above 2nd, you may increase the radius of the sphere by an additional 20 feet.

Snake Belt

2nd level Alteration


Casting Time:
1 bonus action
Range:
Self
Components:
V, S, M (A silk or leather belt)
Duration:
1 minute

Your belt or sash transforms into two elongated vipers wrapped around you. Any creature that starts it turn or comes within 5 feet of you must make a Dexterity saving throw. On a failure, the target takes 1d8 piercing damage, plus 2d6 poison damage and is grappled if Medium or smaller. You may grapple up to two individuals this way.

On its turn, as an action, a grappled opponent may make a Strength (Athletics) or Dexterity (Athletics) skill check opposed by you spellcasting DC. If the opponent wins, they escape the grapple.

At Higher Levels. For every spell level above 2nd, you can manifest an additional viper.

Speed Read

Divination Cantrip


Casting Time:
1 action
Range:
Self
Components:
V,S,M (a gold bookmark)
Duration:
Concentration, up to 1 hour

You imbue yourself with the ability to quickly read and consume written literature. You can read and remember written content at 10 times the speed it would take to normally do so. The spell does not give you the ability to understand written text in a language you do not understand.

Spirit Council

7th Level Enchantment (Ritual)


Casting Time:
10 minutes
Range:
Special
Components:
V, S, M (A hair, skin or scales from each spirit to be summoned)
Duration:
1 hour

Upon casting this spell, you summon the spirit of up to five individuals living or dead - including your own, if you so choose - to convene at your current location. The individuals chosen for the spell must be on the same plane, if still living, to attend the council. An unwilling spirit may choose to not be affected if it makes a successful Charisma saving throw.

While the council is convened, the spirits must remain within 30 feet of an area initially chosen and prepared by the caster. The living bodies of the spirits remain comatose at their original location for the duration of the spell.

The summoned spirits are intangible and incorporeal and cannot interact with their surroundings, but can communicate with one another and cast spells upon themselves or others within the group. The caster can end the spell at any time, but a summoned spirit cannot leave prematurely without the caster’s consent.

At Higher Levels. For every spell level above 7th this spell is cast at, you may include two additional targets.

Statue

7th level Transmutation


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (lime, sand, and a drop of water)
Duration:
Concentration, up to 1 hour

You touch the target, who becomes able to transition between their normal form and that of stone as a bonus action or reaction. While stone, the target is restrained, cannot attack or cast spells and does not need to eat, drink, breathe, or sleep. The target is aware of their surroundings and has resistance to all damage. The target’s AC while stone is 20, and all objects worn or carried become stone as well.

Higher Levels:
For each spell level you cast this spell above 7th, you can increase the duration by 1 hour.

SPELLS

 

 

Stilts

1st level Alteration


Casting Time:
1 bonus action
Range:
30 feet
Components:
V, M (A pair of toothpicks)
Duration:
10 minutes

Upon casting this spell, you cause the target’s legs to lengthen, increasing their height between 5 to 10 feet. This does not increase the creature’s combat reach or land speed. The target can choose to end the effect as a free action.

At Higher Levels. For every spell level above 1st, you can increase the target’s height by up to an additional 5 feet.

Stoneskin

4th level Abjuration


Casting Time:
1 action
Range:
touch
Components:
V, S, M (diamond dust worth 100 gp, which the spell consumes)
Duration:
Concentration, up to 10 minutes

You touch a willing creature, whose flesh becomes as hard as stone. Until the spell ends, the target gains a Damage Threshold of 15, and damage resistance to bludgeoning, piercing and slashing damage. When a creature is struck, apply the Damage Threshold first, before damage resistance.

Strangling Shadow

1st level Necromancy


Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You infuse your shadow with negative energy and it stretches out to attack. Make a ranged spell attack against a single target of your size or smaller. On a hit, you deal 1d6 necrotic damage, the target cannot breathe and must make a successful Strength check against your spell DC to move more than 30 feet away from you.

Each subsequent round that the target remains in range, the target can make a Constitution saving throw. On a success or if the target moves more than 30 feet away from you, the spell ends. On a failure the target takes an additional 1d6 necrotic damage and cannot breathe.

At Higher Levels. For every spell level above 1st, you deal an additional 1d4 necrotic damage initial and sustained damage. SPELLS

 

 

Summon Avatar

9th level Conjuration


Casting Time:
1 hour
Range:
0
Components:
V, S, M (six faithful worshippers, consumed in the casting)
Duration:
1 hour

This spell summons the avatar of a divine or infernal being. The casting of this spell requires the presence of an additional six faithful worshippers of the being of 5th level or CR 2 apiece to be summoned. For the duration of the casting, each participant must hold hands or otherwise remain in contact with the spellcaster.

At the conclusion of the spell’s casting, the six are consumed and replaced with a CR 25 avatar of the chosen diety or power. The summoned avatar is friendly towards the spellcaster, but not under their control. It acts with on its own initiative and the DM chooses what action(s) the avatar takes.

Generic Avatar

Huge Outsider, unaligned


Armor Class
19
Hit Points
607 (45d12 + 315)
Speed
40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
25 (+7) 25 (+7) 25 (+7) 25 (+7) 25 (+7) 25 (+7)

Saving Throws
Str +15, Dex +15, Con +15, Int +15, Wis +15, Cha +15
Skills
All +15
Condition Immunities
charmed
Damage Immunities
bludgeoning, piercing and slashing non-magical weapons
Senses
darkvision 120 ft., true sight 90 ft., passive Perception 25
Languages
Telepathy 120 ft.
Challenge
Prof. Bonus +8

Legendary Resistance (x3). Whenever the avatar would fail a saving throw, it succeeds instead.

Magical Strike. The avatar’s attacks are treated as magical weapons for the purpose of overcoming damage resistance.

Actions

Multiattack. The avatar uses Unearthly majesty, makes two slam attacks and a supernatural strike.

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit 14 (2d6 + 7) bludgeoning damage, plus 14 (4d6) radiant damage.

Supernatural Strike. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit 112 (15d8 + 45) radiant damage. The strike takes a form of the avatar’s choosing.

Unearthly majesty. All creatures within 90 feet of the avatar must make a DC 21 Wisdom saving throw. On a failure the target is blinded for one minute and incapacitated until the end of its next turn. A creature that makes the save is unaffected by additional uses of this ability for one day.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The avatar regains spent legendary actions at the start of its turn.

Backlash (Recharge 4+). When the avatar is targeted by a spell, the caster must make a DC 21 Charisma save. On a failure, the spell instead targets the original caster as if the avatar had cast the spell instead.

Slam. The avatar makes a slam attack.

Dismiss. The avatar targets an opponent in 120 feet, who must make a DC 21 Wisdom save. On a failure, the target is removed from reality until the end of the Avatar’s next turn. When the target returns, it is placed back in the spot from where it vanished and no time has passed for the individual. This cannot be used more than once per round.

SPELLS

 

 

Summon Crawling Claw

Necromancy Cantrip


Casting Time:
1 bonus action
Range:
120 ft.
Components:
V, S, M (a severed humanoid hand)
Duration:
1 minute

Upon casting this spell, you summon into being a crawling claw, which obeys your mental commands. The crawling claw gains a bonus to hit points equal to your character level. On your initiative, you can use a bonus action to give the crawling claw a command, as long as it is within 120 feet of you. The crawling claw can be used to deliver touch spells you cast as long as it is in range.

At Higher Levels. At 5th level, you summon two crawling claws. At 11th, you summon three crawling claws and at 16th level you summon four. When multiple crawling claws are summoned, only one can deliver your touch spell in a turn.

Summon Golem

4th level Conjuration


Casting Time:
1 action
Range:
90 feet
Components:
V,S,M (materials from which to fashion the golem)
Duration:
Concentration, up to 1 hour

Upon casting this spell on the fashioned, inanimate material for a golem, you bind a golem to your service. The golem obeys your commands to the best of its abilities, but if you loose your concentration the creature does not vanish but goes berserk, targeting you if possible. The golem you can bind to your service depends on the level at which the spell is cast, as shown below.

Golem Summons
Level Golem Materials Cost
4th Flesh 5,000 gp
6th Clay 6,500 gp
7th Stone 8,000 gp
9th Iron 10,000 gp

At the end of the spell, the golem’s form deanimates and collapses to the ground. It can be reanimated by another casting of this spell, and heals all damage suffered upon reanimation. However, if the golem is slain, the components cannot be reused to again summon the golem and a new form must be fashioned.

Summon Instrument

1st level Conjuration (ritual)


Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Permanent

With a single word, you summon into your hands or in an adjacent 5 foot square a musical instrument of your choice of up to medium size. The item remains until destroyed or dismissed. As a bonus action, you can command the instrument to start or stop playing by itself.

Summon Monster I - IX

Varied level Conjuration


Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a tiny bag and lit candle)
Duration:
Concentration, up to 1 hour

There are 9 versions of this spell, one for each spell level. Each is a different spell and must be learned seperately.

You summon a creature from elsewhere to do you bidding. It appears in an unoccupied spaces that you can see within range. Roll on the table below to determine the creature that is summoned. The creature obeys your mental commands to the best of its ability, even laying down its life for you if necessary. The creatures are friendly to you and your companions. The creatures can be directed to act (by verbal or mental command) as a bonus action on your initiative count. If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The spell lasts until the duration expires, you dismiss the summoned creature or it is slain. If the summoned creature dies, any of its personal possessions or traces of its existence disappear with it. The DM has the creature’s statistics. The DM may choose to swap out a creature on the list for one more appropriate to the current environment or setting.

As an optional component, if you possess a bit of a creature on the summoning list - a bit of fur or scale, nail clippings, a tooth or other such bodily sample, you may summon that specific creature. The item used in this summoning must be from a still-living specimen, and the sample vanishes at the spell’s end.

At Higher Levels:
When you cast the I - IV level versions of this spell using a spell slot at a higher level, you increase the number of summoned creatures by 1 for each additional level you increase the spell.

SPELLS

 

 

Summon Monster I (CR 1/8)
d20 roll Result
1) Baboon
2) Badger
3) Crawling Claw
4) Giant Fire Beetle
5) Homunculus
6) Myconid Sprout
7) Scorpion
8) Blood Hawk
9) Camel
10) Cultist
11) Flumph
12) Flying Snake
13) Giant Crab
14) Giant Rat
15) Giant Weasel
16) Human Guard
17) Kobold
18) Demon, Manes
19) Mastiff
20) Player’s Choice
Summon Monster II (CR 1/4)
d20 roll Result
1) Animated Object, Flying Sword
2) Axe Beak
3) Bat, Giant
4) Boar
5) Bullywug
6) Centipede, Giant
7) Demon, Dretch
8) Frog, Giant
9) Elf, Drow
10) Goblin
11) Grimlock
12) Kenku
13) Mephit (Mud, Smoke or Steam)
14) Pseudodragon
15) Skeleton
16) Snake, Constrictor
17) Snake, Giant Poisonous
18) Spider, Giant Wolf
19) Troglodyte
20) Player’s Choice
Summon Monster III (CR 1/2)
d20 roll Result
1) Ape
2) Bear, Black
3) Cockatrice
4) Darkmantle
5) Gnoll
6) Gnome, Deep (Svirfneblin)
7) Goat, Giant
8) Hobgoblin
9) Jackalwere
10) Lizardfolk
11) Magmin
12) Mephit, dust
13) Modron, Tridrone
14) Elf Scout
15) Orc
16) Rust Monster
17) Satyr
18) Shadow
19) Worg
20) Player’s Choice
Summon Monster IV (CR 1)
d20 roll Result
1) Animated Object, Animated Armor
2) Bear, Brown
3) Bugbear
4) Death Dog
5) Demon, Quasit
6) Devil, Imp
7) Dire Wolf
8) Dryad
9) Duergar
10) Eagle, Giant
11) Ghoul
12) Harpy
13) Hippogriff
14) Hyena, Giant
15) Modron, Quadrone
16) Ogre, Half- (Ogrillon)
17) Scarecrow
18) Thri-kreen
19) Yuan-ti, Pureblood
20) Player’s Choice
SPELLS

 

 

Summon Monster V (CR 2)
d20 roll Result
1) Ankheg
2) Azer
3) Carrion Crawler
4) Centaur
5) Devil, Spined
6) Elk, Giant
7) Ettercap
8) Gargoyle
9) Gibbering Mouther
10) Grick
11) Griffon
12) Intellect Devourer
13) Lycanthrope, Wererat
14) Nothic
15) Human Berserker
16) Ogre
17) Orc, Orog
18) Peryton
19) Quaggoth
20) Player’s Choice
Summon Monster VI (CR 3)
d20 roll Result
1) Basilisk
2) Beholder, Spectator
3) Devil, Bearded
4) Displacer Beast
5) Doppelganger
7) Grell
8) Hag, Green
9) Hell Hound
10) Hook Horror
11) Lycanthrope, Werewolf
12) Manticore
13) Minotaur
14) Nightmare
15) Owlbear
16) Scorpion, Giant
17) Winter Wolf
18) Yeti
19) Yuan-ti, Malison
20) Player’s Choice
Summon Monster VII (CR 4)
d20 roll Result
1) Banshee
2-3) Black Pudding
4) Chuul
5) Coatl
6) Elephant
7-8) Ettin
9) Flameskull
10) Ghost
11) Helmed Horror
12) Incubus
13) Lamia
14) Red Dragon Wyrmling
15) Sea Hag
16) Shadow Demon
17) Succubus
18) Wereboar
19) Weretiger
20) Player’s Choice
Summon Monster VIII (CR 5)
d20 roll Result
1) Elemental (Air or Earth)
2) Elemental (Fire or Water)
3) Barbed Devil
4) Barlgura
5) Bulette
6) Cambion
7) Flesh Golem
8) Gorgon
9) Green Hag
10) Hill Giant
11) Mezzoloth
12) Night Hag
13) Otyugh
14) Red Slaad
15) Roper
16) Salamander
17) Triceratops
18) Troll
19) Umber Hulk
20) Player’s Choice
SPELLS

 

 

Summon Monster IX (CR 6)
d20 roll Result
1) Chasme
2) Chimera
3) Cyclops
4) Drider
5) Galeb Duhr
6) Invisible Stalker
7) Mammoth
8) Medusa
9) Vrock
10) Wyvern
11) Young Brass Dragon
12) Young White Dragon
13) Blue Slaad
14) Giant Ape
15) Mind Flayer
16) Night Hag
17) Oni
18) Shield Guardian
19) Stone Giant
20) Player’s Choice

Summon Swarm

2nd level Conjuration


Casting Time:
1 action
Range:
60 feet
Components:
V,S,M (a mummified sample of the creature to be summoned)
Duration:
Concentration, up to 1 minute

You summon a swarm of creatures at the chosen point. The swarm must be CR ¼ or less. As a bonus action each round you can control the movement of the swarm and direct it to attack or act as you command. The swarm remains until destroyed or the spell ends.

At Higher Levels. For every level past 2nd, you can increase the CR of the summoned swarm as follows: 3rd level – CR ½, 4th level – CR 1, 5th level CR 2 OR for each spell level past 2nd you may increase the number of swarms summoned by 1.

Summon Skeleton

1st Level Necromancy (ritual)


Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (intact humanoid skeleton)
Duration:
Concentration, up to 1 hour

Upon casting this spell, you animate an intact humanoid skeleton to do your bidding. The skeleton acts on your initiative, requiring a bonus action to give it a mental command. The skeleton remains active until the spell ends or is destroyed. If the spell ends, you can choose to reanimate the skeleton with another casting, so long as the skeleton has not been destroyed.

At Higher Levels:
For each spell level above 1st, you can animate one additional skeleton per spell level above 1st.

Summon Zombie

1st level Necromancy (ritual)


Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (intact humanoid corpse)
Duration:
Concentration, up to 1 hour

Upon casting this spell, you animate an intact humanoid body as a zombie to do your bidding. The zombie acts on your initiative, requiring a bonus action to give it a mental command. The zombie remains active until the spell ends or is destroyed. If the spell ends, you can choose to reanimate the zombie with another casting, as long as the body has not been destroyed.

At Higher Levels:
For each spell level above 1st, you can animate one additional zombie per spell level above 1st.

Sustenance

2nd Level Alteration


Casting Time:
10 minutes
Range:
Touch
Components:
V, S
Duration:
24 hours

Upon casting this spell, you remove the requirement from the touched being to eat or drink for the duration of the spell.

The spell also cancels any ill effects from the lack of food or water after 1 hour’s time under this spell. When the spell ends, the target’s requirements for food and drink are reset, as if they had just eaten food and drank water.

At Higher Levels:
For each spell level above 2nd, you can affect an additional target you touch.

SPELLS

 

 

Swarm of Biting Flies

1st level Conjuration


Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (wings of a fly)
Duration:
Concentration, up to 1 minute

You summon into existence a swarm of bloated, biting black flies. The flies fill a 10 foot cube. The area is treated as difficult terrain, and those within the swarm suffer disadvantage to attack and skill checks. If a creature starts its turn in the swarm, they suffer 1 point of piercing damage.

As a bonus action, you can move the cloud up to 50 feet. If the cloud moves more than 120 feet from you, however, the spell ends.

Taunt

Enchantment Cantrip


Casting Time:
1 reaction
Range:
60 feet
Components:
V,S,M (a slug, flicked at the target)
Duration:
Instantaneous

You jape and jeer at a target of your choice within range that can see and hear you which has just activated. If the target fails a Wisdom saving throw, they immediately move their speed towards you and attempt to target you with their attacks. If the target’s move could cause harm or a detrimental condition (leaving a melee, passing through a stinking cloud), the target gets advantage on the saving throw. The target prefers melee attacks to ranged attacks for its actions, and if unable to physically reach you moves as close as is possible.

Tenser’s Deadly Strike

3rd level Divination


Casting Time:
1 bonus action
Range:
Self
Components:
V, S, M (a set of sharpened claws)
Duration:
1 minute

Upon casting this spell, any melee weapon attack that you make deals maximum damage on a successful hit and is a critical hit on a natural roll of 19 or 20.

Third Hand

1st Level Alteration


Casting Time:
1 bonus action
Range:
Self
Components:
V,M (a bit of fingernail)
Duration:
10 minutes

Upon casting this spell, you cause a extra arm to spring from your body that is under your control. Your clothing modifies itself to accomodate this new limb. It is as dextrous as your off-hand, allowing you to hold and manipulate items. You can use the extra limb to make a second or third attack as a bonus action with a weapon as long as the weapon is light. If you are proficient with a shield, you can use the third limb to carry a shield, but you gain no additional bonus to AC if you use two shields.

When the spell ends, any item held or worn on the third arm falls to the ground at your feet.

Thought Shield

1st level Abjuration


Casting Time:
1 reaction
Range:
30 feet
Components:
V
Duration:
1 round

When you or an ally within 30 feet is attacked, you can use your reaction to interpose a barrier composed of mental energy. The target increases its AC by 2 and gains damage resistance to psychic damage until the start of your next turn. Furthermore, the target gets advantage against any spell that attempts to read the mind or memories of the target.

Thunderbolt

4th level Evocation


Casting Time:
1 bonus action
Range:
150 feet
Components:
V, S, M (A miniature lightning bolt made of silver, worth at least 50 gp)
Duration:
Concentration, up to 1 minute

Upon casting this spell, a crackling bolt of lightning appears in your hand. As an action, you can hurl the bolt at a target in range as a ranged spell attack or make a melee spell attack against a target within your reach. On a hit, the target takes 4d6 lightning damage.

Furthermore, all creatures - including the target - within 15 feet must make a Dexterity saving throw. On a failure, they take 2d6 thunder damage and are knocked prone. You are immune to the secondary effect from this spell.

After throwing a bolt, a new one appears in your hand until the spell ends.

At Higher Levels. For every two spell levels above 4th, you deal an extra 1d6 lightning damage on a hit (thus 5d6 as a 6th-7th level spell and 6d6 as a 8th-9th level spell). SPELLS

 

 

Time Hop

3rd level Transmutation


Casting Time:
1 action
Range:
Self
Components:
V
Duration:
Special

Upon casting this spell, you disappear from reality and return 1d4 + 1 rounds later in the same spot you disappeared. If a creature or object occupies the space you would return you, you are displaced to the closest safe spot from where you vanished. You can cast 1st or 2nd level spells on yourself and expend up to 1 hit dice for each round you are gone to heal yourself. Other than this effect, for you, no time has passed.

At Higher Levels. When you cast this spell as a 4th level spell or higher, you increase the amount of time that passes before you reappear is increased by 1d4 + 1 rounds.

Touch of Death

3rd level Necromancy


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

You create a ghostly, mummified hand in the space of a creature within range that brushes against the target. The target must make a Constitution saving throw. The target takes 10d6 necrotic damage on a failed saving throw, and it can’t regain hit points for 1 minute. On a successful save, the target takes half damage.

At Higher Levels. For every spell level above 3rd, the damage increases by 2d6 for each slot level above 3rd.

Tower of Iron Will

4th level Abjuration


Casting Time:
1 action
Range:
5 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

Upon casting this spell, you create a faintly shimmering dome of psychic power to defend yourself and others. The spell creates a 10 foot radius sphere at the point you designate in range. Incorporeal creatures cannot enter the area and are pushed away from it unless they succeed a Wisdom saving throw. Furthermore, allies within the area of effect gain advantage on Wisdom saving throws and immunity to psychic damage.

Transmute Fluid

1st level Alteration (ritual)


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

You target a volume of liquid in range, of up to 5 gallons in volume. The liquid is transformed into another harmless liquid of your choice.

At Higher Levels. For every level this spell is cast above 1st, increase the volume affected by 5 gallons. As a 3rd level spell, you can transform the liquid into poisons (such poisons have a Constitution save DC equal to your spellcasting DC and deal 1d4 damage per spell level per dose. There are 20 doses per gallon). As a 4th level spell, you can transform loose material such as sand or pebbles into water with this spell. As a 6th level or higher spell you can transform magma and similar materials into water with this spell. SPELLS

 

 

True Polymorph (Replaces PHB)

9th level Transmutation


Casting Time:
1 action
Range:
30 ft.
Components:
V, S, M (A drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration:
Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature).

This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.

The transformation lasts for the duration, or until the target drops to 0 hit points. If the the target drops to 0 hit points, you can continue to concentrate on the spell, forcing the target to remain incapacitated and make a Constitution saving throw (using its normal form’s save) at the end of its turn each round. If the target fails three successive saving throws, it dies. If the saving throw is succeeded, the target reverts to its normal form. If you concentrate on this spell for the full duration, the spell lasts until it is dispelled.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal your level or less. The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

Turn Resistance

3rd level Necromancy


Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a bit of grave dust)
Duration:
10 minutes

You bolster nearby undead’s ability to resist being turned or harmed by radiant damage. All undead in range of the spell gain advantage against being turned and gain resistance to radiant damage.

Ultrablast

7th level Evocation


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

As you cast this spell, a low pulsating growl emanates from you before lashing out as a shimmering wave of force against a single target in range. The target must make a Wisdom saving throw. On a failure, the target takes 10d10 psychic damage and is stunned. If the save is successful, the target takes half damage. A stunned target make make another Wisdom saving throw at the end of its turn to negate the effect.

If it fails the subsequent saving throw, it takes an additional 1d10 psychic damage and continues to be stunned.

At Higher Levels. When you cast this spell as a 8th level spell or higher, you increase the initial psychic damage by an additional 1d10.

Uncanny Balance

1st Level Alteration


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (hoof of a mountain goat)
Duration:
1 minute

You touch a target when casting this spell, giving them the uncanny ability to avoid being tipped over. For the duration of the spell, the target is immune to being knocked prone and gains advantage on all Acrobatic (Dexterity) checks to keep their balance. SPELLS

 

 

Unerring Strike

Divination Cantrip


Casting Time:
1 bonus action
Range:
30 feet
Components:
S
Duration:
Instantaneous

At the start of your turn, you point at a target you can see in range, who faintly luminences as you gain supernatural insight into their defenses. Your speed is reduced to 0, but on your next attack, you gain advantage on your first attack roll against the target.

Ventriloquism

Illusion Cantrip


Casting Time:
1 action
Range:
120 feet
Components:
V, M (Parchment rolled into a cone)
Duration:
1 minute

Casting this spell allows you to “throw” your voice, making it seem to come from a point of origin within range - such as around a corner or from an empty tankard. As a bonus action, you can change the apparant source of your voice.

Vigil

1st level Enchantment


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

Upon casting this spell, you invigorate the target with heightened awareness and alertness. While under the effects of this spell, the target cannot fall asleep, ignores the effects of exhaustion (though any existing or gained levels are not gone) and has advantage on Perception skill checks.

At Higher Levels. For each level above 1st, you can affect one additional target.

Warp Wood

2nd level transmutation


Casting Time:
1 action
Range:
90 feet
Components:
V,S,M
Duration:
Permanent

Casting this spell causes wood in a 30 foot cube to warp and twist. Wooden items or creatures targeted by the spell must make a Constitution saving throw. On a failure, the target suffers 3d10 necrotic damage and half as much on a successful save. Items in the possession of a creature use the creature’s saves and take no damage on a successful save.

At Higher Levels. For each level of the spell above 2nd, targets take an additional 1d10 necrotic damage.

Wall of Force (replaces PHB)

5th-level evocation


Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration:
Concentration, up to 10 minutes

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. 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-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. The wall has an Armor Class of 13 + spellcasting modifier and 90 hp, with resistance to acid, cold, electricity, fire, as well as bludgeoning,slashing and piercing damage from magic weapons. The wall is immune to radiant, necrotic, and poison damage as well as bludgeoning, slashing and piercing damage from non-magical weapons. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

At Higher Levels:
The wall has an additional 20 hit points for each level slot above 5th.

Warding

Abjuration cantrip


Casting Time:
1 reaction, when targeted by an attack
Range:
Self
Components:
V, S
Duration:
Instantaneous

When you are targeted by an attack you can see, you create an invisible force that provides additional protection. You gain a bonus of 1d4 to your AC against the single attack.

Warmth

1st level Abjuration (Ritual)


Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a bit of fur)
Duration:
4 hours

You touch a target creature and provide it with protection against the cold. While affected, the target is unaffected by non-magical cold tempratures down to -50 degrees farenheit. The target gains resistance to magical cold damage, but after suffering such damage, the protection immediately ends.

At Higher Levels. For each spell level beyond 1st, you can protect one additional creature. SPELLS

 

 

Whistle

Enchantment Cantrip


Casting Time:
1 action
Range:
60 feet
Components:
V
Duration:
Instanteous

You whistle a short tune that insideously assaults a single target in range. The target must make a Wisdom saving throw. On a failure, the target takes 1d6 thunder damage and suffers disadvantage on saving throws until the end of their next turn.

At Higher Levels. At 6th level, the thunder damage increases to 2d6. At 14th level, the thunder damage increases to 3d6.

Witch Bolt (replaces PHB)

1st-level Evocation


Casting Time:
1 action
Range:
30 feet
Components:
V, S. M (a twig from a tree that has been struck by lightning)
Duration:
Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d6 lightning damage and is restrained. As an action, the target can make a Dexterity saving throw. On a success, the target is no longer restrained.

On each of your turns for the duration, you can use a bonus action to deal 2d6 lightning damage to the target automatically. The spell ends if the target is ever outside the spell’s range or if it has total cover from you.

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

Wings

2nd level Transmutation


Casting Time:
1 action
Range:
60 feet
Components:
V, S, M
Duration:
Concentration, up to 10 minutes

You cause a pair of feathered or bat wings that are twice the width of the target’s height to sprout from the back of the recipient, allowing them to take flight. The target gains a fly speed of 30 feet when unencumbered, but needs sufficient room to hold the wings outstretched. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

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.

Withdraw

2nd level Transmutation


Casting Time:
1 action
Range:
Self
Components:
V, S, M (100 gp in diamond dust, consumed in the casting)
Duration:
Special

You bring time to a standstill, allowing you take time to contemplate or cast spells. While the spell is active, your speed becomes 0, though you can still take actions as normal.

While this spell is in effect, you can only cast Divination or healing spells without breaking the spell, and any attack ends the spell immediately.

All other entities are frozen in time and are treated as having damage immunity to all damage and are frozen in place, unable to take actions, move or perceive their surroundings.

After 10 rounds for the caster, time returns to normal.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, for each spell level above 2nd the spell lasts two additional rounds.

Wraithform

3rd level Necromancy


Casting Time:
1 action
Range:
Self
Components:
V, S, M (a bit of gauze and a wisp of smoke)
Duration:
Concentration, up to 1 minute

You and your gear become smoky and insubstantial. You gain resistance to bludgeoning, piercing or slashing non-magical weapons. Undead will ignore you unless they make a successful Wisdom saving throw.

While insubstantial, you cannot attack with physical weapons, but can easily pass through small holes or narrow openings. If the spell ends while you are within an area you could not normally fit into, you suffer 2d6 force damage and are ejected up to 30 feet to the closest area you could fit into. If no such area exists, the damage and forced movement are continued until you return to an area where you can reform. SPELLS

 

 

Wyvern Watch

2nd level Evocation


Casting Time:
1 bonus action
Range:
90 feet
Components:
V, S, M (a belladonna berry)
Duration:
up to 8 hours or until discharged

When this spell is cast, you enmagic a 10 ft. area with a shadowy illusion that resembles a wyvern. When cast, you can exclude up to six beings from the spell’s effect.

Others can notice the spell’s presence with a successful Perception (Wisdom) check against the spell’s DC. If a non-excluded being enters the spell’s area, the wyvern-form audibly howls and strikes. The attacked individual must make a Wisdom saving throw. On a failure, the target is paralyzed for one minute. A paralyzed target can make subsequent saving throws at the end of each of its turns to negate the paralysis.

At Higher Levels. For every spell level above 2nd, the wyvern-form can strike an additional target before vanishing.

Zolar’s Annoying Poke

Enchantment Cantrip


Casting Time:
1 action
Range:
150 feet
Components:
S, M (A small needle)
Duration:
Concentration, up to 1 minute

You select a target in range, who must make a Wisdom saving throw. On a failure, the target creature is marked by your spell.

Thereafter, as a bonus action on your turn, or as a reaction when the target attempts to take an action, you can deal 1d4 psychic damage to the target, as long as they are in range.

At Higher Levels. At 5th level the damage increases to 2d4, and at 11th level increases to 3d4 and at 17th level increases to 4d4 damage.