Almir’s Old Book of Spells

These Spells are Old

This is essentially an almost unaltered transition of my old list into Hombrewery to make it easier to use without my attendance, which google docs doesnt like, apparently. I made these a long time ago, so judge me not for 8 year old brew-crimes.

 

 

Bard Spells

Cantrips
  • Concussive Chord
  • Rainbow Bolt
  • Vigor
1st Level
  • Buoyancy
  • Chameleon
2nd Level
  • Listening Coin
3rd Level
  • Arrow-ward
  • Aura of Repulsion
  • Glossolalia
  • Last Word
  • War Cry
4th Level
  • Aura of Evasion
  • Awareness
  • Backfire
  • Forceward
  • Moment
  • Shout
  • Spellshield
  • Warmind
5th Level
  • Berserk
  • Blindsight
  • Mind Fog
  • Normalize
  • Zone of Revelation
6th Level
  • Antimagic Burst
  • Combat Transposition
  • Dishearten
  • Hindsight
  • Solitude
7th Level
  • Banshee Wail
  • Oppressive Force
8th Level
  • Arcane Singularity
  • Phoenix
9th Level
  • Absorption
  • Empower
  • MindStab

Cleric Spells

Cantrips
  • Dazzle
  • Blightclaw
  • Lance of Faith
  • Rainbow Bolt
  • Vigor
  • Zen Archery
1st Level
  • Buoyancy
  • Scare
  • Searing Light
2nd Level
  • Angelskin
  • Arrow of Light
  • Listening Coin
  • Rain-bow
3rd Level
  • Arrow-ward
  • Infernal Spheres
  • Last Word
  • War Cry
  • Whirling Wards
4th Level
  • Absolution
  • Aura of Evasion
  • Awareness
  • Backfire
  • Darkfire
  • Dreadtheft
  • Enervation
  • Hammer of the Gods
  • Moment
  • Spellshield
  • Templar’s Wrath
  • Warmind
5th Level
  • Aether Waves
  • Astral Shield
  • Blindsight
  • Darkbolt
  • Mark of Justice
  • Reap
  • Thunderbolt
  • Tremorsense
6th Level
  • Antimagic Burst
  • Dishearten
  • Summons
  • Undeath to Death
7th Level
  • Avasculate
  • Banshee Wail
  • Heat Drain
8th Level
  • Arcane Singularity
  • Healing Rain
  • Impale
  • Phoenix
9th Level
  • Absorption
  • Empower
  • Greater Enervation
  • Soul Lance

Druid Spells

Cantrips
  • Earth Blast
  • Ice Jet
  • Stonefist
  • Vigor
  • Zen Archery
1st Level
  • Armaments of the Forest
  • Buoyancy
  • Chameleon
  • Sandblaster
  • Searing Light
  • Scare
  • Snowshoes
2nd Level
  • Creeping Cold
  • Cold Snap
  • Ice Axe
  • Icy Rays
  • Rain-bow
  • Waterspout
3rd Level
  • Chill Strike
  • Cyclone Blast
  • Frost Razors
4th Level
  • Aura of Evasion
  • Chilling Cloud
  • Ice Armor
  • Moment
5th Level
  • Blindsight
  • Fire Seeds
  • Hailstones
  • Normalize
  • Stonecrush
  • Starfire
  • Thunderbolt
  • Tremorsense
  • Vacuum Burst
6th Level
  • Antimagic Burst
  • Cometfall
  • Frost Aura
  • Magma Burst
  • Summons
7th Level
  • Adamantine Body
  • Icicle Blast
8th Level
  • Deep Freeze
  • Healing Rain
  • Impale
  • Polar Ray
9th Level
  • Absorption
  • Blizzard
  • Elemental Disaster

 

 

Paladin Spells

1st Level
  • Searing Light
2nd Level
  • Angelskin
  • Arrow of Light
  • Entangling Force
3rd Level
  • Aura of Repulsion
  • Thunderlance
  • War Cry
  • Whirling Wards
4th Level
  • Absolution
  • Aura of Evasion
  • Hammer of the Gods
  • Shout
  • Templar’s Wrath
5th Level
  • Astral Shield
  • Avenging Weapon
  • Barrier
  • Mark of Justice

Ranger Spells

1st Level

Armaments of the Forest Chameleon Snowshoes

3rd Level

Arrow-ward

4th Level

Aura of Evasion Awareness Chilling Cloud Commune with Stone

5th Level

Fire Seeds Hailstones Tremorsense

Sorceror Spells

Cantrips
  • Blightclaw
  • Earth Blast
  • Ice Jet
  • Rainbow Bolt
  • Static Shock
  • Stonefist
1st Level
  • Chameleon
  • Explosion
  • Sandblaster
2nd Level
  • Arc of Lightning
  • Cold Snap
  • Icy Rays
  • Pull of the Abyss
  • Waterspout
3rd Level
  • Acid Breath
  • Acid Sheath
  • Aether Waves
  • Aura of Repulsion
  • Chill Strike
  • Cyclone Blast
  • Force Hammer
  • Frost Razors
  • Incinerate
  • Supercharge
  • Thunderlance
4th Level
  • Acid Orbs
  • Backfire
  • Chilling Cloud
  • Dreadtheft
  • Enervation
  • Fire Stride
  • Ice Armor
  • Moment
  • Shout
5th Level
  • Barrier
  • Blindsight
  • Chaos Armour
  • Darkbolt
  • Hailstones
  • Stonecrush
  • Shard Storm
  • Starfire
  • Thunderbolt
6th Level
  • Combat Transposition
  • Cometfall
  • Frost Aura
  • Lightning Ring
  • Magma Burst
7th Level
  • Adamantine Body
  • Gravity Warp
  • Heat Drain
  • Icicle Blast
8th Level
  • Black Blade of Disaster
  • Impale
  • Polar Ray
9th Level
  • Chaos Storm
  • Elemental Disaster
  • Greater Enervation

Warlock Spells

Cantrips
  • Blightclaw
  • Dazzle
  • Rainbow Bolt
  • Static Shock
1st Level
  • Explosion
  • Scare
2nd Level
  • Pull of the Abyss
3rd Level
  • Acid Sheath
  • Aura of Repulsion
  • Incinerate
4th Level
  • Acid Orbs
  • Awareness
  • Backfire
  • Darkfire
  • Dreadtheft
  • Enervation
  • Fire Stride
  • Ice Armor
  • Shout
5th Level
  • Barrier
  • Berserk
  • Chaos Armor
  • Darkbolt
  • Mind Fog
  • Normalize
  • Reap
  • Shadow-ward
  • Shard Storm
  • Vacuum Burst
6th Level
  • Antimagic Burst
  • Combat Transposition
  • Reave Magic
  • Undeath to Death
7th Level
  • Avasculate
  • Banshee Wail
  • Gravity Warp
  • Heat Drain
  • Oppressive Force
8th Level
  • Arcane Singularity
  • Impale
9th Level
  • Chaos Storm
  • Greater Enervation
  • Soul Lance

 

 

Wizard Spells

Cantrips
  • Blightclaw
  • Dazzle
  • Ice Jet
  • Rainbow Bolt
  • Static Shock
1st Level
  • Buoyancy
  • Chameleon
  • Explosion
  • Sandblaster
  • Scare
  • Snowshoes
2nd Level
  • Arc of Lightning
  • Cold Snap
  • Entangling Force
  • Icy Rays
  • Listening Coin
  • Pull of the Abyss
  • Waterspout
3rd Level
  • Acid Breath
  • Acid Sheath
  • Arrow-ward
  • Aura of Repulsion
  • Chill Strike
  • Cyclone Blast
  • Force Hammer
  • Frost Razors
  • Incinerate
  • Last Word
  • Supercharge
  • Thunderlance
  • Whirling Wards
4th Level
  • Acid Orbs
  • Aura of Evasion
  • Awareness
  • Backfire
  • Chilling Cloud
  • Darkfire
  • Enervation
  • Fire Stride
  • Forceward
  • Ice Armor
  • Moment
  • Scintillating Sphere
  • Shout
  • Spellshield
  • Warmind
5th Level
  • Aether Waves
  • Barrier
  • Berserk
  • Blindsight
  • Chaos Armour
  • Darkbolt
  • Mind Fog
  • Normalize
  • Reap
  • Shadow-ward
  • Stonecrush
  • Shard Storm
  • Starfire
  • Thunderbolt
  • Tremorsense
  • Vacuum Burst
  • Wall of Dispel Magic
  • Zone of Revelation
6th Level
  • Antimagic Burst
  • Combat Transposition
  • Cometfall
  • Frost Aura
  • Hindsight
  • Lightning Ring
  • Magma Burst
  • Reave Magic
  • Solitude
  • Summons
  • Undeath to Death
7th Level
  • Adamantine Body
  • Avasculate
  • Banshee Wail
  • Gravity Warp
  • Heat Drain
  • Icicle Blast
  • Oppressive Force
8th Level
  • Arcane Singularity
  • Black Blade of Disaster
  • Impale
  • Polar Ray
9th Level
  • Absorption
  • Chaos Storm
  • Elemental Disaster
  • Empower
  • Greater Enervation
  • Mind Stab
  • Soul Lance

Cantrips

Blightclaw

Necromancy Cantrip

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

You slash at a target with a claw of greenish-black energy at a target within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 Necrotic damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Concussive Chord

Evocation Cantrip

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

You release a blast of sound with your voice (verbal component) or your instrument (somatic component). Make a ranged spell attack against a creature within range. On a hit the creature takes 1d8 thunder damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th (3d8), and 17th (4d8).

Dazzle

Evocation Cantrip

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

You create a bright flash of glittering lights around a target’s face. The target must succeed on a Dexterity saving throw to look away or close its eyes. If it fails to do so, it takes 1d4 Radiant damage and has disadvantage on the next attack roll it makes before the end of its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

 

 

Earth Blast

Conjuration Cantrip

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

You summon a small boulder and sending them streaking toward a point you choose within range. Once boulder reaches its destination or impacts a solid surface, it explodes. Each creature within 5 feet of the point where the boulder explodes must make a Dexterity saving throw. A creature takes 1d6 Bludgeoning damage on a failed saving throw. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6, and 17th level (4d6).

Ice Jet

Evocation Cantrip

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

A blast of icy wind shoots from your outstretched hand. Make a ranged spell attack against a single creature. If you hit the target takes 2d4 cold damage. This spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Lance of Faith

Evocation Cantrip

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

A glowing spear of light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Rainbow Bolt

Evocation Cantrip

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

You fire off a scintillating beam of rainbow light. Make a ranged spell attack against a single creature within range. On a hit the target takes 1d8 damage, of the type indicated by rolling on the table.

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

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

Static Shock

Evocation Cantrip

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a bit of metal)
Duration:
Instantaneous

A small arc of electricity jumps from your hand to a nearby creature. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d6 Lightning damage, and all creatures within 5 feet of the target (including the original target) must make a Dexterity saving throw or take 1d4 Lightning damage as well. This spell’s damage increases by 1d6/1d4 when you reach 5th level (2d6/2d4), 11th level (3d6/3d4), and 17th level (4d6/4d4)

Stonefist

Transmutation Cantrip

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

You magically transform one of your hands into solid stone and strike your foe with it. Make a melee spell attack. On a hit, the target takes 1d8 Bludgeoning damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

 

Vigor

Evocation Cantrip

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

You touch a willing creature with at least one unspent Hit Die remaining. The creature may spend a single hit die (if they have more than one type, they may choose which to spend) and gain Temporary Hit Points equal to the amount rolled plus the creature’s Constitution modifier.

Zen Archery

Divination Cantrip

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

You allow your mind to guide your attacks made with ranged weapons (this excludes thrown weapons). For the duration, when you make an attack with a bow or crossbow, you can use your spellcasting ability instead of Dexterity for the attack and damage rolls.

1st Level Spells

I formatted all the cantrips properly, but I’m just now realising how long this will take so it’ll be plain text (ish) from here, sorry ¯\(ツ)

Armaments of the Forest

1st Level Transmutation

Casting Time: Bonus Action

Range: Self

Components: V, S, M (two blades of grass, a small leaf, or a twig, depending on the effect you choose)

Duration: Concentration, up to 10 Minutes

You turn ordinary forest items into deadly weapons. When you cast this spell choose an effect from the list below. You can only have one version of this spell active at one time. Blades of Grass You turn a pair of grass blades into grass scimitars. You are proficient with these scimitars, and they function as magical scimitars for the purpose of defeating damage resistance. You may use your spellcasting ability modifier instead of Dexterity or Strength for attack and damage rolls with these swords. Leaf Shield You turn a plain leaf into a solid shield. It functions as a normal shield. Twig Staff You convert a twig into a deadly wooden quarterstaff. You are proficient with this staff, and it functions as a magical quarterstaff for the purpose of defeating damage resistance. You may use your spellcasting ability modifier instead of Strength for attack and damage rolls with this staff. It may also be used as a spellcasting focus.

Buoyancy

1st Level Transmutation

Casting Time: Reaction

Range: 60 Feet

Components: S, M (a glass bubble filled with air)

Duration: 1 Minute

Choose up to five willing creatures that you can see within range that are completely submerged in water or another liquid. A submerged creature rises towards the surface at a rate of 60 feet per round. When it reaches the surface, it is sustained there, and can move under its own swimming speed, or moved by others (such as with a rope). The spell ends for a creature if that creature completely leaves the liquid.

Chameleon

1st Level Transmutation

Casting Time: 1 action

Range: Self

Components: V, S, M (a bit of lizard skin)

Duration: Concentration, up to 1 Minute

You change your skin, clothes, armor, and anything else you’re wearing to match your background. For the duration, as long as you are not moving, you are effectively invisible. A creature can use its action to make a Wisdom (Perception) or Intelligence (Investigation) check vs your spell save DC. On success, it sees you until its line of sight to you is broken.

Explosion

1st Level Evocation

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Instant

You create a small but powerful explosion centered on a point within range. All creatures within 5 feet of that point take 1d4 + 1 Force damage, and must make a Strength saving throw or be thrown 5 feet from the blast and knocked prone.

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

Sandblaster

1st Level Conjuration

Casting Time: 1 Action

Range: Self (15-foot Cone)

Components: V, S, M (a handful of sand)

Duration: Instant

You release a forceful spray of sand from your hands, damaging its targets. Any creature in the spell’s area must make a Dexterity saving throw, taking 3d4 Slashing damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the Slashing damage by 3d4 for every two spell levels above 1st.

 

 

Searing Light

1st Level Evocation

Casting Time: 1 Action

Range: 90 Feet

Components: V, S

Duration: Instant

You shoot a brilliant ray of pure concentrated light at a creature you can see. Make a ranged spell attack against the target, with advantage if the target is an undead or ooze. On a hit, the target takes 2d8 Radiant damage. Undead and oozes take half the damage even if you miss with your attack roll. This damage counts as Fire for the purpose of stopping Regeneration and similar traits.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, increase the Radiant damage by 1d8 per slot level above 1st.

Snowshoes

1st Level Transmutation

Casting Time: 1 Action

Range: 10 Feet.

Components: V, S

Duration: 1 Hour

One creature of your choice within range gains the ability to walk lightly over ice and snow without having its speed reduced. The creature can move across difficult terrain created by ice or snow without spending extra movement and doesn’t need to make Dexterity checks to avoid slipping on or cracking ice. The creature leaves almost no trace in such terrain, so the base DC to track it across ice or snow is 25.

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

2nd Level Spells

Angelskin

2nd Level Abjuration

Casting Time: 1 Action

Range: Self

Components: V, S, M (a bit of leather and a pinch of silvery glitter)

Duration: Concentration, up to 1 Hour

You imbue yourself with celestial radiance, causing your skin and hair to glimmer with a silvery sheen. For the duration, fiends and undead have disadvantage on attack rolls against you. Any time a fiend or undead rolls for melee damage to be dealt to you, it rolls the damage twice and uses the lesser total. You also have resistance to Radiant damage.

Arc of Lightning

2nd Level Evocation

Casting Time: 1 Action

Range: 60 Feet

Components: V, S, M (two metal rods)

Duration: Instant

Choose two creatures you can see in range that are within 30 feet of each other. A bolt of lightning leaps between the two targets. Both the targets and all creatures in a line between them must make a Dexterity saving throw, taking 2d8 Lightning damage on a failure, or half as much on a success.

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

Arrow of Light

2nd Level Evocation

Casting Time: 1 Action

Range: Self (60-foot line)

Components: V, S

Duration: Instant

An arrow of golden radiance leaps out from your hand in a line 5 feet wide 60 feet long that emantates out from you. All targets in the affected area take 5d6 Radiant damage.

At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, increase the damage by 1d6 per spell level.

Creeping Cold

2nd Level Transmutation

Casting Time: 1 Action

Range: 60 Feet

Components: V, S, M (A small glass or pottery vessel filled with ice, snow, or water)

Duration: Concentration, up to 1 Minute

You turn the target’s sweat into ice, causing damage as ice forms in and on the skin. Choose a creature you can see within range. That creature must make a Constitution saving throw. On a failure, it takes 3d6 Cold damage. On a success the creature takes half as much cold damage and is not otherwise affected. At the start of each of its turns, it makes another Constitution saving throw, taking 2d6 Cold damage on a failure. Once it has succeeded on a saving throw, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the initial damage by 1d6 per slot level above 2nd.

 

 

Cold Snap

2nd Level Evocation

Casting Time: 1 Action

Range: 30 Feet Components: V, S

Duration: Instant

You chill the air in a 10-foot radius sphere centered on a point you can see within range. Creatures in the affected area must make a Constitution saving throw, taking 3d10 Cold damage on a failed save.

At Higher Levels. When you cast this spell with a spell slot of 3rd level or higher, increase the Cold damage by 1d10 per slot level above 2nd.

Entangling Force

2nd Level Conjuration

Casting Time: 1 Action

Range: 30 Feet

Components: V, S, M (A small length of rope or chain)

Duration: Concentration, Up to 1 Minute

Choose one Huge or smaller creature you can see within range. Glowing bands of magical force appear and wrap themselves around the target. The target must make a Dexterity saving throw or take 3d6 Force damage and be restrained. A creature restrained by the bands can use its action to make a Strength check against your spell save DC. On a success, it frees itself, ending the spell. You can use a bonus action on your turn to cause affected creatures to take an additional 1d6 Force damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature you can see per spell level, as long as all the targets are within 10 feet of each other.

Ice Axe

2nd Level Conjuration

Casting Time: Bonus Action

Range: Self

Components: V, S, M (a small strip of evergreen bark)

Duration: Concentration, up to 10 Minutes.

You create an axe made of solid ice in your free hand. The axe is similar in size and shape to a handaxe, and it lasts for the duration. If you let go of the axe, it disappears, and you can recreate another axe as a bonus action. You can use your action to make a melee spell attack with the axe. On a hit, the target takes 3d6 Cold damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the Cold damage by 1d6 for every two slot levels above 2nd.

Icy Rays

2nd Level Conjuration

Casting Time: 1 Action

Range: 120 Feet

Components: V, S, M (a small arrow made of glass)

Duration: Instant

You create two rays of ice. You can hurl them at one target, or split them up among multiple targets. Make a ranged spell attack roll for each ray. On a hit, the target takes 2d6 Cold damage and its speed is reduced by 10 until the end of its next turn, and it cannot benefit from bonuses to its speed.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, make one additional ray for every 2 levels beyond 2nd, for a maximum of 5 rays at 8th level

Listening Coin

2nd Level Divination

Casting Time: 1 Action

Range: Touch

Components: V, S, M (a matching pair of coins)

Duration: Concentration, up to 1 Hour

You create a magical link between two similar coins, turning them into a magical listening device. One coin becomes a sensor, and the other becomes a receiver. When you hold the receiver coin up to your ear, you can hear anything you could hear if you were in the location of the sensor coin. There is no range limit on how far the coins can hear each other from, although they fail to function if they are ever on separate planes. The spell ends if you lose concentration or if you cast it again.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the spell no longer requires concentration.

Pull of the Abyss

2nd Level Transmutation

Casting Time: 1 Action

Range: 50 Feet

Components: V, S, M (a lodestone)

Duration: Instant

You create a small forcefield that attempts to pull all the creatures in the area towards the center. Any creature within 30 feet of a point you can see within range must make a Strength saving throw. Large or larger creatures have advantage on the saving throw. On a failure, the creature is pulled as close to the center of the area as possible and left prone.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the radius of the effect (and the spell’s range) by 10 feet for every three slot levels above 2nd.

 

 

Rain-bow

2nd Level Evocation

Casting Time: Bonus Action

Range: Self

Components: V, S, M (a miniature longbow made from mother-of-pearl worth at least 50gp)

Duration: Concentration, up to 10 Minutes

You create a bow seemingly made of rainbows into your hands. The bow is similar in size and shape to a shortbow. It does not emit light, but it does refract the light around it, as if it were a prism. You can use an action on your turn to shoot a rainbow arrow at a single target within 60 feet of you. Make a ranged spell attack against the target. On a hit, it takes 3d6 Radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Waterspout

2nd Level Conjuration

Casting Time: 1 Action

Range: Self (30-foot Line)

Components: V, S, M (a vial of water)

Duration: Instant

You create a forceful stream of water that rushes out in a line 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw. On a failure, the creature takes 3d6 Bludgeoning damage and is pushed up to 15 feet away from you. If the creature succeeds on its saving throw, it takes half as much damage and is not pushed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the bludgeoning damage by 1d6 per slot level above 2nd.

3rd Level Spells

Acid Breath

3rd Level Conjuration

Casting Time: 1 Action

Range: Self (15-foot-cone)

Components: V, S, M (a vial of acid)

Duration: Instant

You breathe out a cone of acid in front of you. Creatures in the area must make a Dexterity saving throw, taking 5d6 Acid damage on a failed save, or half as much on a successful one. Creatures that fail the save take an additional 2d6 Acid damage at the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of a level higher than 3rd, increase the breath damage by 1d6 per spell level, and increase the extra damage by 1d6 every two spell levels.

Acid Sheath

3rd Level Conjuration

Casting Time: 1 Action

Range: Self

Components: V, S, M (a handful of fire ants, alive or dead)

Duration: Concentration, up to 1 Minute

You enclose yourself in a fluid sheath of acid that does not harm you. You can breathe normally and cast spells while the acid sheath is present. Any creature that hits you with a melee attack within 5 feet of you takes 2d4 Acid damage. The acid sheath does not protect you against other attack forms, such as fire. If you are in a grapple, other creatures in the grapple takes 2d4 Acid damage once per round at the beginning of their turn. When you deal Acid damage while the sheath is around you, deal 1 extra point of Acid damage per die.

Arrow-ward

3rd Level Transmutation

Casting Time: 1 Action

Range: Touch

Components: V, S

Duration: Concentration, up to 10 Minutes

You change one object or creature of Medium or larger size to magically attract missile attacks that pass near it. If the target is a creature, you must make a melee spell attack to touch the creature. If you hit, it can make a Charisma saving throw to resist being altered. On a failure, the creature is affected by the spell. Any ranged weapon attack that passes within 30 feet of an affected creature or object is redirected to target the affected creature or object, otherwise the attack is resolved the same way as it normally would be.

Aura of Repulsion

3rd Level Abjuration

Casting Time: 1 Action

Range: Self

Components: V, S, M (A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp)

Duration: Concentration, up to 10 Minutes

For the duration, no creature within 30 feet of you can willing come closer to you unless you allow it or it succeeds on a Strength ability check against your spell save DC. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee weapon attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area and does not succeed on its check.

 

 

Chill Strike

3rd Level Conjuration

Casting Time: 1 Action

Range: 90 Feet

Components: V, S

Duration: Instant

A large, sharp chunk of ice shoots towards a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 6d8 Cold damage.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, increase the Cold damage by 1d8 per spell level.

Cyclone Blast

3rd Level Evocation

Casting Time: 1 Action

Range: 30 Feet

Components: V, S

Duration: Instant

You blast a creature with gale-force winds, dealing damage and knocking it down. One creature you can see within range is affected by the winds. It must make a Strength saving throw. On a failure, it takes 5d8 Bludgeoning damage, is pushed up to 10 feet away from you, and is left prone. On a success, it takes half as much damage and is not pushed or knocked down.

Glossolalia

3rd Level Evocation

Casting Time: 1 Action

Range: Self

Components: V

Duration: Instant

You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing. The spell affects only creatures with Intelligence scores of 5 or higher. Any such creatures within a 40 foot cone must succeed on a Constitution saving throw. Creatures with 15 or higher Intelligence that fail the save are stunned until the end of your next turn. Creatures with between 14 and 12 Intelligence are incapacitated and restrained until the end of your next turn. Creatures with less than 8 Intelligence are incapacitated until the end of your next turn.

Force Hammer

3rd Level Evocation

Casting Time: Bonus Action

Range: Self

Components: V, S, M (a tiny glass hammer)

Duration: Concentration, up to 10 Minutes

You create a translucent hammer of pure force energy in your free hand. The hammer is similar in size and shape to a maul, and it lasts for the duration. If you let go of the hammer, you can evoke it again as a bonus action. You can use your action to make a melee spell attack with the hammer, as long as you are using both hands to wield it. On a hit, the target takes 3d8 Force damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the damage by 1d8 for every two slot levels above 3rd.

Frost Razors

3rd Level Conjuration

Casting Time: 1 Action

Range: Self (15-foot radius)

Components: V, S, M (a razor-sharp shard of ice)

Duration: Instant

You create an explosion of thousands of incredibly shard ice fragments that tear into creatures in the area. All creatures within 15 feet of you must make a Dexterity saving throw, taking 3d6 Cold damage and 3d6 Slashing damage on a failure, or half as much on a success. Creatures that fail the saving throw take 2d6 Necrotic damage at the start of their next turn as they bleed from wounds caused by the shards. Creatures without blood are not affected by the Necrotic damage.

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

 

 

Incinerate

3rd Level Transmutation

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Instant

Choose one creature you can see within range. White-hot flames engulf the target, which must make a Constitution saving throw. On a failure, it takes 4d10+20 Fire damage. If this damage reduces the target to 0 hit points, it is incinerated. An incinerated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine black ash. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically incinerates a Large or smaller creature. If the target is a Huge or larger, this spell incinerates a 10-foot-cube portion of it. A magic item is unaffected by this spell. Creatures without corporeal bodies cannot be incinerated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the damage by 1d10+5 per 2 spell levels

Infernal Spheres

3rd-level Evocation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

You create six spheres of infernal power in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the spheres, sending them streaking toward a point or points you choose within 120 feet of you. Once a sphere reaches its destination or impacts against a solid surface, it explodes. Each creature within 5 feet of the point where the sphere explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

Last Word

3rd Level Divination

Casting Time: 1 Minute

Range: Touch

Components: V, S

Duration: Concentration, up to 10 Minutes

You relive the last moments of a once-living creature whose corpse you touch when you cast the spell. You experience the last 10 minutes of its life through the creature’s eyes. While you are experiencing these moments, you are blinded and deafened to your physical surroundings. If you lose concentration on the spell, it ends early and you lose any viewings you may have missed. You can end the spell early with a bonus action. This spell does not affect dead creatures currently animated by magic, or creatures that have been dead for more than 1 month.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you see the last 30 minutes of the creature’s life.

Supercharge

3rd Level Transmutation

Casting Time: Bonus Action

Range: 40 Feet

Components: V, S

Duration: Concentration, up to 1 Minute

You charge a single creature you can see within range with a massive amount of electrical energy. The next time the creature takes Lightning damage, it must make a Constitution saving throw (in addition to any saving throws required by the spell). On a failure, that instance of Lightning damage is maximized, and any creatures within 10 feet of the original target must make a Dexterity saving throw, taking half the same damage as the target on a failure, or a quarter of the damage on a success. The spell ends once the affected creature fails its first saving throw against the spell.

Thunderlance

3rd Level Evocation

Casting Time: Bonus Action

Range: Self

Components: V, S, M (a tiny steel lance)

Duration: Concentration, up to 10 Minutes

You evoke a lance that appears to be made of thunderclouds in your free hand. If you let go of the lance, it disappears, but you can recreate it as a bonus action. You can use your action to make a melee spell attack against a target within 10 feet of you. If you are not mounted, you must use both hands to make the attack. On a hit, the target takes 2d10 Thunder damage. In addition, when you successfully hit a target with the thunderlance, you can choose to push it up to 10 feet further away from you, provided it fails a Strength saving throw.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage by 2d10 for every 3 slot levels.

 

 

War Cry

3rd Level Enchantment

Casting Time: Bonus Action

Range: Self (25-foot radius)

Components: V

Duration: 1 Minute

You unleash a mighty war cry, inspiring your allies and demoralizing your enemies. Each creature of your choice within the area that can hear you adds your spellcasting ability modifier to its next attack roll or ability check. All other creatures in the area that can hear you must make a Wisdom saving throw. On a failure, they apply your spellcasting ability modifier as a penalty to their next attack roll or ability check. Once a creature has applied the bonus (or penalty) the spell ends for that creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, each affected creature applies the bonus or the penalty to the next two attack rolls or saving throws.

Whirling Wards

3rd Level Abjuration

Casting Time: 1 Action

Range: Self

Components: V, S, M (a tiny shield made of glass, which the spell consumes)

Duration: Concentration, up to 1 Minute

You create three translucent shimmering shields that appear in your space and whirl around you for the duration. When you are targeted by an attack roll, you can use your reaction to interpose one of the shields. If the attack hits, the shield takes the damage instead of you. A shield can absorb damage equal to 3 times your spellcasting ability modifier. If the shield takes more damage than it can absorb, you take any overflow damage. Once you use a shield in this way and the shield is hit by an attack, it shatters. Once you use the last shield, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional shield for every two slot levels above 3rd.

4th Level Spells

Absolution

4th Level Abjuration

Casting Time: 1 Action

Range: Self

Components: V, S, M (a small shield made of gold worth at least 100gp)

Duration: Concentration, Up to 1 Minute

You create a protective veil around yourself and up to 5 allies you can see within 25 feet. When a protected creature takes damage, that damage is reduced by 1d4 + your spellcasting ability modifier. The spell ends for a creature when the shield absorbs 25 points of damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the amount of damage the shield can absorb before breaking by 5 for each spell level.

Acid Orbs

4th Level Conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a vial of acid)

Duration: Concentration, up to 10 minutes

You create six tiny green orbs in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the orbs, sending them streaking toward a point or points you choose within 120 feet of you. Once an orb reaches its destination or impacts against a solid surface, the orb explodes. Each creature within 5 feet of the point where the orb explodes must make a Dexterity saving throw. A creature takes 2d8 Acid damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of orbs created increases by three for each two slot level above 4th

Aura of Evasion

4th Level Transmutation

Casting Time: 1 Action

Range: 30 Feet

Components: V, S, M (a pinch of powdered emerald worth 100gp, which the spell consumes)

Duration: Concentration, up to 10 Minutes

You imbue yourself and up to 6 allies within range with improved reflexes. Affected creatures gain a bonus to Dexterity saves equal to your spellcasting ability modifier, and when they are subjected to an effect that allows them to make a Dexterity save for half damage, they instead take no damage on a success.

 

 

Awareness

4th Level Divination

Casting Time: 1 Action

Range: Self

Components: V, S, M (a glass eye)

Duration: Concentration, up to 1 Hour

You create an invisible magical sensor that floats just above your head and shares your space. You can see through the sensor in all directions. For the duration, no melee attack roll can have advantage against you, and you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight.

Backfire

4th Level Abjuration

Casting Time: 1 Action

Range: 30 Feet

Components: V, S

Duration: Concentration, up to 1 Minute

Choose a creature you can see within range. The next time it casts a spell, it must make a Wisdom saving throw. On a failure, it takes Necrotic damage equal to 1d10 times the spell’s level, and the spell fails (the spell slot is still consumed), and the spell ends. On a success, it takes only half as much damage and the spell does not fail. A creature is unaware it has been affected by magic, both before and after attempting to cast a spell, unless it either succeeds on an Intelligence (Arcana) check vs your spell save DC, or has some way of sensing magic, such as the detect magic spell.

Chilling Cloud

4th Level Conjuration

Casting Time: 1 Action

Range: 90 Feet

Components: V, S, M (a bit of ice)

Duration: Concentration, Up to 5 Minutes

You create a 20 foot radius sphere of freezing blue fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 4d6 Cold damage on a failed save, or half as much damage on a successful one. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The cold fog, being heavier than air, sinks to the lowest level of the land, even pouring down openings.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Commune with Stone

4th Level Divination

Casting Time: 10 Minutes

Range: Touch

Components: V, S

Duration: 1 Minute

You gain the ability to speak with stones, which relate to you who or what has touched them, as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.

Darkfire

4th Level Evocation

Casting Time: 1 Action

Range: Varies

Components: V, S

Duration: Concentration, up to 10 Minutes

You summon a blaze of darkfire in your open hand. Darkfire emits no light, but produces the same heat as a regular fire, and it is invisible except to those with darkvision. While you hold the darkflames, it doesn’t harm you or your equipment, and you have several options, which can be taken immediately or performed as an action on a later turn: Touch Make a melee spell attack against a creature within 5 feet of you. On a hit, the creature takes 3d10 Fire and 3d10 Necrotic damage. Hurl Make a ranged spell attack against a target you can see within 90 feet of you as you hurl the blaze of darkfire at them. On a hit, they take 3d10 Fire and 3d10 Necrotic damage. Breathe You breathe in the darkfire, then exhale it in a 20-foot-cone in front of you. Creatures in the area must make a Dexterity saving throw. Creatures that fail the saving throw take 3d6 Fire and 3d6 Necrotic damage. If they succeed, they take half as much. When you use one of these options, the darkfire is extinguished, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the Fire and Necrotic damage by 1d10 per two spell levels for the Touch and Hurl options, and by 1d6 per two spell levels for the Breathe option.

 

 

Dreadtheft

4th Level Necromancy

Casting Time: 1 Action

Range: 15 Feet

Components: V, S

Duration: Instant

You feed on a creature’s deepest-set fears and terrors, wracking it with terrible pain. Choose one creature you can see within range. It must make a Charisma saving throw, taking 4d8 Psychic damage on a failure, or half as much on a success. If the target is frightened, but not of you, it takes an additional 2d8 Psychic damage. If it is frightened of you, it takes double the Psychic damage, for a total of 8d8.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, increase the damage by 1d8 (5d8 if not frightened, 7d8 if frightened, 10d8 if frightened of you)

Enervation

4th Level Necromancy

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Instant

Choose one creature you can see within range. It must make a Charisma saving throw. On a failure, it takes a penalty to attack rolls, ability checks and saves, and death saving throws equal to 1d4 + your spellcasting ability modifier. The target can repeat the saving throw to end the effect every 10 minutes, or it can be removed with a remove curse spell or similar magic.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, target one additional creature for every two levels above 4th.

Fire Stride

4th Level Conjuration

Casting Time: 1 Action

Range: 500 Feet

Components: V, S

Duration: 10 Minutes or until expended

You gain the ability to step into fires and move from one fire to another. The fires you enter and move between must be at least as big around as you are. Fire elementals and other fire creatures are not considered “fires” for the purpose of this spell, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires within range and can transport yourself to one of them using your action. You can transport yourself in this way up to four times. If a fire’s location doesn’t offer enough space for you (for jexample, a fire contained inside a furnace too small to hold you or a fire already occupied by a big cauldron), it is not a viable destination and you don’t sense its location. If a fire rests on a surface that can’t support you, it is still a viable destination and you suffer the appropriate consequences if you transport yourself to it. For example, if you transport yourself into a fire burning in a pit full of oil, you fall into the oil when you arrive there. While this spell is active, you are unaffected by mundane flames (excluding any flames produced by a creatures, such as a dragon’s breath), but magical fire still has its full effect.

Forceward

4th Level Abjuration

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Concentration, up to 10 Minutes.

You create an invisible force field that protects a 15-foot sphere centered on you that moves with you for the duration. Creatures inside the sphere have resistance to Force damage, advantage on Strength saving throws, and cannot be moved against their will or knocked down. Incorporeal creatures or creatures on the Ethereal Plane must make a Charisma check against your spell save DC in order to enter the area. If the creature is already in the area when the spell is cast, or the spell’s effect moves to include it, it automatically succeeds the check.

Hammer of the Gods

4th Level Evocation

Casting Time: 1 Action

Range: 120 Feet

Components: V, S, M (a tiny golden hammer worth at least 25gp)

Duration: Instant

You summon a pillar of bright golden light that burns creatures in its area with its radiance. The spell affects a cylinder that is 40 feet high and has a 15-foot radius. All creatures in the area must make a Constitution saving throw, taking 6d8 Radiant damage on a failed save, or half as much on a successful one.

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

Ice Armor

4th Level Abjuration

Casting Time: 1 Action

Range: Touch

Components: V, S, M (a shard of perfectly clear ice)

Duration: Concentration, up to 1 Hour You create a sheath of ice stronger than steel around a single creature you touch. This spell cannot affect creatures of Huge or larger size, or creatures that are wearing armor. The target’s AC increases by 3, to a maximum of 18. When a creature affected by this spell is struck by a melee attack, the attacker takes Cold damage equal to your spellcasting ability modifier.

 

 

Moment

4th-level Divination

Casting Time: Bonus Action

Range: 30 feet

Components: V, S, M (a four-leaf clover made of gold worth at least 75 gp)

Duration: Instant

You and your allies have a perfect moment of luck. Until the start of your next turn, you and up to 7 other creatures you choose within range have advantage on all attacks and saves while within range.

Scintillating Sphere

4th Level Evocation

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Instant

When you cast this spell, a tiny blue lightning bolt arcs towards a point you can see within range. When it arrives it explodes, dealing 8d8 Lightning damage to all creatures within 15 feet of the explosion. If an affected creature makes a successful Dexterity saving throw, it only takes half as much damage.

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

Shout

4th Level Evocation

Casting Time: 1 Action

Range: Self

Components: V

Duration: Instant

You release a magically-enhanced ear-splitting shout, that deafens and damage creatures near you, and can be heard up to 1000 feet away. Each creature within 15 feet of you must make a Constitution save. On a failure, it takes 5d6 Thunder damage, and is deafened for 1d6 rounds. On a success, it takes half the damage and is not deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A non magical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the thunder damage by 1d6 per spell level.

Spellshield

4th Level Abjuration

Casting Time: 1 Action

Range: 50 Feet

Components: V, S

Duration: Concentration, up to 1 Minute.

Choose a creature you can see within range. That creature is prevented from casting spells or using magical abilities unless it makes a successful ability check with its spellcasting ability vs your spell save DC (It makes a new ability check every time it tries to cast a spell). On a success, the creature casts the spell or ability as normal, but on a failure the usage is consumed and the spell or ability has no effect.

Templar’s Wrath

4th Level Evocation

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Instant

You lash out at all nearby creatures with divine power. Each creature within 15 feet of you must make a Constitution saving throw. On a failure, an affected creature takes 8d6 Radiant damage and is frightened of you until the end of its next turn. On a success, it takes half damage and is not frightened.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the damage by 2d6 per spell level.

Warmind

4th Level Divination

Casting Time: 1 Action

Range: Self

Components: V, S, M (a martial weapon)

Duration: Concentration, up to 1 Minute

You magically bond yourself to a single weapon. For the duration, you are considered proficient with the weapon, and you can use your spellcasting ability modifier instead of Strength or Dexterity for attack and damage rolls with the weapon. Any time a creature enters your reach while the spell is active, you can use your reaction to make an Opportunity Attack against that creature. On your turn, you can use a Bonus Action to make a single attack with the weapon. The spell ends if you are ever not holding the weapon you used as a material component.

 

 

5th Level Spells

Aether Waves

5th Level Evocation

Casting Time: Bonus Action

Range: Self

Components: V, S

Duration: Concentration, up to 1 Minute

For the duration, striking a creature creates a shockwave on the other side of the creature. The first time you hit a creature with a weapon attack on your turn, any creatures in a 10 foot cone radiating out from the other side of the creature (not including the original target) must make a Dexterity saving throw, taking 3d6 Force damage on a failed save.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the force damage by 1d6.

Astral Shield

5th Level Abjuration (ritual)

Casting Time: 1 Action

Range: Self

Components: V, S, M (ruby dust worth at least 250gp, which the spell consumes)

Duration: Concentration, up to 10 Minutes

You imbue an area of terrain up to 40 feet across with divine energy. When you or an ally starts their turn in this area, they gain 2d6 Temporary Hit points. While they have these hit points, they have resistance to Necrotic and Poison damage.

Avenging Weapon

5th Level Transmutation

Casting Time: 1 Action

Range: Touch

Components: V, S, M (a vial of holy water and a pinch of diamond dust worth 30gp, both of which the spell consumes)

Duration: Concentration, up to 1 Minute

This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon gains a +2 bonus to attack and damage rolls, and when you hit an undead or a fiend with the weapon, it deals an additional 2d6 Radiant damage. The spell ends if you end your turn without the weapon in your hand. You cannot have more than one avenging weapon at a time. If this spell is cast on a magic weapon, the effects of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and other capabilities of the weapon inoperative for the duration of the spell. This spell is not stackable with magic weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts.

Barrier

5th Level Abjuration

Casting Time: 1 Action

Range: Self

Components: V, S, M (a small golden shield worth at least 60gp)

Duration: Special

You create a barrier of force around yourself that protects you from damage. When you cast this spell, roll 6d10. Your barrier has hit points equal to the amount rolled. While you still have the barrier, it absorbs any damage you would have taken, and you are immune to the grapple and stunned conditions (if you are already grappled, your next attempt to break free automatically succeeds, as long as the barrier remains). In addition, you cannot be knocked down or otherwise moved against your will while the barrier remains (if you are already knocked down, you do not automatically stand up). At the start of each of your turns, starting the turn after you cast the spell, the barrier loses 10 points of strength. When the barrier runs out of hit points, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the barrier’s strength by 2d10.

Berserk

5th Level Enchantment

Casting Time: 1 Action

Range: 120 Feet

Components: V, S, M (a scrap of red cloth)

Duration: Concentration, up to 1 Minute

You cause one creature you can see within range to fly into a murderous rage. The target creature must make a Wisdom saving throw. On a failure, the target creature is enraged, and has the following properties:

  • he creature is resistant to slashing, piercing, and bludgeoning damage from nonmagical attacks.
  • The creature cannot concentrate on or cast spells.
  • On its turn, the creature must attack the nearest living thing it can see. If no such creature is within melee range, the target moves towards the nearest available creature.

The creature can make a new saving throw at the end of each of its turns, ending the effect on a success. If the creature cannot see or hear any other living creature, the spell ends.

Blindsight

5th Level Divination

Casting Time: 1 Action

Range: Self

Components: V, S, M (a glass eye)

Duration: 10 Minutes

You gain blindsight for the duration.

 

 

Chaos Armour

5th Level Abjuration

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Concentration, up to 10 Minutes.

You create a rainbow-coloured barrier around yourself, causing any creature that strikes you to suffer a random effect. When a creature hits you with a weapon attack, resolve the attack as normal, then roll a d12 and consult the table to determine the random effect. Conditions applied by the spell last until the end of the affected creature’s next turn.

d12 Effect Save (If Any)
1-7 3d6 Force Damage
8 Blinded Constitution
9 Charmed Wisdom
10 Frightened Wisdom
11 Paralyzed Constitution
12 Stunned Constitution

*affects the triggering creature, not the caster

Once a creature has failed a save against a non-damage result, reroll any non-damage result for that creature.

Darkbolt

5th Level Illusion

Casting Time: 1 Action

Range: 120 Feet

Components: V, S, M (a hunk of jet)

Duration: Instant

You create three bolts of purest darkness and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each bolt. On a hit, a target takes 3d8 Necrotic damage, and must make a Constitution saving throw or be blinded until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, create one additional bolt per spell level.

Fire Seeds

5th Level Transmutation

Casting Time: 1 Action

Range: Touch

Components: V, S, M (special, see text)

Duration: 10 Minutes

Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.

Acorn Grenades You turn as many as four acorns into fire grenades that can be thrown up to 60 feet. When a character throws an acorn as an action, they make a ranged spell attack (using your modifiers). On a hit, each acorn does 4d6 Fire damage to the initial target, and half as much to all creatures within 5 feet of the target. Creatures within 5 feet of the target can make a Dexterity saving throw to halve the damage again on a success. The initial target is not allowed a saving throw. On a miss, the DM determines if it would strike a wall or other hard surface, causing 2d6 Fire damage with the Dexterity save, as above.

Holly Berry Bombs You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing fire damage equal to 2d8 + your spellcasting ability modifier to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Dexterity save takes only half damage. If a creature is in the areas of more than one berry, it still makes only one saving throw.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, produce one additional acorn grenade, or two additional holly berry bombs per additional spell level.

Hailstones

5th Level Conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a vial of acid)

Duration: Concentration, up to 10 minutes

You create six tiny hailstones in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the hailstones, sending them streaking toward a point or points you choose within 120 feet of you. Once a hailstone reaches its destination or impacts against a solid surface, it explodes. Each creature within 5 feet of the point where the hailstone explodes must make a Dexterity saving throw. A creature takes 2d10 Cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of hailstones created increases by three for each two slot levels above 5th

Mark of Justice

5th Level Necromancy

Casting Time: 10 Minutes

Range: Touch

Components: V, S

Duration: Permanent

You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse in that a mark of justice cannot be dispelled, but it can be removed with remove curse, wish, greater restoration, and similar magic.

 

 

Mind Fog

5th Level Enchantment

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Concentration, up to 1 Minute

You create a 20 foot radius sphere of thin blue vapors centered on a point you choose within range. The vapors spread around corners. It lasts for the duration or until strong wind disperses them, ending the spell. Its area is lightly obscured. Creatures in to fog’s area have disadvantage on Intelligence, Wisdom, and Charisma save and checks and must make a Constitution saving throw to be able to cast a spell, as well as make the throw at the beginning of its turn if it is concentrating on one, as the magic clouds the creature’s mind.

Normalize

5th Level Abjuration

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Instant

You end any effect that changes the form a creatures inside a 20-foot radius sphere centered on a point you can see within range. Any creature in the area that has had its physical form changed by magic, including shapeshifting, spells, and afflictions such as lycanthropy, is reverted to its original, natural form. If the form change is caused by a creature’s natural abilities and the creature is CR 6 or higher, it can make a Charisma saving throw to retain its current form. If the changes are a result of a spell of 6th level or higher (such as flesh to stone, animal shapes, or shapechange), you can make an ability check with your spellcasting modifier (DC equal to 10 + the spell’s level), ending the spell on a success. If the creature has been changed against its will, no check or save is required.

At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, the CR threshold for the saving throw increases by 1 for every slot level above 5th. You also automatically end any form-changing spell of a level equal to that of the slot you use.

Reap

5th Level Necromancy

Casting Time: 1 Action

Range: Self

Components: V, S, M (a skull)

Duration: Instant

You drain the life energies of creatures around you, damaging them and healing yourself. Up to 5 creatures of your choice within 15 feet of you must make a Constitution saving throw. On a failed save, they take 3d6 Necrotic damage, or half as much on a successful one. You regain hit points equal to half the necrotic damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the necrotic damage by 1d6 per spell level.

Shadow-ward

5th Level Abjuration

Casting Time: 1 Action

Range: Self

Components: V, S, M (a shard of black glass)

Duration: 1 Hour

You surround yourself with a shadowy mantle the deflects attacks. As long as you are not wearing armor, your AC equals 14 + your Dexterity modifier. If you are in an area of dim light or darkness, attack rolls against you have disadvantage.

Stonecrush

5th Level Conjuration

Casting Time: 1 Action

Range: 30 Feet

Components: V, S, M (a lump of earth or stone)

Duration: Concentration, Up to 1 Minute.

You conjure a Medium boulder from the Elemental Plane of Earth into a space you can see within range. If a creature is occupying that space, it must make a Dexterity saving throw or be knocked prone and take 2d6 Bludgeoning damage. When you cast the spell, and as an action on your turn, you can move the boulder up to 30 feet in one direction. Any creature it crashes into must make a Dexterity saving throw or be knocked prone, taking 2d6 Bludgeoning damage on a failed save. If it impacts more than 2 creatures in the same movement, it explodes, ending the spell. Each creature within 10 feet of where it detonated must make a Dexterity saving throw, taking 6d8 Bludgeoning damage on a failed save, or half as much on a successful one. At any time during your turn, you can detonate the shard early using a bonus action.

 

 

Shard Storm

5th Level Evocation

Casting Time: 1 Action

Range: 60 Feet

Components: V, S, M (a shard of glass)

Duration: Concentration, up to 1 Minute

You create a whirling maelstrom of invisible blades of force that fills a cylinder 40 feet tall and 20 feet across. Any creature that starts its turn in the area must make a Dexterity saving throw. On a failure, the creature takes 3d4 Slashing damage and 2d4 Force damage. On a success, it only takes the Force damage that round.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the Slashing and Force damage by 1d4 each for every two slot levels above 5th.

Starfire

5th Level Conjuration

Casting Time: 1 Action

Range: Self (100x5-foot Line)

Components: V, S, M (a glass prism that has been exposed to starlight)

Duration: Instant

You summon a beam of the fire that lives in the hearts of stars. A thin, brilliant beam of concentrated starlight shoots out from you in 100 foot line. All creatures in the line’s area must make a Dexterity saving throw, taking 10d8 Radiant damage on a failure.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the damage by 2d8 per spell level.

Thunderbolt

5th Level Evocation

Casting Time: 1 Action

Range: 10 Feet

Components: V, S, M (a pair of metal rods)

Duration: Instant

You call a single, massive lightning bolt to strike a creature you can see within range. That creature makes a Dexterity saving throw, taking 5d12 Lightning damage and 5d12 Thunder damage on a failed saving throw.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the lightning and thunder damage by 1d12 each for every slot level above 5th.

Tremorsense

5th Level Divination

Casting Time: 1 Action

Range: Touch

Components: S

Duration: 10 Minutes

You touch a willing creature and grant it the ability to sense vibrations in the ground. For the duration, the affected creature has a tremorsense (30 feet).

Vacuum Burst

5th Level Transmutation

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Instant

You expel the air from a 10-foot-radius sphere centered on a point you can see within range, then allow it to rush back in, causing a powerful implosion. Any creature within the area of the spell must make a Constitution saving throw. On a failed save, a creature takes 4d8 Thunder damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and is not stunned.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the thunder damage by 1d8 for every two slot levels above 5th

Wall of Dispel Magic

5th Level Abjuration

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Concentration, up to 1 Minute

You create a shimmering wall of magical energy that strips spells away from creatures that pass through it. The wall can be up to 40 feet long and 20 feet high, and is thinner than a sheet of parchment. You can also make the wall into a circle, with the same height and thickness, with a 20-foot radius. Any creature that passes through the barrier is affected as if by a 3rd level dispel magic spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, creatures passing through the barrier are affected by a dispel magic spell of a level equal to the slot level minus two.

Zone of Revelation

5th Level Divination (ritual)

Casting Time: 1 Action

Range: Self

Components: V, S, M (a small mirror)

Duration: Concentration, up to 10 Minutes

You create a magical ward that reveals any invisible or ethereal creatures that are inside the area. The ward is a 40-foot radius sphere centered on you that does not move with you after you cast the spell. Any creatures in the area cannot benefit from being invisible, and any creatures on the Ethereal Plane that borders the immediate area are revealed, although they do not lose any other abilities that come from being ethereal. You know the location of any creature in the area that is Tiny or larger.

 

 

6th Level Spells

Antimagic Burst

6th Level Abjuration

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Instant

Choose up to 10 creatures, objects, or magical effects within a 30 foot sphere centered on a point within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you automatically end the effects of spells one level higher for each additional spell level.

Combat Transposition

6th Level Conjuration

Casting Time: Reaction, which you take when you are targeted by an attack.

Range: 30 Feet

Components: V, S

Duration: Instant

When you are targeted by an attack, you may choose a creature you can see within range of equal size to you or smaller. If it is willing, you switch places immediately, and the other creature takes the attack if the roll is high enough to hit it. If the target it unwilling, it can make a Charisma saving throw to resist being teleported. On a success, it does not swap places with you, the casting fails, and you remain as the target of the attack.

Cometfall

6th Level Conjuration

Casting Time: 1 Action

Range: 120 Feet

Components: V, S

Duration: Instant

An icy comet strikes the ground at a point you can see within range. Each creature within 20 feet of where the meteor landed must make a Dexterity saving throw, taking 5d10 Bludgeoning and 3d10 Cold damage on a failed save, or half as much on a successful one. An affected creature must also make a Strength saving throw, being knocked prone on a failure.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the damage of both types by 1d10 per spell level.

Dishearten

6th Level Enchantment

Casting Time: 1 Action

Range: 30 Feet

Components: V

Duration: Instant

Choose up to three hostile creatures you can see within range. You slowly explain to them that their battle is pointless, that they should simply lie down and give up, weaving magic into your words all the while. All three targets must make a Wisdom saving throw. On a failure, the creature lies down on the ground (becoming prone) and drops its weapons. It stops trying to defend itself, and becomes effectively stunned, though it can still speak. It may repeat this saving throw at the start of each of its subsequent turns. A creature that succeeds its initial saving throw is unaffected, but if it fails at first then succeeds later, it can never quite shake off the feeling that fighting against you and your allies is useless. It has disadvantage on attack rolls against you and your allies for 1 minute.

Frost Aura

6th Level Abjuration

Casting Time: Bonus Action

Range: Self

Components: V, S

Duration: Concentration, up to 1 Minute

You gather an aura of arctic power around yourself, causing nearby creatures to take cold damage. At the start of each of your turns, as well as when you cast this spell, creatures within 10 feet of you must make a Constitution saving throw, taking 3d6 Cold damage on a failure, or half as much on a success. In addition, creatures that fail the save have their speed reduced by half until the end of their next turn.

 

 

Hindsight

6th Level Divination

Casting Time: 1 Minute

Range: Self

Components: V, S, M

Duration: Instant

You magically search backwards through time in the area around you. The detail of the events you witness depends on how far backwards you want to search. If you look only through recent days, you get a much more detailed understanding than if you look back years or centuries. You can only view one length of time for each casting of the spell, chosen from these options:

Days You sense the events of the past, stretching back a number of days equal to your spellcasting ability modifier (min. one). You gain detailed knowledge of the people, conversations, and events that transpired.

Weeks You gain a summary of the events of the past, stretching back a number of weeks equal to your spellcasting ability modifier (min. one). Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place.

Years You gain a general idea of the events of the past, stretching back a number of years equal to your spellcasting ability modifier (min. one). You notice only noteworthy events such as deaths, births, battles, scenes of great emotion, important discoveries, and significant happenings.

Centuries You gain a general idea of the events of the past, stretching back one century plus a number of centuries equal to your spellcasting ability modifier. You notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other truly historic happenings.

Lightning Ring

6th Level Evocation

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Concentration, up to 10 Minutes

You create a ring of lightning around your torso that shares your space. You shed bright blue-white light in a 30-foot radius for the spell’s duration. The lightning doesn’t harm you. Until the spell end, you gain the following benefits:

  • You are immune to Lightning damage
  • Any creature that enters a space within 5 feet of you or starts its turn there takes 1d10 Lightning damage

You can use an action on your turn to shoot a blast of lightning at a creature you can see within 30 feet of you. That creature makes a Dexterity saving throw, taking 4d10 Lightning damage on a failure. If it fails its save, a smaller arc of lightning bounces to another target within 10 feet of the original (if there are multiple target, the DM either choose manually or rolls to see which one is struck). The new target makes the same saving throw, taking 4d8 Lightning damage on a failure. If it fails the lightning finds a new target with the same rules as above, this time dealing 4d6 damage on a failure. If a fourth target is found, it takes 4d4 damage on a failed save, and the lightning stops. A single creature cannot be affected by this attack more than once per use.

Magma Burst

6th Level Transmutation

Casting Time: 1 Action

Range: 60 Feet

Components: V, S, M (an obsidian shard worth at least 15gp)

Duration: Instant

You turn the ground under your opponent’s feet into molten rock, burning them and then immobilizing them once it cools. All creatures in a 15-foot cube centered on a point you can see must make a Dexterity saving throw, taking 8d8 Fire damage on a failed save, or half as much on a successful one. Any creatures that failed the saving throw must then make a Strength saving throw, becoming restrained on a failure. A creature stay restrained until it succeed on a Strength check against your spell save DC. Incorporeal creatures and creatures with flying speed are not restrained.

 

 

Reave Magic

6th Level Abjuration

Casting Time: 1 Action

Range: 120 Feet

Components: V, S

Duration: Instant

This spell functions very similarly to dispel magic, except that instead of simply ending the spell effect, this spell violently rips the magic away from the targeted creature. Choose one creature within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. When you successfully remove a spell effect or effects, the creature must make a Constitution saving throw. On a failure, it takes Psychic damage equal to 1d10 times to total number of spell levels removed. For example, a creature that has had a one 4th level spell and two 2nd level spells removed would take 8d10 damage if it fails the saving throw. If the target is a spellcaster that is concentrating on a spell, you break its concentration is the spell is was focusing on was of 3rd level or lower. If it was concentrating on a spell of 4th level or higher, you make an ability check with your spellcasting ability modifier, with the same DC as for dispelling a spell as above. If you break a creature’s concentration, it takes Psychic damage equal to 1d8 times the level of the spell it was concentrating on.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you automatically end the effects of a spell on the target and automatically break concentration if the spell’s level is equal to or less than the level of the spell slot you used.

Solitude

6th Level Enchantment

Casting Time: 1 Action

Range: 60 Feet

Components: V, S, M (a scrap of black cloth)

Duration: Concentration, up to 1 Minute

You attempt to envelop the mind of a creature you can see within range with sheer darkness. The affected creature must make a Wisdom saving throw. On a failure, it is affected by the spell. An affected creature is plunged into absolute darkness within its own mind. It is considered unconscious for the duration. A creature affected in this way can make a Wisdom check against your spell save DC at the start of each of its turns. If the creature is not immune to being frightened, it makes the checks with disadvantage. Once it succeeds on three checks (the three success do not have to be consecutive) the spell ends for the creature. A creature immune to the charmed condition is unaffected by the spell.

Summons

6th Level Conjuration

Casting Time: 1 Minute

Range: 20 Feet

Components: V, S

Duration: Concentration, up to 1 Hour

You summon a single creature into a space you can see within range. The creature must be a Beast or Fey of Challenge Rating 3 or lower. The creature uses the hit point average for one of its kind, and disappears when it dies. You can summon other types of creatures based on what class you cast the spell as:

Cleric - Undead, Celestial

Wizard - Elemental, Undead

Druid - Plant, Elemental

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the maximum Challenge Rating by 1 per slot level above 6th.

Undeath to Death

6th Level Necromancy

Casting Time: 1 Action

Range: 60 Feet

Components: V, S, M (a holy symbol or symbolic item worth at least 500gp)

Duration: Instant

Up to 3 CR worth of undead creatures (Creatures of CR higher than 3 are unaffected) within 10 feet of a point you can see within range must make a Wisdom saving throw or be destroyed. If there are more than 3 CR worth of creatures in the area, the ones closest to the center of the area are destroyed first. A creature killed in this way cannot be reanimated with magic for 24 hours.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the CR limit by 2 for each spell level.

 

 

7th Level Spells

Adamantine Body

7th Level Transmutation

Casting Time: 1 Action

Range: Self

Components: V, S, M (an adamantine cube worth at least 200gp, which the spell consumes)

Duration: Concentration, up to 1 minute.

You turn your body into pure living adamantine, and your weight increases by a factor of 10. Your AC becomes 20 if it is not already higher, you gain resistance to all physical damage, and you are immune to critical hits, any effect that would push or shove you, being knocked prone (though you do not stand up if you are already prone), paralyzation, petrification, poison, stunning, unconsciousness, and any other effect that would change your form, such as polymorph or true polymorph. You have a -10 penalty to Dexterity saving throws, and a +10 bonus to Constitution saving throws. You cannot swim while under the effects of this spell, rather you sink to the bottom and can walk as though it were difficult terrain. Your base walking speed becomes 25 if it was not already lower. Your unarmed strikes deal an additional 1d6 Bludgeoning damage.

At Higher Levels. If you cast this spell with a 8th level slot or higher, the maximum duration increases by 1 minute.

Avasculate

7th Level Necromancy

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Instant

Choose one creature you can see within range. That creature must make a Constitution saving throw. On a failure, it takes 10d10 Necrotic damage and is stunned until the start of its next turn as its blood is forcibly purged from its body.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the Necrotic damage by 2d10 per spell level.

Banshee Wail

7th Level Necromancy

Casting Time: 1 Action

Range: Self (60-foot cone)

Components: V

Duration: Instant

You unleash a terrible scream that damagesdamage the bodies and souls of those who hear it. Each creature in a 60-foot cone must make a Constitution saving throw. On a failure, they take 6d8 Thunder damage and 10d8 Necrotic damage. On a success, they only take the Thunder damage. Creatures that cannot hear are unaffected.

Gravity Warp

7th Level Transmutation

Casting Time: 1 Action

Range: 65 Feet

Components: V, S, M (a black opal worth 200gp)

Duration: 1 Minute

You cause the gravity in a 20-foot radius sphere to warp violently, damaging and slowing creatures caught within. Any creature in the area must make a Constitution saving throw, taking 5d12 Force damage on a failed save, or half as much on a successful one. In addition, creatures that fail the saving throw have their speed reduced by half for the duration of the spell.

Heat Drain

7th Level Necromancy

Casting Time: 1 Action

Range: Self (20-foot radius)

Components: V, S

Duration: 1 Minute

You drain the heat from nearby living creatures. Undead and Constructs are unaffected by this spell. Each affected creature must make a Constitution saving throw, taking 5d6 Cold damage on a failed save, or half as much on a successful one, as you drain the warmth from its body. The stolen warmth fills you with vigor, granting temporary hit points equal to one-quarter of the total damage done. While you have these hit points, you have resistance to Cold damage.

Icicle Blast

7th Level Conjuration

Casting Time: 1 Action

Range: Self (Line)

Components: V, S, M (an icicle)

Duration: Instant

All creatures in a line 45 feet long radiating from you must make a Dexterity saving throw as you hurl a massive icicle. Creatures that fail the saving throw take 12d8 Cold damage, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the cold damage by 1d8 per spell level.

Oppressive Force

7th Level Transmutation

Casting Time: 1 Action

Range: 90 Feet

Components: V, S, M (a lodestone)

Duration: 18 Seconds

You create an oppressive magnetic force at the target location. Every creature in a 20 foot radius sphere centered on the point must make a Charisma saving throw or be incapacitated for the duration. An affected creature moves at one quarter of its speed. A creature can try to make the save again at the start of each of its turns. An unaffected creature that starts its turn in the area must make the save again.

 

 

8th Level Spells

Arcane Singularity

8th Level Conjuration

Casting Time: 1 Action

Range: 120 Feet

Components: V, S, M (A black pearl worth at least 500gp, which the spell consumes)

Duration: 1 Minute

You tear a hole in the boundaries between the planes at a point you can see, opening a rift to the Ever-changing Chaos of Limbo. All creatures within 40 feet of the rift at the start of their turn must make a Strength saving throw or be pulled 10 feet towards the center of the rift. At the DM’s discretion, it may attempt a Dexterity saving throw instead if there is something nearby it can hold on to. If it does so and succeeds, it is unaffected by the pull until it lets go of whatever it is holding or the rift closes. If a creature is pulled into the center, it must make a Charisma saving throw or be banished into Limbo. While there, it can attempt to come back through the rift by making a Charisma ability check. If the rift closes and it has not managed to get back through, it is stuck there forever unless it finds another means of returning. Moving away from the rift costs double movement, as if it were difficult terrain.

Black Blade of Disaster

8th Level Conjuration

Casting Time: 1 Action

Range: 5 Feet

Components: V, S, M (a tiny sword made of black diamond, worth at least 500gp)

Duration: Concentration, up to 1 Minute

You create a sword-shaped planar rift in an unoccupied space within range. If no such space is available, the sword is summoned into the nearest unoccupied space. When you cast this spell, and as an action on your turn, you can direct the blade to attack a target within 30 feet of you. Make a melee spell attack. Any Small or smaller non-magical object hit by the blade is disintegrated. A creature hit by the blade takes 5d10 Force damage. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it were a force effect. The blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade goes out of your line of sight, the spell ends.

Deep Freeze

8th Level Transmutation

Casting Time: 1 Action

Range: 40 Feet

Components: V, S, M (A bit of ice)

Duration: 1 Hour

You attempt to freeze solid a single creature you can see within range. The target creature must make a Constitution saving throw. On a failed save, its speed is reduced by half and it takes 3d6 Cold damage as its body begins to freeze. On a successful save, the creature is unaffected. A creature affected by this spell must make another Constitution saving throw at the end of each of its turns. On each failure, it takes another 3d6 Cold damage. If it successfully saves against this spell 3 times, the effect ends. If it fails the save three times, it is frozen solid and subjected to the petrified condition. The successes and failures don’t have to be consecutive, keep track of both until the target collect three of a kind. A creature with vulnerability to Cold damage and creatures made of water (such as a water weird) have disadvantage on the saving throws. If the creature is physically broken while frozen, it suffers from similar deformities when it reverts to its original state. Oozes and creatures made of water have disadvantage on any saves made against this spell. Creatures with resistance or immunity to cold damage are unaffected. If the creature is fully frozen, it thaws naturally after 1 hour, or sooner if the magic is dispelled.

Healing Rain

8th Level Conjuration

Casting Time: 1 Action

Range: Self

Components: V, S, M (a vial of rainwater, which the spell consumes)

Duration: Concentration, up to 1 Minute

You create a thin cloud of magical vapors above your head. Rain from the cloud fills a cylinder that is 30 feet high and has a 20 foot radius. It is centered on you, but does not move with you. When an ally starts their turn in the area, they regain 2d4 Hit Points.

Impale

8th Level Transmutation

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Instant

You cause a massive spike of stone to shoot out of the ground impaling a creature and dealing damage. One creature you can see within range must make a Dexterity saving throw, taking 12d10 Piercing damage on a failed save. Incorporeal creatures are not affected.

 

 

Phoenix

8th Level Abjuration

Casting Time: 1 Action

Range: 20 Feet

Components: V, S, M (a phoenix feather worth at least 200gp)

Duration: 8 Hours

Choose up to 10 creatures in the spell’s area when you cast this spell. When an affected creature would be reduced to 0 hit points, it is instead reduced to 1, creatures within 5 feet of it take 2d6 Fire damage, and the spell ends for that creature. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Polar Ray

8th Level Evocation

Casting Time: 1 Action

Range: 120 Feet

Components: V, S, M (a piece of glass or crystal carved into a snowflake)

Duration: Instant

A bright white ray of absolute cold shoots from your finger at a target. Make a ranged spell attack against the target. On a hit, it takes 12d10 Cold damage, and its speed is reduced to 0 and it cannot benefit from bonuses to its speed until the end of its next turn. On a miss, the target takes 4d8 Cold damage and is not immobilized.

At Higher Levels. When you cast this spell using a 9th level spell slot, increase the on hit damage by 3d10, and the miss damage by 2d8.

9th Level Spells

Absorption

9th Level Abjuration

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: 10 Minutes or until expended.

Spells that target you are absorbed, their energy stored to power spells of your own. Absorption absorbs only spells that target you specifically. Area of effect or multiple target spells that affect you cannot be absorbed. Once the spell is cast, you can absorb 1d4+6 spell levels. The level of each spell you absorb is subtracted from the total. If a spell is only partially absorbed (because its level exceeds the number of levels remaining to be absorbed), divide the number of spell levels left unabsorbed by the original spell level. For spells that deal damage, use the result to determine what fraction of the damage you take. For spells that create effects, use the result as a percentage chance to be affected. For example, you have three spell levels of absorption remaining and are struck by dominate person cast as a 5th level spell. Absorption absorbs three levels of the spell, resulting in a 40% chance (2/5) that you will be affected normally. If affected, any saving throw the spell allows you still applies. Likewise, if you’re struck by disintegrate cast as a 6th-level spell with four levels of absorption remaining, two levels of the spell remain, and you take only 33% (1/3) of the damage you would normally take from the spell. You can use captured spell energy to cast any spell you know or have prepared. The levels of spell energy you have stored must be equal to or greater than the level of the spell you want to cast.

Blizzard

9th Level Conjuration

Casting Time: 1 Action

Range: 100 Feet

Components: V, S, M (a handful of snow)

Duration: Concentration, up to 10 Minutes

You create a howling wintery gale that fills a cylinder 100 feet tall and 50 feet across that is centered on a point you can see within range. If it is already snowing, this spell cast be cast as a bonus action, otherwise cast it as normal. Any time a creature starts its turn in the area, it must make a Constitution saving throw, taking 2d10 Cold damage on a failed save, or half as much on a successful one. On a failed save, the target’s speed is also reduced by half until the start of its next turn. Any creature that fails three saving throws in a row is frozen solid and subjected to the petrified condition. A creature frozen in this way makes its saving throw at the start of each of its turns as usual, but doesn’t take any Cold damage on a failure. Once it succeeds three times (not in a row, but any three times after being frozen) it is unfrozen and cannot be frozen again by this casting of the spell.

 

 

Chaos Storm

9th Level Abjuration

Casting Time: 1 Action

Range: 120 Feet

Components: V, S

Duration: Concentration, up to 10 Minutes

A swirling mass of rainbow-coloured lights fill a sphere with a 30-foot radius centered on a point you can see within range. Any time a creature enters the spell’s area for the first time on a turn, or begins its turn there, roll on the table to determine the effects. Conditions applied by the spell last until the end of the affected creature’s next turn.

d12 Effect Save (If Any)
1-7 4d6 Force Damage
8 Blinded Constitution
9 Charmed Wisdom
10 Frightened Wisdom
11 Paralyzed Constitution
12 Stunned Constitution

Once a creature has failed a save against a non-damage result, reroll any non-damage result for that creature.

Elemental Disaster

9th Level Conjuration

Casting Time: 1 Action

Range: 100 Feet

Components: V, S

Duration: Concentration, up to 1 Minute

You summon a whirling storm of stones, ice, lightning, and flames that assaults a 25-foot radius sphere centered on a point you can see within range. Each creature that starts its turn in the spell’s area must make a Dexterity saving throw, taking 2d6 Bludgeoning, 2d6 Fire, 2d6 Lightning, and 2d6 Cold damage on a failed save. A successful save halves the damage for that round.

Empower

9th Level Enchantment

Casting Time: 1 Action

Range: 15 Feet

Components: V, S, M (a diamond rod worth at least 2500gp)

Duration: Concentration, up to 10 Minutes

You grant nearby allies improved strength and agility. Choose up to 4 creatures in range. Those creature’s Strength and Dexterity scores increase by 1d8+2 each. This spell cannot increase an ability score beyond 30.

Greater Enervation

9th Level Necromancy

Casting Time: 1 Action

Range: 60 Feet

Components: V, S

Duration: Instant

Choose up to three creatures you can see within range. Each creature must make a Charisma saving throw. On a failure, a creature takes a penalty to attack rolls, ability checks and saves, and death saving throws equal to 1d10 + your spellcasting ability modifier. This effect can only be ended by use of the wish or greater restoration spells.

Mind Stab

9th Level Enchantment

Casting Time: 1 Action

Range: 30 Feet

Components: S, M (a knife with a ruby blade, worth at least 1500gp)

Duration: Instant

You attack a target’s mind directly, causing massive amounts of suffering. Choose one creature you can see within range. That creature must make a Wisdom saving throw, taking 25d8 Psychic damage on a failure. Any creature immune to being charmed in unaffected by this spell.

Soul Lance

9th Level Necromancy

Casting Time: 1 Action

Range: Self (Line)

Components: V, S, M (a human skull)

Duration: Instant

You fire a devastating beam of pure death energy that passes through creatures it hits. All creatures in a line 65 feet long radiating out from you must make a Constitution saving throw. On a failure, affected creatures take 22d12 Necrotic damage, or half as much on a successful save. Creatures that fail the save also have their hit point maximum reduced by an amount equal to half the damage taken.

 

 

Changelog

v1.00 (2/18/2016)

Converted into document form for ease of use across multiple platforms. Several changes have been made, mostly to spell schools and spell lists. Several spells have been removed from some class’ spell lists for thematic reasons (mostly Bard, sorry bards D: ) and added to others. Some other balancing changes have been made, but they are too many and too minor to list here in full detail. So take this edition as Version One, and I’ll track any changes from here on out. [/speech]

v1.10 (2/23/2016)

Class spell lists have been added to the front of the document, and I’ve added 24 new spells, mostly abjuration and divination, with plenty of bard spells to make up for the relative lack of them from before:

Cantrips: Dazzle,. Zen Archery

1st Level: Listening Coin

2nd Level: Angelskin, Awakening, Battle Hymn, Mantle of Faith

3rd Level: Arrow-ward, Last Word, War Cry, Whirling Wards

4th Level: Awareness, Forceward, Hammer of the Gods, Warmind

5th Level: Berserk, Normalize, Shadow-ward, Wall of Dispel Magic, Zone of Revelation

6th Level: Hindsight, Reave Magic, Solitude

Also removed the Veil spell, as it’s just a useless copy of Seeming, which I just recently read. Removed more obsolete references to 3.x terminology.

v1.20 (2/29/2016)

Some class spell list changes, and some balancing fixes:

0-Level (Cantrips)

Removed: Lightning Lash, Push/Pull, Read Magic, Summon Instrument, Ethereal Shield, Ethereal Weapon.

Hand of Blight: name changed to Blightclaw

Earth Blast: Removed from Wizard list. Mechanic changed. Range reduced to 30. Now uses d6’s instead of d4’s

Ice Jet: Range increased to 90 feet.

Rainbow Bolt: Removed from Druid List, Added to Warlock and Bard lists. Added 2 additional damage types to the table to make it a d8 roll. Range increased to 90 feet.

Static Shock: Range changes to 60 feet, damage to initial target changed to 1d6 instead of 1d4.

Stonefist: Removed from Wizard list.

Vigor: Duration changes to 10 minutes, now includes CON mod in the THP

Zen Archery: Changed to Concentration.

1st Level

Removed: Arrowmind, Erase, Fire Arrow, Hush, Remove Fear, Scorching Burst, Searing Shot, Thunderous Shot, Ventriloquism, Wrathful Shot.

Armaments of the Forest: Language changed to specify that the weapons are magical for the purpose of defeating damage resistance. Duration increased to 10 minutes

Buoyancy: Removed Verbal component. Material component no longer consumed.

Explosion: Damage changed to 1d4+1 at 1st level, and slot level scaling has been changed to match it.

Listening Coin: Moved to 2nd level. Added concentration. Changed slot level scaling.

Sandblaster: Removed the blindness rider completely.

Searing Light: Now includes advantage for the attack roll against undeads and oozes. Now does half damage to undead/oozes on a miss instead of 2d6 additional damage. Slot level scaling has been changed to reflect this.

Snowshoes: Added to Wizard spell list. Range changed from Touch to 10 feet. Language changed to make it more useful in more situations. Added level scaling to affect more targets.

Summons: Moved to 6th level. Base CR changed to 3. Removed from Warlock spell list. Druid additional creature types changed from plant/monstrosity to plant/elemental (more changes will probably be needed)

2nd Level

Removed: Battering Ram, Branding Shot, Toxic Arrow.

Arrow of Light: Line length changed to 60 feet.

Astral Seal: Healing changed to 1d8 from 1d6.

Aura of Deflection: Added to Bard, Cleric spell lists.

Battle Hymn: Added to paladin spell list.

Binding Winds: Now only affects weapon attacks, melee attacks can be made but with disadvantage.

Creeping Cold: Material component no longer has GP requirement.

Chill Metal: No longer includes a clause about dropping worn armor.

Entangling Force: Duration changed to 1 Minute. Changed the automatic damage clause to no longer require action by the caster.

Ice Axe: Added to Ranger spell list.

Pull of the Abyss: Casting time changed to 1 Action. Slot level scaling slightly reduced.

Repel: Added save for creature impact damage, changed slot scaling text to be more accurate.

3rd Level

Removed: Blinding Shot, Tree Shape.

Acid Sheath: Casting Time changed to 1 action. Language changed to be more clear about when Acid damage is taken.

Aura of Repulsion: Duration changed to 10 minutes. Changed from Wisdom to Strength checks. Removed slot level scaling.

Cyclone Blast: Removed from Warlock spell list, added to Wizard spell list.

Supercharge: Language changed to make clear when the spell ends.

 

 

4th Level

Removed: Flamepath, Rimefire Arrow, Staggering Shot.

Absolution: Reduced slot level scaling from 10 to 5.

Aura of Evasion: Range reduced to 30 Feet (from 40).

Commune with Stone: Removed the Ritual tag.

Hammer of the Gods: AoE radius reduced to 15 feet (from 20)

Warmind: Added language that specifies the ending of the spell when you no longer are holding the bonded weapon.

5th Level

Removed: Banishing Shot, Earth Rupture, Shadow Evocation, Zealot’s Fire.

Astral Shield: Casting Time changed from 1 Round to 1 Action

Mark of Justice: Removed section about the target being restrained.

6th Level

Removed: Darkflame Blast, Forcewave, Gembomb.

Frost Aura: Removed slot level scaling

7th Level

Removed: Ball Lightning.

8th Level

Removed: Drown.

Deep Freeze: Added clause about disadvantage on saving throws if vulnerable to Cold or made of water.

v1.21 (3/3/2016) Balancing (hopefully)

1st Level

Changed Buyoancy to a Reaction cast time.

Removed Sandblaster’s now-obsolete blindness reference.

Added Searing Light to the Druid spell list.

2nd Level

Changed Angelskin’s casting time to 1 Action. Reworded the damage disavantage to only affect melee damage. Added Radiant resistance.

Reduced Arc of Lightning’s damage from 4d6 to 2d8. Changed slot level scaling to match. Removed from Druid spell list. Removed Reaction inhibition.

Increased Arrow of Light’s damage to 5d6. Changed scaling to match. Now has save for none. Removed from Ranger spell list. Converted from attack roll to saving throw.

Removed Astral Seal.

Removed Aura of Deflection.

Removed Awakening.

Removed Battle Hymn.

Removed Binding Winds.

Changed the function of Creeping Cold.

Removed Chill Metal.

Removed the speed reduction function of Cold Snap. Increased the damage to 3d10, now has save for none.

Reduced the extra damage from Entangling Force and added a bonus action requirement. Changed the slot level scaling to specify a radius for targeting additional creatures.

Removed Glitterdust.

Changed the material component for Ice Axe. Removed from Ranger and Warlock spell lists.

Changed the speed reduction on Icy Rays from 100% to 10 feet.

Removed Mantle of Faith.

Changed some of the language for Rain-bow. Removed from Paladin and Ranger spell lists.

Removed Repel.

Removed Snap.

Changed the push from Waterspout to be limited to 15 feet. Reduced the damage at 2nd level, added damage scaling at higher slot levels.

3rd Level

Removed the control riders for Chill Strike, as well as reducing its damage scaling.

Removed Force Hammer from the Warlock spell list.

Added a clause to Frost Razors that specifies that unblooded creatures do not take damage from bleeding.

Reduced the damage from Thunderlance to 2d10 (from 2d12). Changed slot level scaling to match.

Reduced the damage absorption from Whirling Wards to 3 x SAM (from 5x)

4th Level

Reduced the damage from Chilling Cloud to 4d6 (from 5d6)

Removed the disadvantage clause from Darkfire’s Breathe option. Changed the slot level scaling for Darkfire.

Reduced the overall damage and damage scaling for Dreadtheft.

Reduced the damage of Hammer of the Gods from 8d8 to 6d8.

Changed the function of Ice Armor. This one probably also needs more work

Specified an AoE for Scintillating Sphere.

Reduced the AoE for Shout. Reduced Shout’s starting damage and damage scaling. Removed the extended deafened duration for slot level scaling.

Reduced the AoE for Templar’s Wrath. Changed the control rider into the frightened condition. Reduced the damage scaling for Templar’s Wrath.

Removed Warmind from the Warlock spell list.

5th Level

Removed Aether Waves from the Paladin, Ranger, and Warlock spell lists. Added to Sorcerer spell list.

Removed Barrier form the Warlock spell list. Changed the shield generation to 6d10 (from 6d12)

Reduced Blindsight’s duration from 1 hour to 10 minutes.

Removed Hailstones from the Ranger spell list.

Reduced the damage from Stonecrush’s initial conjuring by 1d6. Changed the detonation damage to 6d8 (from 8d6) Now requires a bonus action to detonate early.

Reduced Shard Storm’s AoE to a 10-foot radius (from 15) Fixed the range (is now 60)

Changed Thunderbolt to use d12’s.

v1.22 (1/11/2024) (You are here)

Hombrewery Conversion