Complete Arcane Spells

Apparition

4th-level illusion


  • Casting Time: 1 action
  • Range: touch
  • Components: S
  • Duration: 10 minutes

You touch a creature, the face of which takes on a horrible and terrifying appearance. You can create nearly any combination of hideous features--Blue skin, parrot face, elephantine nose, rotting tusks, or worse--although you cannot duplicate the appearance of any specific creature.

When a creature enters or starts its turn within 10 feet of the face you have created, the creature affected can force it to make a Wisdom saving throw using your spell save DC if it isn't incapacitated and can see the creature. If the saving throw fails the creature is frightened of the bearer of the face until the start of its next turn.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the face until the start of its next turn, when it can avert its eyes again. If the creature looks at the face in the meantime, it must immediately make the save.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to create a face with a beak, objects pass through the beak, and anyone who touches it would feel nothing or would feel the creature's real face.

To discern the face is a disguise, a creature can use its action to inspect the face and must succeed on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image and does not need to make any saving throws from seeing it.

(Sorcerer, Warlock)

Arc of Lightning

5th-level conjuration


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

A stroke of lightning leaps in a 5 foot wide line between two creatures of your choice within range. Each creature in the line, including the two at the start and end of the line, must make a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

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

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

(Wizard, Sorcerer, Warlock)

Backbiter

1st-level necromancy


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

You enchant a weapon or held item within range to harm the user. The next time a creature uses the item to make an attack, it must succeed on a Dexterity saving throw or be damaged by the attack instead of the intended target.

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

(Artificer, Cleric, Warlock, Wizard)

Blackfire

8th-level necromancy


  • Casting Time: 1 action
  • Range: 90 ft
  • Components: V, S, M (a pinch of vampire dust)
  • Duration: Concentration, up to 8 hours.

You unleash a wave of communicable necrotic flame on a creature within range. The creature must make a Constitution saving throw or be poisoned for the duration of the spell, and has disadvantage on Constitution and Strength saving throws while poisoned in this manner. A creature that starts its turn within 5 feet of a creature affected by blackfire must also make a saving throw or be poisoned by the spell.

(Cleric, Warlock, Wizard)

Burning Blood

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (a lizard's skin)
  • Duration: Concentration, up to 1 minute.

You reach out and unleash a force of corrosive taint inside a creature within range. Make a ranged spell attack against the creature. On a hit, the creature's body is assaulted by a hot, burning infusion. The creature must make a Constitution saving throw at the start of each of its turns or take 1d8 acid damage and 1d8 fire damage.

(Artificer, Sorcerer, Warlock, Wizard)

Defenestration

3rd-level transmutation


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

One creature or loose object of your choice that you can see within range flies in an arc up to 60 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface or another creature. The spell can fling a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

If the creature would impact against another creature, that creature must make a Dexterity saving throw. On a failed save, the creature strikes the target and stops moving. When the creature strikes something, the creature and what it strikes each take 4d8 bludgeoning damage.

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

(Artificer, Cleric, Sorcerer, Wizard)

Force Whip

3rd-level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (a strand of silk)
  • Duration: Concentration, up to 10 minutes.

You form a thunderous whip in your free hand, which lasts for the duration. If you let go of the whip, it disappears, but you can reform the weapon again as a bonus action.

You can use your action to make a melee spell attack with the condensed thunder. On a hit, the target takes 3d6 thunder damage. If you hit a beast with the whip it must make a Wisdom saving throw or be frightened of you until the end of its next turn. Once the beast has made its saving throw, it must make an additional wisdom saving throw to enter within 10 feet of you. On a failed save the creature cannot enter within this range. On a success, the spell ends for that creature. If the creature starts its turn within 10 feet of you the spell, it automatically succeeds on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every two slot levels above 3rd.

(Artificer, Bard)

Freezing Fog

3rd-level conjuration


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

You create a 20-foot-radius sphere of icy fog centered on a point within range and turns it into difficult terrain for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone and a Constitution saving throw or take 1d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by 20 feet for each slot level above 3rd.

(Druid, Sorcerer)

Illusory Pit

7th-level illusion


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

You create the image of a bottomless pit that is no larger than a 30-foot square centered on a point within range.

A creature that starts its turn or enters within 5 feet of the pit must make a Wisdom saving throw. On a failed save the creature is stunned until the end of its next turn. On a successful save the creature isn't stunned, but a creature directly over the pit still falls prone and attempts to save itself from falling.

Physical interaction with the pit reveals it to be an illusion, because things can pass through it, although a creature must succeed the saving throw before it realizes this. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and no longer needs to make a saving throw to pass by it.

(Warlock, Wizard)

Reciprocal Gyre

5th-level abjuration


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

You manipulate the weave, forming a damaging feedback of damage on a creature. Make a ranged spell attack against one creature within range. On the end of its turns, the creature must make a Constitution saving throw or take 1d6 force damage for each spell effecting it. The creature also takes 1d6 force damage each time it is the target of a spell.

(Artificer, Bard, Sorcerer, Warlock, Wizard)

Spiritwall

4th-level necromancy


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S, M (a clear cut gemstone)
  • Duration: Concentration, up to 1 minute.

You create a barrier made of moaning spirits on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 necrotic damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, gives of inhuman and otherworldly moans. A creature that enters within 10 feet of the wall on this side must make a Wisdom saving throw or be frightened of the spirits making up the wall. No sound is heard on the wall's other side. Creatures expend 4 additional feet of movement for each foot they travel through the wall.

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

(Cleric, Wizard)

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