Additional Spells

Artificer Spells

1st Level

  • Ice Gauntlet
  • Protection from Petrification
  • Sigil of Alacrity
  • Sigil of Chains
2nd Level

  • Concurrent Infusions
  • Energise Potion
  • Overwhelming Poison
  • Protection from Normal Missiles
  • Sigil of Fear
  • Sigil of Silence
  • Strength
  • Tooth of Knowledge
  • Vocalize
  • Wand Modulation
3rd Level

  • Diamond Steel
  • Earth Hammer
  • Sigil of Flame
  • Sigil of Summoning
  • Skull Trap
  • Spell Deflection
  • Teleport Field
  • Umbral Weapon
4th Level

  • Clairvoyance
  • Fracturing Weapon
5th Level

  • Wall of Dispel Magic

Bard Spells

1st Level

  • Incite
  • Love Bite
  • Peacebond, False
2nd Level

  • Luck
  • Memory Burn
  • Nightmare Symphony
  • Power Word: Blind
  • Power Word: Deafen
  • Power Word: Weaken
  • Power Word: Sleep
  • Protection from Fear
  • Strength
  • Vertigo
  • Vocalize
3rd Level

  • Harmonic Chorus
  • Listening Coin
  • Miscast Magic
  • Out of Sight
  • Power Word: Sicken
  • Teleport Field
  • Tormenting Thirst
  • Umbral Weapon
  • Wave of Apathy
4th Level

  • Baleful Blink
  • Bewildering Repetition
  • Celebration
  • Dimensional Anchor
  • Power Word: Disable
  • Power Word: Maladroit
  • Rall's Flameroar
  • Vertigo Field
  • Vivid Nightmare
5th Level

  • False Sending
  • Glimpse of Eternity
  • Greater Malison
  • Power Word: Distract
  • Power Word: Fatigue
  • Unspoken Name
  • Unwilling Shield
  • Wall of Dispel Magic
6th Level

  • Power Word: Nauseate
  • Teleport, Baleful
7th Level

  • Power Word: Silence
  • Sphere of Chaos
8th Level

  • Demand
  • Heaven's Trumpet
  • Nine Lives
  • Power Word: Petrify
9th Level

  • Fanfare
  • Wail of the Banshee

Cleric Spells

Cantrips

  • Divine Mark
  • Radiant Lance
1st Level

  • Love Bite
  • Peacebond
  • Protection from Petrification
  • Vision of the After
2nd Level

  • Chant
  • Draw Upon Holy Might
  • Hold Undead
  • Holy Fire
  • Luck
  • Outbreak
  • Protection from Fear
3rd Level

  • Diamond Steel
  • Hand of the Faithful
  • Miscast Magic
  • Revenance
  • Unspoken Name
  • Zone of Sweet Air
4th Level

  • Dimensional Anchor
  • Farsight
  • Un/Holy Smite
  • Zone of Revelation
5th Level

  • Bolt of Glory
  • False Sending
  • Unwilling Shield
  • Wall of Dispel Magic
  • Zone of Peace
6th Level

  • Plague Bearer
  • Wondrous Recall
7th Level

  • Ultimate Penitence
8th Level

  • Heaven's Trumpet
  • Nine Lives

Druid Spells

Cantrips

  • Divine Mark
  • Jade Shuriken
1st Level

  • Jade Counter
  • Naturalised Magic
  • Protection from Petrification
2nd Level

  • Clarifying Cold
  • Draw Upon Holy Might
  • Hold Animal
  • Jade Choker
  • Outbreak
  • Pocketful of Vipers
  • Protection from Fear
  • Spirit Echo
3rd Level

  • Equilibrium of Function
  • Jade Blossom
  • Zone of Sweet Air
4th Level

  • Dimensional Anchor
  • Farsight
  • Ice Lance
  • Invoke Elements
  • Jade Lightning
  • Languor
  • Osmosis
  • Poison
5th Level

  • Jade Idol
  • Unicorn Blood
  • Wall of Dispel Magic
6th Level

  • Jade Flesh
  • Plague Bearer
  • Wondrous Recall
7th Level

  • Jade Goal
  • Great Worm of the Earth
  • Nature's Beauty
  • Vulnerability
8th Level

  • Deadfall
  • Jade Staff
9th Level

  • Cometfall
  • Jade Roots

Paladin Spells

1st Level

  • Glorious Barding
  • Peacebond
  • Protective Aegis
  • Protection from Petrification
2nd Level

  • Awaken Sin
  • Chant
  • Hold Undead
  • Luck
  • Protection from Fear
  • Sacrificial Strike
  • Rebuke Magic
  • Widen Auras
3rd Level

  • Avert the End
  • Diamond Steel
  • Hammer of Righteousness
  • Holy Steed
  • Miscast Magic
  • Revenance
  • Zone of Sweet Air
4th Level

  • Encompassing Aegis
  • Un/Holy Smite
5th Level

  • Bolt of Glory
  • Final Contract
  • Life Shell
  • Unwilling Shield
  • Wall of Dispel Magic
  • Zone of Peace

Ranger spells

1st Level

  • Unprepared for the Fight
2nd Level

  • Hold Animal
  • Hunter's Mercy
  • Outbreak
  • Overwhelming Poison
  • Pocketful of Vipers
  • Rebuke Magic
3rd Level

  • Earth Hammer
  • Miscast Magic
  • Zone of Sweet Air
4th Level

  • Farsight
  • Fracturing Weapon
  • Languor
  • Poison
5th Level

  • Unicorn Blood

Sorcerer Spells

Cantrips

  • Larloch's Minor Drain
1st Level

  • Ice Gauntlet
  • Peacebond
2nd Level

  • Chaos Barrage
  • Hoard Life
  • Memory Burn
  • Outbreak
  • Power Word: Blind
  • Power Word: Deafen
  • Power Word: Weaken
  • Power Word: Sleep
  • Protection from Normal Missiles
  • Spell Deflection
  • Strength
  • Vocalize
  • Vertigo
3rd Level

  • Consume Magic
  • Ghoul Touch
  • Mana Flux
  • Power Word: Sicken
  • Skull Trap
  • Spelltheft
  • Teleport Field
  • Tormenting Thirst
  • Unspoken Name
4th Level

  • Baleful Blink
  • Clairvoyance
  • Dimensional Anchor
  • Power Word: Disable
  • Power Word: Maladroit
  • Rall's Flameroar
  • Vertigo Field
  • Vivid Nightmare
  • Wall of Dispel Magic
  • Zone of Revelation
5th Level

  • Glimpse of Eternity
  • Greater Malison
  • Jumping Flames
  • Object Possession
  • Power Word: Distract
  • Power Word: Fatigue
  • Zone of Peace
6th Level

  • Magma Opus
  • Power Word: Nauseate
  • Teleport, Baleful
  • Time Warp
  • Vulnerability
7th Level

  • Bite of the King
  • Power Word: Silence
  • Spell Turning
  • Spellschool Immunity
  • Sphere of Chaos
  • Temporal Divergence
8th Level

  • Demand
  • Heat Drain
  • Power Word: Petrify
9th Level

  • Apex Chaos
  • Improved Alacrity
  • Wail of the Banshee

Warlock Spells

Cantrips

  • Larloch's Minor Drain
1st level

  • Sigil of Alacrity
  • Sigil of Chains
2nd Level

  • Cursed Pain
  • Memory Burn
  • Power Word: Blind
  • Power Word: Deafen
  • Power Word: Weaken
  • Power Word: Sleep
  • Sigil of Fear
  • Sigil of Silence
  • Strength
  • Vocalize
3rd Level

  • Enhance Familiar
  • Ghoul Touch
  • Power Word: Sicken
  • Sigil of Flame
  • Sigil of Summoning
  • Skull Trap
  • Teleport Field
4th Level

  • Clairvoyance
  • Dimensional Anchor
  • Power Word: Disable
  • Power Word: Maladroit
  • Rall's Flameroar
  • Vivid Nightmare
5th Level

  • Brawl
  • Flame Crash
  • Glimpse of Eternity
  • Jumping Flames
  • Object Possession
  • Power Word: Distract
  • Power Word: Fatigue
  • Wall of Dispel Magic
6th Level

  • Power Word: Nauseate
7th Level

  • Bite of the King
  • Power Word: Silence
  • Soul Mirror
  • Spellschool Immunity
  • Sphere of Chaos
  • Vulnerability
8th Level

  • Heat Drain
  • Power Word: Petrify
9th Level

  • Apocalypse
  • Improved Alacrity
  • Wail of the Banshee

Wizard Spells

Cantrips

  • Faedryl's Black Candle
  • Faedryl's Shadow Spikes
  • Larloch's Minor Drain
1st Level

  • Faedryl's Shadow Senses
  • Faedryl's Shadowfrost Missiles
  • Faedryl's Umbral Garrotte
  • Ice Gauntlet
  • Peacebond
  • Peacebond, False
2nd Level

  • Faedryl's Blackout
  • Faedryl's Dancing Shadows
  • Faedryl's Grappling Shades
  • Outbreak
  • Power Word: Blind
  • Power Word: Deafen
  • Power Word: Weaken
  • Power Word: Sleep
  • Protection from Normal Missiles
  • Strength
  • Vertigo
  • Vocalize
3rd Level

  • Enhance Familiar
  • Faedryl's Black Fireball
  • Faedryl's Shadow Ink
  • Ghoul Touch
  • Out of Sight
  • Power Word: Sicken
  • Skull Trap
  • Spell Deflection
  • Teleport Field
  • Tormenting Thirst
  • Unspoken Name
4th Level

  • Baleful Blink
  • Dimensional Anchor
  • Clairvoyance
  • Faedryl's Failure of the Flesh
  • Faedryl's Shadowvision
  • Power Word: Disable
  • Power Word: Maladroit
  • Rall's Flameroar
  • Vertigo Field
  • Vivid Nightmare
  • Zone of Revelation
5th Level

  • Brawl
  • Faedryl's Soul Shatter
  • False Sending
  • Glimpse of Eternity
  • Greater Malison
  • Jumping Flames
  • Object Possession
  • Power Word: Distract
  • Power Word: Fatigue
  • Wall of Dispel Magic
  • Zone of Peace
6th Level

  • Faedryl's Fling into Shadow
  • Magma Opus
  • Power Word: Nauseate
  • Teleport, Baleful
  • Temporal Divergence
  • Time Warp
  • Vulnerability
7th Level

  • Faedryl's Umbral Tomb
  • Power Word: Silence
  • Spellschool Immunity
  • Spell Turning
8th Level

  • Demand
  • Faedryl's Crown of Shadowflame
  • Heat Drain
  • Power Word: Petrify
9th Level

  • Apocalypse
  • Faedryl's Consumptive Shadows
  • Faedryl's Shadowfrost Clone
  • Improved Alacrity
  • Wail of the Banshee

Avert the End

3rd Level Conjuration


  • Casting Time: 1 reaction or action
  • Range: 30'
  • Components: V
  • Duration: Instantaneous
  • Classes: Paladin

As a reaction to a creature you can see taking damage or being subject to an effect that would kill them, you can utter a word to negate the damage or effect on the creature and teleport them from the battlefield to a sanctuary you have designated previously. If you cast this without designating a sanctuary, the spell has no effect.

You can designate a sanctuary by casting this spell as an action within a location you choose. You may only have one sanctuary designated at a time.

Apex Chaos

9th level Evocation


  • Casting Time: 1 action
  • Range: Self (120ft radius)
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer

When you cast this spell you unleash a barrage of 10 chaotic spells, all determined at random by rolling on the table below. These spells do not require Concentration, and instead last their full duration. The targets are chosen randomly from enemy creatures within the spell's range, and the spells bypass normal range requirements.

Spells cast by Apex Chaos are treated as being cast from a 5th level spell slot, unless they are normally higher.

d20 Roll Spell
1 Chill Touch
2 Magic Missile
3 Memory Burn
4 Hold Monster
5 Scorching Ray
6 Earthbind
7 Hold Person
8 Synaptic Static
9 Bestow Curse
d20 Roll Spell
10 Chaos Barrage
11 Slow
12 Stinking Cloud
13 Confusion
14 Black Tentacles
15 Watery Sphere
16 Flesh to Stone
17 Scatter
18 Finger of Death
19 Power Word: Stun
20 Roll again, twice.

Apocalypse

9th level Evocation


  • Casting Time: 1 day
  • Range: Self (200 mile radius)
  • Components: V, S, M
  • Duration: Instantaneous
  • Classes: Wizard, Warlock

One of the most vile spells ever devised, it promises absolute devastation. All creatures and objects in the area, including the caster take 6d6 fire, 6d6 acid, and 6d6 thunder damage. This damage bypasses damage resistances and immunities. Typically this spells levels forests, collapses mountains, and exterminates cities.

Merely knowing this spell is enough to give off a distinct aura of evil intent to all those who adhere to the path of good, and is likely to earn you the attention of the celestial hosts.

Awaken Sin

2nd level Enchantment


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

You call up the sins of a creature, assailing their mind with regret. The target creature must make a wisdom saving throw or take 4d10 psychic damage and be stunned until the end of your next turn. A successful save halves the damage taken and negates the stun.

4th level Transmutation


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V
  • Duration: Concentration (up to 1 minute)
  • Classes: Bard, Sorcerer, Wizard

An offensive application of the Blink spell causes the target to wink in and out of the Ethereal plane at the worst possible moments - for them. Choose a target within range. Whenever they make an attack roll, cast a spell, or use any other similar feature that affects another creature (such as a dragon's breath weapon) roll a d6. On a 4, 5, or 6, this takes effect normally. On a 1, 2, or 3 the creature blinks out of existence at the worst moment and the attack/spell/feature is wasted (including any spell slots). This only takes effect when the creature is acting against others. For example, if they cast Cure Wounds on themselves, there is no chance of it failing. Offensive actions against the creature are unaffected as it only takes effect when the afflicted is trying to act against another.

An afflicted creature can make a constitution saving throw at the end of each of their turns to end the effect early.

Bewildering Repetition

3rd level Enchantment


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Concentration (up to 1 minute)
  • Classes: Bard

Your spell wraps around the mind of one of your foes, forcing them to repeat themselves. The target must make a Wisdom saving throw or on their next turn must repeat their last turn's actions exactly - if they moved, they must move in the same direction and the same distance. Their action and bonus actions, if any, must be repeated against the same relative space to them at that point in their turn, even if it would hit or target nothing. If movement or an action is impossible, for example due to a physical object in their path, they lose it, and do not get to choose to do a different action instead. They must still attempt to cast the spell until they have exhausted their spell slots capable of doing so (though they cannot use higher level spell slots to upcast the spell - the action must be repeated exactly).

They must repeat this each turn until the spell ends. The target may make a new saving throw at the end of each turn to end the effect early.

Bite of the King

7th level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration (up to 1 minute)
  • Classes: Sorcerer, Warlock, Druid

Your mouth opens impossibly wide and engulfs your foe, before returning to normal size, leaving no trace of your foe, nor any change to your body. By successfully hitting with a melee spell attack you consume an enemy creature no greater than one size larger than you, and send them to a 'stomach dimension'. They take 3d8 bludgeoning and 2d8 acid damage at the end of each of your turns while inside. They are blinded, restrained, and otherwise are otherwise entirely untargetable by anything as they reside in an extradimensional space. The creature inside can cut their way out by dealing a total of 50 slashing or piercing damage to the stomach dimension (AC20). Damage to the stomach dimension does not harm you, nor provoke concentration checks. When the spell ends, or if they cut themselves free, the target creature appears in an unoccupied space adjacent to you.

Bolt of Glory

5th level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S M (a holy symbol)
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

You summon a bolt of radiant energy from the skies to strike at a single creature as a ranged spell attack. The bolt deals 6d12 radiant damage on a successful hit. This attack has Advantage against fiends, undead and aberrations, and the same creatures are Vulnerable to the damage taken. Celestial creatures are immune to this damage.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage die is increased by 1d12 for each level above 5th.

Brawl

5th level Enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V S M (a shard of a weapon)
  • Duration: Concentration (up to 1 minute).
  • Classes: Wizard, Warlock

Choose a point within range. All creatures within a 30ft radius must succeed on a Wisdom saving throw or be forced to immediately move as close to the point as they can. They must then spend their turns making weapon attacks against the closest creature to them, to the exception of all else.

A creature who fails their saving throw can make an additional saving throw to end the effect early whenever they take damage.

Celebration

4th Level Enchantment


  • Casting Time: 1 action
  • Range: Self (15ft radius)
  • Components: V, S
  • Duration: Concentration (up to 1 minute)
  • Classes: Bard

Your celebratory song cause creatures in the area to become artificially intoxicated. Creatures other than you within range must make a wisdom saving throw or immediately gain one level of exhaustion. On each of your turns you can use your action to continue the song, forcing another saving throw on creatures within the radius. If you choose not to do so the spell maintains itself, and can be continued in a later round.

If a creature reaches six levels of exhaustion as a result of this spell, they do not die, but instead fall unconscious in a happy drunk slumber. A creature loses all levels of exhaustion once the spell has ended.

Chant

2nd Level Conjuration


  • Casting Time: 1 action
  • Range: Self (15' Radius)
  • Components: V S
  • Duration: Concentration (up to 1 minute)
  • Classes: Cleric, Paladin

By means of their chant, the caster brings special favour upon their allies and harms on their enemies. Friendly creatures in the area of effect have +1 to attack and damage rolls, and enemy creatures in the area have -1 to attack and damage rolls, and saving throws. You must chant in a clear voice. Any interruption in your chanting, such as a silence spell, or speaking or casting another spell, ends this spell.

Clarifying Cold

2nd level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 1 round
  • Classes: Druid

You chill yourself with cold magic that sharpens your mind and heals your body. You regain 3d8 hit points. In addition, if you cast a spell with a spell slot of 2nd level or lower before the end of your next turn, you do not expend a spell slot.

At Higher Levels. When cast from a spell slot of 3rd level or higher, the healing is increased by 1d8 for each spell slot level. You also increase the level of the spell slot not expended appropriately.

Chaos Barrage

2nd Level Evocation


  • Casting Time: 1 action
  • Range: 120ft
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer

You call up magic to bombard your weakest foes. You create two bolts of pure magic, of a damage type as rolled on the table below. They target the enemy creature with the lowest current health while within range, in sequence, making a separate ranged spell attack for each bolt. On a hit, the target takes 3d8 of the damage type rolled.

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

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt of magic.

Clairvoyance

4th Level Divination, Ritual


  • Casting Time: 1 action
  • Range: Self.
  • Components: V S M (a piece of parchment, worth at least 1sp)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard, Artificer

When this spell is cast the geographical features of the horizontal plane the caster is on are mapped out onto the parchment held, within a 100' radius of the caster. This does reveal 'secret' doors/areas, however does not show any creatures or their movements, and only applies to the single level of elevation that the caster is on, it does not extend above or below.

Cometfall

9th Level Conjuration


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V
  • Duration: 1d4 rounds
  • Classes: Druid

This spell can only be cast outside; casting it indoors or underground causes the spell to fail. When you cast this spell you designate three creatures or objects within range. From on high, a frozen comet streams down to strike each of them dealing 4d8 bludgeoning damage and 8d4 cold damage to them, and stunning them until the start of your next turn. A successful dexterity save halves the damage taken and negates the stun.

The comet impacts leave shattered stones and ice, creating difficult terrain in a 5ft radius of their impact.

A further set of comets rains down at the start of each of your turns for the duration against the same targets. As an action you can change the targets of Cometfall.

Concurrent Infusions

2nd Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: M
  • Duration: 24 hours
  • Classes: Artificer

You cast this spell as part of infusing an item at the end of a long rest. One object you touch as part of casting this spell becomes able to bear one additional infusion at the same time. The infusion must still be appropriate for the type of item you're infusing.

Alternatively, this now allows you to infuse an already magical item, so long as the infusion does not contribute to the same numerical bonus. For example, you could infuse a Flametongue Longsword with Enhanced Weapon, but could not do the same to a +1 Longsword, because they both have the same type of bonus.

When cast from a spell slot above 2nd level, the item can hold an additional infusion for each level above 2nd.

Consume Magic

3rd Level Abujuration


  • Casting Time: 1 action
  • Range: 120ft.
  • Components: V S
  • Duration: Instantaneous
  • Classes: Sorcerer

Choose a creature you can see within range. You remove one ongoing magical effect from that creature, and regain an expended spell slot equal to the level of the magical effect you removed. If you have no expended spell slot of the same level, you regain one a level lower.

If the magical effect is from a spell slot above 3rd level, you must succeed on a spellcasting ability check with a DC of 10 + the spell level, otherwise Consume Magic fails.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Cursed Pain

2nd Level Necromancy


  • Casting Time: 1 action
  • Range: 60'
  • Components: V S M (a piece of bone)
  • Duration: 1 minute
  • Classes: Warlock

Choose a target within range. You brand them with a searing mark imbued with necrotic magic. The target must succeed on a Wisdom saving throw, or suffer 2d6 necrotic damage at the start of their next turn. If they succeed on the save, the damage is halved and they only take the damage once. If they fail their save, then they continue to take 2d6 damage at the start of each turn for the duration. A creature can spend their action to end the effect early.

If cast from a higher level spell slot, the damage of the curse is increased by 1d6 for each level above 2nd. at 5th level the duration is increased to 10 minutes.

Deadfall

8th Level Conjuration


  • Casting Time: 1 action
  • Range: 150ft
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid

You conjure up a hoard of dead wood. Pick a point on the ground as the centre and bottom of a 20ft radius, 40ft tall cylinder. You call up a massive tower of logs, branches and other plantlife which collapses down from the top of the cylinder, dealing 12d8 bludgeoning damage to all creatures and objects within, and knocking any creatures prone. A successful dexterity save halves the damage taken and negates the prone. Creatures not on the ground have disadvantage on this saving throw.

Left behind is a considerable volume of dead wood after impact, which reaches 5ft height in all. This is especially difficult terrain, costing 3 feet of movement for every 1 foot travelled.

Demand

8th Level Enchantment


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (a short piece of copper wire and some small part of the target creature such as hair)
  • Duration: Concentration (up to 8 hours)
  • Classes: Wizard, Sorcerer, Bard

This spell combines the Sending and Suggestion spells together, allowing you to telepathatically send a Suggestion via your Sending. Demand is subject to the restrictions on both spells. A successful Wisdom saving throw negates the Suggestion's effects, but it does not prevent the message from being delivered. As with Sending as normal, the message and suggestion must be 25 words or less. The target creature can, as normal, reply immediately.

Diamond Steel

3rd level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (Diamond Dust worth at least 50gp)
  • Duration: Concentration (up to 1 minute)
  • Classes: Cleric, Paladin, Artificer

By passing a hand over a suit of metal armour you can enchant it to reduce harm even further. While this spell is active the armour reduces damage taken by bludgeoning, piercing, and slashing attacks by an amount equal to half of its armour class granted. For instance, a breastplate would reduce it by -2, while a suit of +2 Plate Mail would reduce it by -5.

Dimensional Anchor

4th level Abjuration


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V, S
  • Duration: Concentration (up to 10 minutes)
  • Classes: Cleric, Sorcerer, Wizard, Druid, Bard, Warlock

A green ray springs from your outstretched finger. On a successful ranged spell attack, the creature or object you target is covered with a shimmering emerald field that completely blocks extradimensional travel. This includes, but is not limited to: astral projection, misty step, blink, dimension door, shadow step, teleport, plane shift, maze, gate, imprisonment, and other similar abilities and spells. Their mundane movement is otherwise unhindered.

Dimensional Anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Divine Mark

Cantrip, Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a weapon worth at least 1 sp)
  • Duration: 1 round
  • Classes: Cleric, Druid

You brandish the weapon used in the spell’s casting and make an attack with it against one creature within 30 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes marked by a symbol of divine power. If the creature is hit by a weapon attack from a creature other than yourself before the start of your next turn, the mark detonates, dealing 1d6 radiant damage.

At Higher Levels. At 5th level, the attack deals an extra 1d6 radiant damage to the target on a hit, and the damage the target takes from the mark detonating to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6).

Draw Upon Holy Might

2nd Level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 10 minutes
  • Classes: Cleric, Druid

The caster calls upon their god or the powers of nature to grant them greater physical prowess for a short period. When they do this, their Strength, Constitution, and Dexterity ability scores are all raised by 1 point. This allows ability scores to exceed 20, but not 30. If this spell increases the caster's maximum hit points, their current hit points are increased by the same amount.

When cast from a higher level spell slot, each ability score gains an extra +1 for each spell level above 2nd.

Earth Hammer

3rd Level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V S
  • Duration: Concentration (up to 1 minute)
  • Classes: Ranger, Artificer

You infuse one weapon with the power of earth. For 1 minute, it deals an additional dice of damage. Its damage type also changes to bludgeoning, and it is treated as if it were an adamantine weapon. If you apply this to a ranged weapon, this effect applies to all ammunition fired from it during the duration. The effect ends on the ammunition after it has been fired.

When cast from a 5th level spell slot, the weapon deals two additional dice of damage instead of one.

Ebon Ray

3rd Level Necromancy


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

You fire a ray of blackest energy at a target, infusing them with necrotic energy. On a failed Constitution saving throw they take 4d12 necrotic damage and cannot regain hit points or temporary hit points in any way for the duration. A successful save halves the damage and ends the spell. A creature who fails their initial save can make a new saving throw at the start of each of their turns. Succeeding suppresses the healing negation for one round, but does not end the spell. Three consecutive successful saves are required to end the spell early.

Echo Spell

4th Level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: Concentration (up to 1 round).
  • Classes: Wizard, Sorcerer.

When you cast this spell you store unfiltered magical energy within yourself, not yet given shape. The next time you cast a spell during the duration, the spell casts a second time at the same target. If the spell requires Concentration, you can only concentrate on one.

Encompassing Aegis

4th level abjuration


  • Casting time: 1 action
  • Range: Self (30' Radius)
  • Components: S
  • Duration: 10 minutes
  • Classes: Paladin

You enchant a number of creatures equal to 1 + your Charisma modifier within the area with protective magic. For the duration, the next damage a creature takes is reduced to 0. The spell then ends on that creature.

Energise Potion

2nd Level Transmutation


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

This spell immediately infuses a magical potion and causes it to explode. You choose a damage type (acid, cold, lightning, fire, or thunder) and the potion detonates in a 10ft radius, dealing 2d6 points of that damage, plus a further 2d6 for each rarity level of the potion above Common. An Uncommon potion would therefore deal 4d6 damage, while a Very Rare one would deal 8d6. Creatures caught in the area can make a dexterity save to halve the damage dealt.

If the potion is in your possession, you can throw it up to 20ft as part of casting this spell. If the potion is on another character's person, they can use their reaction to attempt a Sleight of Hand check contested by your spell save DC. On a success they can throw it up to 15ft away from them.

When cast from a spell slot above 2nd level, the spell's damage is increased by 1d6 for each spell level above 2nd. If cast from a 4th level or higher spell slot, you can change the damage type to include radiant, necrotic, or psychic.

Enhance Familiar

3rd Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: 8 hours
  • Classes: Wizard, Warlock

You infuse your familiar with additional strength. Its armour class and saving throws increase by an amount equal to your proficiency bonus. It also increases its current and maximum hit points by an amount equal to twice your wizard or warlock level. Finally, it gains a +1d4 bonus to its attack rolls.

You can only target your own familiar with this spell.

Equilibrium of Function

3rd Level Transmutation


  • Casting Time: 1 bonus action
  • Range: 60'
  • Components: V S
  • Duration: Instantaneous
  • Classes: Druid

You embrace balance in all things. When you cast this spell designate two creatures within range - one friendly and one hostile. Both creatures can then use their reactions to take one Action. This spell fails if either of the targeted creatures are unable to use their reaction or take actions, such as if due to conditions or if they have already expended their reaction.

Faedryl's Black Candle

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V S M (a candle wick)
  • Duration: 1 hour
  • Classes: Wizard

You conjure a tiny black flame that hovers at your shoulder. It generates dim light in a 20ft radius. This dim light dulls natural and magical light to dim, unless it is cast from a spell slot of 1st level or higher. From 5th, 11th, and 17th level the spell slot requirement increases by 1.

Faedryl's Black Fireball

3rd Level Evocation


  • Casting Time: 1 action
  • Range: Self (20ft radius)
  • Components: V S
  • Duration: Instantaneous
  • Classes: Wizard

An adaptation of the ever popular fireball spell. This dark version is both riskier, and more deadly in return. Instead of flinging the fireball, you instead detonate it on yourself, unleashing your inner magic in a single rush. This deals 8d6 shadowflame damage to all creatures, other than yourself, within range, or half as much on a successful saving throw. For each 6 you roll on the damage dice, roll an additional damage dice. This can repeat, but only to a maximum of the original number of dice rolled.

Shadowflame damage splits its damage dealt equally between Fire and Necrotic.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. Objects ignited by Black Fireball ignite with dim light, instead of bright light. This dim light overpowers natural lighting, but not magical lighting.

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.

Faedryl's Blackout

2nd Level Necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V S M (a fragment of black stone)
  • Duration: Concentration, up to 10 minutes
  • Classes: Wizard

You expend a portion of your shadows to infuse your future spells with blinding magic. Whenever you deal necrotic or cold damage during the duration of this spell, the target must succeed on a constitution saving throw or be Blinded until the end of your next turn.

When you cast this spell from a 4th level or higher spell slot, the target is instead Stunned on a failed saving throw.

Faedryl's Consumptive Shadows

9th Level Evocation


  • Casting Time: 1 action
  • Range: 90ft
  • Components: V S M
  • Duration: Instantaneous, or Concentration (up to 2d4+1 rounds)
  • Classes: Wizard

You assail a creature with relentless shadows that seek to bring it to death. Target a creature within range. It takes 12d12 necrotic damage, or half as much on a successful saving throw. If this damage reduces a creature to 0hp, it immediately kills it. If this kills a creature, you may choose to Concentrate on the spell. The killed creature's shadow then rises at your behest for 2d4+1 rounds. It copies the creature's statistics exactly as it was before it died, with i its hit points are restored to full. The shadow creature obeys your verbal commands (no action required) and takes its original initiative. Any damage it deals, regardless of its original type, is necrotic.

A creature killed by Consumptive Shadows cannot be resurrected while its shadow is under your command, and even after it fades it can only be resurrected with a True Resurrection spell or a risky Wish.

Faedryl's Crown of Shadowflame

8th Level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V S M (a small, enclosed metal box)
  • Duration: 1 hour
  • Classes: Wizard

A dark mirror of the Crown of Stars spell. When you cast this, 8 motes of shadow appear and orbit around your head until the spell ends. You may use a bonus action to launch one of these motes at a target point within 120 feet of you. When you do so, creatures within a 5ft radius of the target point take 4d12 shadowflame damage, or half as much on a successful dexterity save. The area affected also lingers with shadowflame for the spell's duration. Any creature who enters into it or ends their turn within the area takes 2d12 shadowflame damage.

Shadowflame damage splits its damage dealt equally between Fire and Necrotic.

The motes shed dim light out in a 30ft radius. This dims bright light.

At Higher Levels. When you cast this spell using a spell slot of 9th level, you create 10 motes instead of 8.

Faedryl's Dancing Shadows

2nd Level Illusion


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

You cover yourself in swirling shadows, making it harder for your foes to target you. For the duration, whenever you are targetted by an attack or spell, roll a d6 before rolling an attack roll or saving throw. The results of this change depending on the how illuminated you are.

Light Effect
Bright Light The attack or spell misses you on a roll of 6.
Dim Light The attack or spell misses you on a roll of 5 or 6.
Darkness The attack or spell misses you on a roll of 3, 4, 5, or 6.

In sunlight, this spell is suppressed.

Faedryl's Grappling Shades

2nd Level Conjuration


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S M
  • Duration: Concentration (up to 1 minute)
  • Classes: Wizard

You wrap a creature in its own shadow, attempting to lock it in place. Choose a target within range. You make a spellcasting ability check (with proficiency) contested against either the target's strength (athletics) or dexterity (acrobatics) ability check. If you succeed, the target is grappled in place by their own shadow. If you fail the check, they are not grappled, but the spell continues.

On each of your subsequent turns, you can use your bonus action to either attempt to regrapple the target creature, drag a grappled creature up to 15ft, or attempt another contested ability check to knock the target prone.

This spell only works when there is a shadow to make use of, and as such cannot function in absolute darkness.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose an additional creature within range for each slot level above 2nd. You can command all shadows with a single bonus action.

Faedryl's Failure of the Flesh

4th Level Necromancy


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

You cover your hand in a glove of shadows, and bring the cold touch of death to your target. They take 6d8 Cold damage and 1d8 Necrotic damage, or half as much on a successful constitution saving throw.

This spell reduces the target's Strength and Dexterity scores by an amount equal to the Necrotic damage dealt. This reduction can only be removed by a Greater Restoration spell, a Remove Curse spell cast from a spell slot of 5th level or higher, or similarly potent effects.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d8 for each slot level above 4th. When cast from an 8th or 9th level spell slot, the Necrotic damage also increases by 1d8 for each level above 7th.

Faedryl's Fling though Shadow

6th Level Abjuration


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S
  • Duration: Concentration, up to 1 round.
  • Classes: Wizard

You choose a target within range, and attempt to fling them through the Plane of Shadows. On a failed charisma save they are banished, becoming incapacitated in the process as they are engulfed in darkness. At the end of your next turn, they reappear in the space they left, or the nearest unoccupied space.

If you maintain the spell for its duration, the target takes 6d10 necrotic damage upon their return from exposure to the shadows. They additionally gain one random Short Term Madness for 1 minute. They may make Charisma saving throws at the end of each of their turns to end the Short Term Madness early.

Faedryl's Shadow Ink

3rd Level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (an empty ink pot)
  • Duration: 24 hours
  • Classes: Wizard

By folding shadows in on themselves, you generate a magic ink that can serve for scribing spells even when unable to reach a town to buy supplies. When you cast this spell you fill the target inkpot with 150gp worth of ink that you can use to scribe spells into your spellbook. Any ink that is not used during the spell's duration vanishes, but it otherwise functions perfectly for its intended purpose, with the spell remaining in the book even after the duration expires.

This ink is clearly a magical construct and identifiable as not 'standard' spell ink.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you create an additional 50gp of ink for each slot level above 3rd.

Faedryl's Shadow Senses

1st Level Divination


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

You choose a target you can see within range, and attempt to bind your senses to theirs. The target must succeed on a Wisdom saving throw, or for the duration you see what they see, hear what they hear, and feel what they feel. You are otherwise blinded, deafened, and entirely unaware of what is affecting your own body, with the exception of pain that you still feel. A creature that fails their saving throw is unaware they are affected by this spell, and a creature that succeeds on their saving throw is aware that someone cast a spell on them.

A creature can willingly fail their saving throw against this spell.

Faedryl's Shadow Spikes

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V S M (needle)
  • Duration: 1 round
  • Classes: Wizard

You wreathe yourself in spikes of shadow. The next time a creature damages you they take 1d10 Necrotic damage as the spikes lash out at your attacker. The spell then immediately ends. The damage of this increases by 1d10 at 5th, 11th, and 17th levels.

Faedryl's Shadowfrost Clone

9th Level Conjuration


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V S M (a shard of black ice)
  • Duration: Concentration (up to 1 hour).
  • Classes: Wizard

When one's ability to meld shadow and frost together reaches its peak, this black-icy simulacrum is the result. As an action you conjure up a perfect replica of yourself at a point within range which lasts until it is destroyed or the duration expires. This replica copies your statistics and abilities exactly, with the following exceptions:-

  • Its current and maximum hit points are half of yours.
  • It can only cast spells of up to 4th level, regardless of your spell slots.
  • Any and all damage it deals is Shadowfrost damage. Shadowfrost damage splits its damage dealt equally between Cold and Necrotic.
  • It shares your initiative, and takes its turn after yours. It obeys your verbal commands (no action required).

Faedryl's Shadowfrost Missiles

1st Level Evocation


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V S
  • Duration: Instantaneous
  • Classes: Wizard

You create three glowing darts of magical deadly shadowfrost. Each dart hits a creature of your choice that you can see within range. A dart deals 1d6 + 1 shadowfrost damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

The Shield spell negates this spell, just as it does for Magic Missiles.

Shadowfrost damage splits its damage dealt equally between Cold and Necrotic.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Faedryl's Shadowvision

4th Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: 8 hours
  • Classes: Wizard

A combination of the See Invisibility and Darkvision spells. When cast on a target, the range of their Darkvision is increased by 60ft and they can see invisible creatures and objects as if they were visible, and can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Faedryl's Soul Shatter

5th Level Necromancy


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

You flood a target creature's body with necromantic energy, dealing 8d10 necrotic damage to them, or half as much on a successful constitution save. For each roll of a 9 or 10 on the damage dice you shatter a fragment of their soul which gives the target one level of exhaustion per fragment. The fragment appears in a random, unoccupied square within 30ft of the target. Typically these appear as spectral gems or wisps of magic. You can shatter a maximum of two fragments at a time with this spell.

If the target succeeds on their saving throw, you only shatter fragments on a roll of 10, instead of 9 or 10.

A creature whose soul has been shattered can move into the square the fragment is in to regain it, and immediately lose the level of exhaustion in the process. The exhaustion is otherwise permanent and only restored on receipt of a Greater Restoration spell.

When cast from a 6th level spell slot, you can shatter 3 fragments from a target. When cast from an 8th level spell slot, you can shatter 4 fragments from the target. A creature can only lose a maximum of five fragments in total, regardless of repeated Soul Shatter casts.

Faedryl's Umbral Garotte

1st Level Evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Classes: Wizard

You weave together threads of shadow into a garrotte. Make a melee spell attack against your target. If you hit, the target takes 2d10 necrotic damage. Until the end of their next turn the target creature is unable to speak or cast spells with a verbal component.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increases the damage dealt by 1d10 for each spell slot level above 1st.

Faedryl's Umbral Tomb

7th Level Evocation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V S M (a small, enclosed metal box)
  • Duration: 1 hour
  • Classes: Wizard

A dark adaptation of the Forcecage spell. An immobile, invisible, cube-shaped prison composed of magical shadow springs into existence around an area you choose within range in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the tomb’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. If the creature tries to use teleportation or interplanar travel to leave the tomb, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the tomb. On a failure, the creature can’t exit the tomb and wastes the use of the spell or effect. The tomb also extends into the Ethereal Plane, blocking ethereal travel. The interior of the tomb is filled with a magical darkness that omits all light sources, save for those cast from a spell slot higher than that used on this spell. The umbral tomb can be damaged and has hit points equal to 15 * the spell slot expended, and is immune to Cold and Necrotic damage. It has an AC of 12 + the spell slot level. Once destroyed, the spell immediately ends.

Creatures enclosed within the Umbral Tomb take 2d8 shadowfrost damage at the end of each of their turns. Shadowfrost damage splits its damage dealt equally between Cold and Necrotic.

False Sending

5th Level Illusion


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V S M (a short piece of fine copper wire)
  • Duration: 1 round
  • Classes: Bard, Cleric, Wizard

This spell functions as the Sending spell, except the target creature believes that the person sending the message is someone else. You and the target creature must both be familiar with the creature you are impersonating, and it otherwise has the same restrictions as a Sending spell. The reciepient of the Sending can make a wisdom saving throw to disbelieve the illusion and see it for the falsehood that it is, allowing them to know you sent the message.

Fanfare

9th Level Evocation


  • Casting Time: 1 action
  • Range: Self (120ft Cone)
  • Components: V S M (a short tin horn)
  • Duration: Concentration (up to 1d4+1 rounds)
  • Classes: Bard

You create a massive turmpet blast so loud it shakes armies and buildings alike. All creatures in the area must make a Constituton saving throw or be Stunned and Deafened for the duration, along with taking 6d8 thunder damage. A successful save negates the Stun and Deafen. They may make a new saving throw at the end of each of their turns to end the effect early.

Objects in the area also take the same amount of damage. Objects made of glass or stone take double damage.

Farsight

4th Level Divination


  • Casting Time: 1 action
  • Range: 500'
  • Components: V S
  • Duration: Concentration (up to 1 minute)
  • Classes: Cleric, Druid, Ranger

When you cast this spell, designate a point within range. A tiny invisible sensor appears at the point you designate which gives you vision of a 20' radius sphere around the sensor. You do not need a line of effect, or knowledge of the area to designate the point in question. You do not receive any other sensory information such as sound or smell. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Final Contract

5th level Abjuration


  • Casting Time: 1 bonus action
  • Range: 60ft
  • Components: S
  • Duration: Concentration (up to 1 minute)
  • Classes: Paladin

You designate a creature within range that you can see. A spectral contract appears above their head, signing their death warrant. For the duration of this spell you have advantage on attacks against the creature, and they have disadvantage on attack rolls against you. If the target is reduced to 0hp or killed during the duration, you regain a spell slot of 4th level or lower, as you fulfilled the contract.

Flame Crash

5th Level Evocation


  • Casting Time: 1 action
  • Range: 30ft
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock

As part of casting this spell you fly in a straight line up to 30ft to arrive adjacent to an enemy creature, which you then make a melee spell attack against. If you hit, you deal 8d10 + 15 fire damage to the target, and push them back up to 30ft. If they collide with a creature or object, the movement stops, and the collided creature or object takes 2d10 + 5 fire damage.

Fracturing Weapon

4th Level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V S
  • Duration: Concentration (up to 1 minute)
  • Classes: Ranger, Artificer

The weapon you enchant by touching it becomes anathema to armour - both natural and artificial. If you hit a creature with this weapon you reduce its armour class by 4 until the end of your next turn. A creature's armour class can only be reduced once by this effect at a time. This enchantment extends to a ranged weapon's ammunition, but expires on the ammunition after it hits or misses a creature.

Ghoul Touch

3rd level Necromancy


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

When you cast this spell, your hand glows with necrotic power. Make a melee spell attack against a creature. If it hits, the spell's energy is expended and they are Paralyzed for 1 minute. If you miss, the spell's energy isn't expended, and you can attempt to touch a creature again on subsequent turns as an action.

Once paralyzed by this spell, at the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends on the target.

Glimpse of Eternity

5th level Enchantment


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S M (a pinch of sand from an hourglass)
  • Duration: 1d4+1 rounds
  • Classes: Bard, Sorcerer, Wizard, Warlock

You choose a creature within range and force the ancestral memories of the long-lived elves upon them, burdening them with millenia of knowledge. The target takes 12d6 pychic damage and is Confused (per the Confusion spell) for the duration. If the damage reduces the target to 0hp, they automatically stabilise. A successful wisdom saving throw halves the damage taken and negates the confusion. They may make a new save at the end of their turns to end the confusion early.

Elves and other long-lived creatures are still affected by this as normal; even a long-lived creature struggles with thousands of years of knowledge delivered all at once.

When cast from a spell slot of 7th level or higher, you can choose two targets with this instead of one. When cast from a 9th level spell slot, you can choose three targets.

Glorious Barding

1st level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: 24 hours
  • Classes: Paladin

With a touch, you create a gleaming suit of barding for your mount to wear (from Find Steed or Find Greater Steed). This fits your steed perfectly, and your steed is automatically counted a proficient with it. The barding is treated as being Scale Mail (14 + Dexterity modifier, max 2). Despite being magical in nature, this barding is a valid target for artificer infusions that enhance armour.

You may only create one suit of barding at a time; creating a second set (or removing it from your mount) causes the first set of barding to immediately vanish.

When cast from a higher level spell slot, the armour improves. A 2nd level spell slot results in Chain Mail barding and a 3rd level spell slot in Plate barding.

Great Worm of the Earth

7th Level Conjuration


  • Casting Time: 1 action
  • Range: 60'
  • Components: V S
  • Duration: Concentration (up to 1 minute)
  • Classes: Druid

You cause the earth to shift beneath an opponent's feet, warping into the maw of a massive worm that attempts to swallow them whole. The target takes 8d6 piercing damage and is swallowed, being dragged beneath the ground. A creature so trapped is blinded, restrained, has total cover against all other effects, and takes 2d6 acid damage at the end of each of your turns as the earth 'digests' it.

A trapped creature can make a strength ability check as an action against your spell save DC to escape the earth. They must do this at the start of their turn and dedicate all their effort to it, to the exclusion of any bonus actions that turn. If they succeed, they appear prone in the closest unoccupied space to where they were swallowed.

You can only attempt to swallow Large or smaller creatures that are on the ground. By casting this spell from a higher level spell slot, you increase the piercing and acid damage by 1d6 each, and increase the size category you can swallow - Huge at 8th level, Gargantuan at 9th level.

A creature that succeeds on their initial saving throw still takes half the piercing damage, but avoids being swallowed.

Greater Malison

5th Level Divination


  • Casting Time: 1 action
  • Range: 60'
  • Components: V S M
  • Duration: Concentration (up to 1 minute)
  • Classes: Sorcerer, Warlock, Bard

The target of this spell must succeed on an Intelligence saving throw or have disadvantage on all subsequent saving throws for the spell's duration.

Hammer of Righteousness

3rd Level Evocation


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

You conjure up a great warhammer of righteousness, which launches through the air towards a target you can see within range. It deals 6d6 radiant damage to the target, or 6d12 if they are a fiend or undead type creature. A successful constitution save halves the damage.

Hand of the Faithful

3rd Level Abjuration (Ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V S
  • Duration: 1 hour
  • Classes: Cleric

You conjure up a protective field of shimmering light, carrying the ephemeral image of blocking hands. Choose a point within range. You create a zone of warding that with a 10ft radius that is permeable to those of your religion, but repels all others. Creatures that have the same deity as you, or who are wearing a holy symbol of your deity, can enter and move within the warded area unhindered. Other creatures that try to enter or move within the area must make Constitution save or be stunned for 1 round. If the creature's only action is to try to move completely out of the area, the ward does not hinder it. Once a creature succeeds on the saving throw, it is no longer affected by that casting of Hand of the Faithful.

You may only have one Hand of the Faithful active at a time. Casting it a second time immediately ends the first casting.

Harmonic Chorus

3rd Level Enchantment


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V S
  • Duration: Instantaneous
  • Classes: Bard

The harmony you create seeks to aid your spellcasting allies. When an ally you can see within range casts a spell, you can use this reaction to bolster the spell - it is treated as being cast from a spell slot 3 levels higher than the one expended, up to the highest level spell slot you have available to you.

Heat Drain

8th Level Necromancy


  • Casting Time: 1 action
  • Range: Self (20ft radius)
  • Components: V S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock

You drain the heat of all other creatures, filling you with refreshing vigor. All creatures other than yourself within range take 15d6 cold damage, or half as much on a successful Constitution saving throw. For every creature that takes damage from this spell you gain 3 temporary hit points for a failed save, or 1 temporary hit point for a successful save.

Heaven's Trumpet

8th Level Evocation


  • Casting Time: 1 action
  • Range: Self (20ft radius)
  • Components: V S M (a masterwork trumpet worth 100gp)
  • Duration: Concentration (up to 1 minute)
  • Classes: Bard, Cleric

By blowing through the trumpet as part of casting this spell you unleash a burst of utterly clarifying beauty, music that inspires awe and reverence. Enemy creatures within the area must succeed on a Constitution saving throw or be paralyzed for 1 minute. They may make a new saving throw at the end of each of their turns to end the effect early.

Hoard Life

2nd Level Conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V S M (A gemstone worth 50gp)
  • Duration: 8 hours
  • Classes: Sorcerer

Dragons are adept at storing things for later, and this spell is one such method of doing so. When you cast this spell, you expend a number of hit dice up to twice the spell slot you expended on this spell, storing them inside the gemstone for later use.

As a bonus action, the bearer of this gem can activate the gem's magic, immediately rolling all the stored hit dice to gain hit points equal to the total rolled. They add your charisma modifier to the each dice rolled. The magic then expires.

Hold Animal

2nd Level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S M (A smallpiece of fur)
  • Duration: Concentration (up to 1 minute)
  • Classes: Druid, Ranger

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

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

Hold Undead

2nd Level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S M (A smallpiece of bone or flesh)
  • Duration: Concentration (up to 1 minute)
  • Classes: Cleric, Paladin

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

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

Holy Fire

2nd Level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V S
  • Duration: 1 round
  • Classes: Cleric

This spell bolsters your next Turn Undead attempt. Undead who make a saving throw against your Turn Undead feature take 3d8 radiant damage, or half as much if they succeed on the saving throw. This damage does not break the Turning, if they fail the save.

Holy Steed

3rd Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: 24 hours
  • Classes: Paladin

By invoking this spell you bring your mount one step closer to the heavens. You can only target the mount you received from Find Steed or Find Greater Steed with this spell. Its hit point maximum is increased by 25, it gains immunity to necrotic and poison damage, immunity to the poisoned condition, and advantage on saving throws against being charmed, frightened, or exhausted.

Hunter's Mercy

2nd Level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V S
  • Duration: Concentration (up to 1 round)
  • Classes: Ranger

Your next successful attack against a creature is a critical hit. If this attack reduces a creature to 0 hit points, they automatically stabilise, and cannot be killed by this attack.

Ice Gauntlet

1st level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M
  • Duration: 1 hour
  • Classes: Artificer, Sorcerer, Wizard

As part of casting this spell you form an icy gauntlet around the hand of a creature you touch. This weapon deals 1d6 cold damage, uses your spellcasting modifier for the attack and damage rolls, and additionally has a +1 bonus to those rolls.

If the creature wielding the gauntlet fails a saving throw against a fire-damage effect, the gauntlet immediately melts, ending the spell.

When cast from a spell slot of 4th level or higher the bonus to attack and damage rolls increases to +2. When cast from a 6th level spell slot it increases to +3.

Ice Lance

4th level Conjuration


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

You rework the ambient water in the air into a lance of pure ice, which you then fling at a target within range. Make a ranged spell attack. On a hit, the target takes 4d8 cold and 4d8 piercing damage. The target then makes a Constitution saving throw. If they fail, they are stunned until the end of your next turn. If they succeed on the save, the cold instead seeps into them, reducing their movement speeds by half until the end of your next turn.

Improved Alacrity

9th Level transmutation


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

Each round you get a second turn at your current initiative count -10. In addition, any spells that have an Action cast time can be cast as a Bonus Action. You are still able to cast a levelled spell with your Action if you do so.

Incite

1st Level Enchantment


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S
  • Duration: 1 minute
  • Classes: Bard

You choose a creature you can see within range and urge them to act. If they fail a wisdom saving throw against the effect, they can no longer ready any actions, and if they are currently readying an action, they must take it immediately (even if there are no valid targets to do so). In addition, they are urged to fight. While affected by this spell they cannot take the Dodge, Disengage, or Hide actions.

A creature that fails its saving throw may make a new save at the end of each of their turns to end the effect early.

When cast from a spell slot above 1st level, you can target one additional creature within range for each spell level above 1st.

Invoke Elements

4th level Conjuration


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S M (a pinch of sulfur)
  • Duration: Instantaneous
  • Classes: Druid

You call upon two elements from the following list when you cast this spell, each of which has a different effect as follows.

Air. You burst thunderous power around you. All creatures within a 10ft radius must succeed on a Strength saving throw or take 3d8 thunder damage and be knocked back 10ft from you. A successful save halves the damage and negates the knockback.

Fire. Make a ranged spell attack on a target within range. If it hits, the target takes 8d8 fire damage.

Earth. You churn the ground at a point within range. Creatures within a 10ft radius of the point must succeed on a Strength saving throw or be knocked prone. The ground becomes difficult terrain for 24 hours.

Water. Choose up to 4 creatures within a 30ft radius. Healing water grants them 3d8 hit points.

At Higher Levels. When cast from a 6th level spell slot, you may invoke a third element you have not called. When cast from an 8th level spell slot, you invoke all four elements.

Jade Blossom

3rd level Conjuration


  • Casting Time: 1 action
  • Range: 150ft
  • Components: V S M (a pinch of jade)
  • Duration: Concentration (up to 1 minute)
  • Classes: Druid

You magically conjure a flower crafted entirely from jade that hovers in the air at a point within range. The blossom sheds bright light out to 10ft, and dim light a further 10ft beyond that. When you cast this spell you can cause one creature within 5ft of the blossom to take 1d4 fire damage, and another creature within 5ft to be healed for 1d4 hit points. You do not have to use both effects.

As a bonus action on your turn you can move the blossom up to 20ft and cause the damage and healing effects to occur once more.

For each 'Jade' spell you have cast since rolling intiative, this spell is treated as being cast from a spell slot one level higher than the one you expended, to a maximum of 9th level.

When cast from a spell slot above 3rd level, the damage and healing is increased by 1d4 for each spell level above 3rd.

Jade Choker

2nd level Conjuration


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S M (a pinch of jade)
  • Duration: Concentration (up to 1 minute)
  • Classes: Druid

You conjure up a pair of hands crafted entirely from jade which lock themselves around a target creature's throat. While in place, whenever the target wants to speak or cast a spell with a Verbal component it must make a Constitution save or be unable to do so that turn; if this prohibits them from casting a spell they lose the action and any spell slot associated with it. As a bonus action on your turn you can have the hands attempt to crush the target's throat, dealing 2d6 bludgeoning damage or half as much on a successful Constitution saving throw.

For each 'Jade' spell you have cast since rolling intiative, this spell is treated as being cast from a spell slot one level higher than the one you expended, to a maximum of 9th level.

When cast from a spell slot above 2nd level, the damage is increased by 1d6 for each spell level above 2nd.

Jade Counter

1st level Conjuration


  • Casting Time: 1 reaction
  • Range: 5ft
  • Components: V S M (a pinch of jade)
  • Duration: Instantaneous
  • Classes: Druid

When you are attacked by a creature within 5ft of you, you can use this reaction to swiftly summon up a jade fist to retaliate. Make a melee spell attack against the target. On a successful hit, they take 1d8 bludgeoning damage. If the attack roll exceeds their armour class by 5 or more, they take an additional 1d8 bludgeoning damage and they are pushed back 5ft.

For each 'Jade' spell you have cast since rolling intiative, this spell is treated as being cast from a spell slot one level higher than the one you expended, to a maximum of 9th level.

When cast from a spell slot above 1st level, the damage is increased by 1d8 and if they are pushed back the distance is increased a further 5ft for each spell level above 1st.

Jade Gaol

7th Level Conjuration


  • Casting Time: 1 action
  • Range: 90ft
  • Components: V S M (a pinch of jade)
  • Duration: Concentration (up to 1 minute)
  • Classes: Druid

You call up a soldified mass of jade to trap a creature you can see wholely. If the target fails a dexterity saving throw they are locked inside, becoming Immune to all damage and Unconscious. The gaol has an AC of 18 and 50HP. if the gaol is destroyed the creature inside instantly awakens once more and loses their damage immunity. If the full duration elapses the gaol crushes the prisoner, dealing 12d10 bludgeoning damage that cannot be resisted or negated. The gaol then collapses, and the prisoner is freed.

For each 'Jade' spell you have cast since rolling intiative, this spell is treated as being cast from a spell slot one level higher than the one you expended, to a maximum of 9th level.

When cast from an 8th level spell slot, the damage is increased to 12d12. When cast from a 9th level spell slot, the damage becomes 12d20.

Jade Flesh

6th level Transmutation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S M (a pinch of jade)
  • Duration: Concentration (up to 1 minute)
  • Classes: Druid

You attempt to turn one creature that you can see within range into jade. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to jade and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

For each 'Jade' spell you have cast since rolling intiative, this spell is treated as being cast from a spell slot one level higher than the one you expended, to a maximum of 9th level.

When cast from a spell slot above 6th level, the target suffers a -1 modifier to their saving throw, for each spell level above 6th.

Jade Idol

5th level Conjuration


  • Casting Time: 1 action
  • Range: 90ft
  • Components: V S M (a pinch of jade)
  • Duration: Concentration (up to 1 hour)
  • Classes: Druid

You conjure a construct formed of jade. It manifests in an unoccupied space you can see within range. This uses the Jade Idol statblock below. The creature resembles a humanoid golem made of jade. It disappears when reduced to 0 hit points or the spell ends. When you cast the spell, choose a golem type: Chieftain or Grappler, which determines certain traits in its stat block.

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

For each 'Jade' spell you have cast since rolling intiative, this spell is treated as being cast from a spell slot one level higher than the one you expended, to a maximum of 9th level.

When cast from a spell slot above 5th level, use the higher level whenever the spell's level appears in the statblock.


Jade Idol

Medium Construct (Large at 8th level)


  • Armor Class 14 + the level of the spell (natural armour)
  • Hit Points 55 + 15 for each spell level above 5th
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (-3)

  • Damage Resistances: poison
  • Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
  • Senses darkvision 60ft, passive Perception 10
  • Languages understands the langauge you speak
  • Challenge -
  • Proficiency Bonus: equals your bonus

Mocking Aura (Chieftain Only). Enemy creatures adjacent to the jade idol when it ends its turn must make a Wisdom saving throw, or be forced to target it with their offensive abilities on their next turn, to the exclusion of other targets.

Actions

Multiattack. The jade idol makes a number of attacks equal to half this spell’s level (rounded down).

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

Bonus Actions

Swift Grab (Grappler Only). The jade idol can make a grapple attempt as a bonus action on its turn. Its modifier for this is 4 + your proficiency bonus.

Jade Lightning

4th level Evocation


  • Casting Time: 1 action
  • Range: 90ft
  • Components: V S M (a pinch of jade)
  • Duration: Instantaneous
  • Classes: Druid

Your arm crackles with jade lightning, which you then unleash on a target creature within range. Make a ranged spell attack. On a successful hit they take 8d8 lightning damage.

For each 'Jade' spell you have cast since rolling intiative, this spell is treated as being cast from a spell slot one level higher than the one you expended, to a maximum of 9th level.

When cast from a spell slot above 4th level, the damage and healing is increased by 1d8 for each spell level above 4th. When cast from a 6th level or 8th level spell slot, the lightning arcs to 1 (6th) or 2 (8th) additional creatures of your choice within 30ft of the original target, making a new attack roll the additional creatures.

Jade Roots

9th Level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (a pinch of jade)
  • Duration: Concentration (up to 10 minutes)
  • Classes: Druid

Enormous roots of jade spring up around the creature you touch, ensnaring them. Their movement is set to 0 for the duration. While locked in the roots, the target creature is immune to all manner of forced movement, whether it be magical or mundane, including teleport or plane shift effects.

At the end of each of your turns, the target creature regains 30 hit points and is affected by the Greater Restoration spell. They additionally have advantage on all saving throws.

Jade Shuriken

Cantrip, Conjuration


  • Casting Time: 1 action
  • Range: 60ft
  • Components: S M (a pinch of jade)
  • Duration: Instantaneous
  • Classes: Druid

You conjure up a shuriken made of jade, and fling it at a target within range. Make a ranged spell attack. On a successful hit they take 1d8 slashing damage.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Jade Staff

8th level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (a pinch of jade)
  • Duration: Concentration (up to 1 minute)
  • Classes: Druid

You utilise the magic of jade to augment a quarterstaff you touch, granting it a number of benefits. First, it gains a +3 bonus to attack and damage rolls. If it was a magical quarterstaff that already had such a bonus, these stack together, but only to a maximum of +3. Second, whenever a creature is hit with an attack with this staff, they are treated as being hit by a Dispel Magic cast from a 3rd level spell slot. Third, as an action you can drive the staff into the ground, causing a Globe of Invulnerability (as the spell) to spring up around you until the start of your next turn.

The caster of Jade Staff does not need to wield the staff themselves.

For each 'Jade' spell you have cast since rolling intiative, this spell is treated as being cast from a spell slot one level higher than the one you expended, to a maximum of 9th level.

When cast from a spell slot a 9th level spell slot, the Dispel Magic is treated as being cast from a 4th level slot, and the Globe of Invulnerability from a 7th level spell slot.

Jumping Flames

5th level Evocation


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V S
  • Duration: 3 rounds
  • Classes: Sorcerer, Wizard, Warlock

You conjure up a 5ft radius, 30ft tall cylinder pillar of flame at a point you choose within range. Creatures in the area take 6d6 fire damage, or half as much on a successful dexterity saving throw. The pillar maintains itself until the start of your next turn, dealing the 2d6 fire damage to any creature who enters into it or ends their turn there.

At the start of your next two turns, the pillar vanishes and then erupts again 1d6 x 10 feet in a random direction from its original point.

You may choose to Concentrate on this spell. If you do so, then you choose where it reappears, within a 60ft radius of where it was.

Larloch's Minor Drain

Cantrip, Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You drains the life force from a target and add it to your own. Make a melee spell attack. If you hit, you deal 1d4 necrotic damage, and gain temporary hit points equal to the damage dealt. This spell has no effect on Undead or Construct type creatures.

At Higher Levels. This spell's damage increases by 1d4 when you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4).

Languor

4th level Transmutation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S M (a pinch of jade)
  • Duration: Concentration (up to 1 minute)
  • Classes: Druid, Ranger

A beam of sapping magic slows your target. Choose a creature you can see and make a ranged spell attack. On a successful hit, they are slowed (as the spell) for the duration. At the end of each of their turns they can make a wisdom saving throw to end the effect early. If they fail the save, their strength score is reduced by 1d4+1. If this reduction reduces them to 0 strength, they are knocked unconscious. The strength reduction lasts until either completion of a long rest or being cured by a Greater Restoration spell; it persists even after Languor ends.

Life Shell

5th level abjuration


  • Casting time: 1 action
  • Range: Self (100' Radius)
  • Components: V S M (a token in the shape of a gilded shield, that costs 100gp)
  • Duration: 1 round
  • Classes: Paladin

You create a massive well of life energy that encompasses both friend and foe alike. Until the end of your next turn, all creatures within the area are immune to all damage and cannot die.

Listening Coin

3rd level Divination (Ritual)


  • Casting time: 1 action
  • Range: Touch
  • Components: V S M (two gold coins, worth 1gp each)
  • Duration: 8 hours
  • Classes: Bard

By rubbing the two gold coins together as part of casting this spell, you link them together, turning them into magical listening devices - one a sensor, the other a receiver. By holding the receiver to your ear, you can hear whatever transpires near the sensor as if you were there, though it may be more difficult to hear if the coin is stored in a pocket, pouch, or purse.

The coin continues to function no matter how far apart they are, so long as they are both on the same plane.

Love Bite

1st level Evocation


  • Casting time: 1 bonus action
  • Range: 120ft
  • Components: S
  • Duration: 1 minute
  • Classes: Cleric, Bard

Originally conceived of by Clerics of Sune, this spell has since seen adaptations among those of the bardic arts. When you cast it, you choose one of two effects:- Fleeting Kiss - The target feels the sensation of a brief, tender kiss on a visible part of their body, or on their mouth if their body is completely covered. This is often used as a signal. Love Bite - The target takes 1 point of force damage.

Regardless of which effect you choose, it leaves a mark on the target creature for 1 minute. Thereafter, you can deliver a spell of Touch range on the creature as if you were adjacent to them, regardless of the distance between you. Once you do so Love bite then immediately ends.

When cast from a spell of 2nd level or higher, the damage of Love Bite is increased by 1d4 for each spell level above 2nd.

Luck

2nd level divination


  • Casting time: 1 bonus action
  • Range: Touch
  • Components: V S M (a tuft of rabbit fur)
  • Duration: Concentration, up to 3 rounds
  • Classes: Cleric, Paladin, Bard

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

Magma Opus

6th level Conjuration


  • Casting Time: 1 action
  • Range: 60’
  • Components: V S M(A scrap of paper from your dissertation)
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Wizard

You unleash a towering conflagration of frostfire on a single point. So potent are the elemental energies unleashed that it bends the very fabric of reality and allows creatures from the planes to cross over. In deference to your potent spellcasting, these creatures serve you…for now.

Choose a point within range. All creatures within a 15’ radius, 120’ tall cylinder must succeed on a constitution saving throw or take 4d8 fire and 4d8 cold damage, taking half damage on a successful save. After the damage is resolved, 1d4+2 magma and 1d4+2 ice mephits appear at the targeted point under your command. They follow any verbal commands you issue to them (no action) and act on your initiative. If they receive no commands, they act solely in self-defense.

If you lose concentration, the mephits do not vanish, instead you lose control over them, and they attack whichever creature is closest to them - which may include you, their former master.

Mana Flux

3rd level Abjuration


  • Casting Time: 1 action
  • Range: 120ft
  • Components: S
  • Duration: 10 minutes
  • Classes: Sorcerer

By unleashing your inner magic, you create an area of chaos in a 30ft radius of a point within range. When a creature starts or ends their turn within the area while concentrating on a spell, they must make a Concentration save against spell save DC or lose the spell. In addition, whenever a spell is cast in the area, roll a d20. On a 1-5, the spell is lost, and any spell slot/action is wasted. On a 6-13, the spell takes effect but triggers a Wild Magic Surge. On a 14-19, the spell takes effect as normal. On a 20, the spell takes effect as normal but is treated as being cast from a spell slot 1d4 levels higher than the one expended.

When you cast a spell in your own Mana Flux, 1-5 becomes a Wild Surge instead of a lost spell, and you may roll twice on the Wild Surge table instead of once, choosing your preferred result. If you have the Controlled Chaos feature, you roll three times, picking your preferred result.

Memory Burn

2nd Level Evocation


  • Casting Time: 1 action
  • Range: 60’
  • Components: M, V, S (an owl's feather)
  • Duration: Instantaneous
  • Classes: Sorcerer, Bard, Warlock

Choose a target within range. They must succeed on an Intelligence saving throw or take 3d8 fire damage. In addition, if they are a spellcaster they lose the ability to cast one spell prepared or known, determined at random, which they regain on completion of a long rest.

On a successful save, they take half damage and regain the lost spell on completion of a short or long rest.

At Higher Levels. When this spell is cast from a spellslot of 3rd level or higher, increase the damage by 1d8. When cast from a 4th, 6th, or 8th level spell slot, burn an additional spell known or prepared for each of these levels, such that a 6th level Memory Burn would cause the target to lose 3 spells known or prepared.

Miscast Magic

3rd Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V S
  • Duration: 1 minute
  • Classes: Cleric, Paladin, Ranger, Druid

By casting this spell you seek to disrupt the target's connection to the weave. The target must succeed on a Charisma Saving throw or find their spellcasting severely hampered. Whenever they attempt to cast a spell, be it a cantrip or with a spell slot, they must roll a D10. On a 9-10 the spell casts as usual. On a 1-8 the spell fizzles and, if cast from a spell slot, the slot is expended.

At the end of each of its turns, affected creatures can make another Charisma saving throw. On a success, the spell ends on the target.

When cast from a higher level spell slot, you can target one additional creature with this spell for each spel level above 3rd.

Naturalised Magic

1st Level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 8 Hours
  • Classes: Druid

You store a portion of your spell's power away to enhance your next wild shape. The next time you use wild shape the maximum hit points of your form are increased by 5, and the armour class and damage of your new form are increased by 1. This spell's effects end early if you complete a long rest.

When cast from a higher level spell slot, the wild shape form gains an additional +5 HP for each spell level above 1st. In addition, the armour class and damage of your form are increased by half the spell slot level, rounded up.

Nature's Beauty

7th Level Illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V S M (a fresh flower)
  • Duration: Instantaneous
  • Classes: Druid

When this spell is cast the caster appears to undergo a remarkable transformation into the very ideal of beauty. All hostile creatures that can see you must make a Charisma saving throw or be stunned until the start of your next turn. Even if they succeed on the initial saving throw, they are Blinded by your majesty, a condition which lasts for 1 minute unless a successful Constitution saving throw is made at the end of their turns.

Nightmare Symphony

2nd Level Enchantment


  • Casting Time: 1 action
  • Range: 90ft
  • Components: V S M (a nut shell)
  • Duration: Concentration (up to 1 minute)
  • Classes: Bard

By strumming a nightmarish tune to assail the mind of your target. Choose a creature that can hear you within range. If they fail a wisdom saving throw, then they are Confused (as the Confusion spell) until the start of your next turn. As a bonus action on your subsequent turns you can play another bar of the symphony, forcing another creature of your choice within range to be subject to the spell's effects.

Nine Lives

7th Level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (a nut shell)
  • Duration: 8 Hours
  • Classes: Cleric, Bard

Despite the name this spell does not actually give a creature nine lives. It does, however, imbue them with nine protective benefits. Each of these benefits is automatically expended when the trigger occurs, and can only occur once.


Careful Step: If fail to beat a creature's passive perception with a Stealth ability check, you reroll, taking the new result instead.


Cat's Luck: You reroll a failed saving throw, taking the new result instead.


Fortitude: You negate a critical hit against you, forcing it to deal normal damage.


Land the Hit: When you miss an attack roll, you reroll, taking the new result instead.


Rejuvenate: When reduced to 0 hit points, you are instead reduced to 1.


Shake Off: When you are blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, or stunned, the condition immediately ends on you before taking effect.


Shimmy Away: When you are grappled or restrained, the condition immediately ends on you.


Stay Put: When you are knocked prone or forcibly moved, this is negated against you.


Swift Act: You cannot be last in Initiative; if you roll lower than another creature, your initiative count is changed to one higher than them.

Object Possession

5th Level Necromancy (Ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V S
  • Duration: Concentration (up to 24 hours)
  • Classes: Sorcerer, Wizard, Warlock

By casting this spell, you turn yourself - body (including any items you are carrying or wearing) and soul - into a spirit that possesses an object you touch. The object can be no larger than Medium size. While inside the object, you have perfect awareness of your surroundings, but otherwise cannot take any actions or otherwise move. You can end this spell at any time, and if you do so you appear in an unoccupied space adjacent to the item you possessed. If you are unable to appear in a free space, you are forcibly shunted to the nearest free space, taking 1d10 force damage for each 10ft you need to move. This damage cannot be resisted or negated.

Osmosis

4th Level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V S M (a drop of your own blood)
  • Duration: 1 minute
  • Classes: Druid

You split yourself, becoming two creatures instead of one. Your second form appears adjacent to you and has its own set of actions, acting on your initiative. It is otherwise identical in all aspects, including carried equipment. You can command your copy mentally. Your copy shares hit points with you, and any damage it takes is copied to you.

Your copy cannot cast spells other than Cantrips - including from magic items - but can Wild Shape and you both Concentrate on spells independently of one another. The copy (and any equipment it appeared with) disappears once the duration elapses or if you are reduced to zero hit points.

Out of Sight

3rd Level Enchantment


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

You weave a veil of smoke over the memories of those who perceived you. While a creature observes you, they are unaffected, but the moment they lose sight of you, they must make a wisdom saving throw. If they fail, they lose all memory of you and your actions that took place during the duration of the spell. This can only be reversed by application of a Modify Memory spell to unlock the repressed memories.

The creature is still aware of actions it took or changes to the environment during the memory loss - such as a newly unlocked door, or running - but it will not remember chasing you.

Outbreak

2nd Level Necromancy


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Sorcerer, Wizard, Ranger

You cause a diseased creature you can see within range to become, briefly, extremely contagious. The target you choose must make a constitution saving throw or be wracked by coughing fits. They lose their next action, gain a level of exhaustion, and expose all creatures within a 10ft radius to any diseases they are currently infected with. The disease's save DC is increased to match your spell save DC, assuming it was not already higher.

If the initial target succeeds on their save, they do not expose others or lose their action, but the wave of magic still causes them to gain a level of exhaustion for 1 hour. A creature can't gain more than one level of exhaustion from Outbreak at a time.

Overwhelming Poison

2nd Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S M (a drop of pure water)
  • Duration: 8 hours
  • Classes: Ranger, Artificer

By touching a vial of poison, you make it more deadly and virulent. It save DC is increased to match your spell save DC, unless it was already higher, in which case it instead increases the save DC by +2. The magic of it also allows the touched poison to bypass immunity to the poisoned condition, ignore resistance to poison damage, and treat immunity to poison damage as resistance instead.

Instead of touching a vial of poison you can touch a creature that has a natural weapon that deals poison damage (such as a scorpion's sting) and apply the enchantment to them instead. If so, the spell ends on the target creature after it has made one successful attack with the natural weapon, regardless of whether or not the poison was successful.

Peacebond

1st Level Transmutation (Ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (a small strip of cloth or leather)
  • Duration: 8 hours
  • Classes: Cleric, Paladin, Sorcerer, Wizard

The touch of this spell seeks to prevent a weapon from being drawn out of turn. When you touch a weapon still stuck in its sheathe, holder, quiver, or similar object, you lock it in place, preventing it from being drawn. While bonded in such a way, the weapon and its sheath gives off a light visible glow, and illusory bonds wrap around it to denote it as peacebonded. This spell has no effect on weapons held or otherwise not stowed somewhere.

If the wearer of the weapon is unwillingly subjected to the spell, they can make a wisdom saving throw to negate it. A peacebonded weapon can be drawn only if the wearer uses their action to make a strength (athletics) check against the caster's spell save DC. Once drawn, the spell ends. Each time the wearer of a peacebonded weapon is attacked they make a further Wisdom saving throw to end the spell early.

Peacebond, False

1st Level Transmutation (Ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (a small strip of cloth or leather)
  • Duration: 8 hours
  • Classes: Bard, Wizard

This spell functions as Peacebond does, except when you cast it you can denote one creature present for the casting who can draw the weapon freely. As with Peacebond, once the weapon has been drawn once, the spell ends.

Plague Bearer

6th level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Concentration (up to 1 minute)
  • Classes: Cleric, Druid

The creature you touch becomes an asymptomatic carrier of the Contagion spell, bearing a disease of your choice from it. Any creature that ends their turn adjacent to the carrier must succeed on a Constitution saving throw or be affected by Contagion. Once Plague Bearer ends, the bearer is cursed of their diseases, though those infected by it remain diseased.

Pocketful of Vipers

2nd level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: 24 hours
  • Classes: Druid, Ranger

You set a magical ward on the object touched. The object must be some sort of container, such as a chest, box, pouch, or backpack. If any creature opens the container without first speaking the correct command word, 3 Flying Snakes immediately appear from the box and attack the creature who opened the box. They vanish after 1 minute or when reduced to 0 hit points. If another creature attacks them, they will defend themselves, but otherwise take no actions.

Poison

4th Level Necromancy


  • Casting Time: 1 action
  • Range: 30'
  • Components: V S
  • Duration: Concentration (up to 1 minute)
  • Classes: Druid, Ranger

The target of this spell must succeed on a Constitution saving throw or take 3d8 Poison damage and be afflicted by the Poisoned condition for the duration of the spell. At the start of your subsequent turns, the creature takes an additional 3d8 Poison damage. On a successful saving throw they take half damage and are not Poisoned. At the end of each of its turns the target can make another Constitution saving throw. On a success, the spell ends on the target.

When cast from a higher level spell slot, the damage is increased by +1d8 for each spell level above 4th.

Power Word: Blind

2nd Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard.

A single power word threatens to blind a creature forever. Choose a target within range. A creature with under 40 hit points is Blinded for 1d4+1 Rounds. A creature with under 20 hit points is permanently Blinded, unless this effect is cured via Lesser Restoration or Greater Restoration.

Power Word: Deafen

2nd Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard.

A single power word threatens to end a creature's hearing permanently. Choose a target within range. A creature with under 50 hit points is Deafened for 1d4+1 minutes. A creature with under 25 hit points is permanently Deafened, unless this effect is cured via Lesser Restoration or Greater Restoration.

Power Word: Disable

4th Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard.

Your power word seeks not to end life, but to merely end combat. Choose a target within range. If the creature has fewer than 30 hit points, they are reduced to 0 hit points and stabilise as unconscious, as if they had passed 3 death saving throws.

Power Word: Distract

5th Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard

The power word spoken throws the target off balance. Choose a target within range. If the creature has 60 or fewer hit points, all attacks against them have advantage and the target creature has disadvantage on any dexterity or wisdom ability checks, for 1d4+1 rounds.

Power Word: Fatigue

5th Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard

Your power word saps the targeted creature of energy. If they have 101 or fewer hit points, they gain one level of Exhaustion, up to a total of five levels.

Power Word: Maladroit

4th Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard

By speaking a word of power, you make the targeted creature slower and clumsier. If they have 60 or fewer hit points they have disadvantage on all attacks and dexterity saving throws for 2d4+1 rounds.

Power Word: Nauseate

6th Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard

You speak a word of power so disgusting that your target wretches. A creature with 50 or fewer hit points has their speed set to 0 and must spend their action wretching in place for 1d4+1 rounds. A creature with 50-100 hit points suffers the same for only 1 round.

Power Word: Petrify

8th Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard

Your word turns flesh to stone in a moment. If the targeted creature has fewer than 75 hit points it gains the Petrified condition with no expiry.

Power Word: Sicken

3rd Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard

The power word you speak at a targeted creature rends their health asunder. If they have 40 or fewer hit points, they gain the Poisoned condition for 2d4+1 rounds.

Power Word: Silence

7th Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard

Your word of power cuts off means of communication for the targeted creature. If they have 80 hit points or less, they are unable to speak, cast any spells with a Verbal component, or use any telepathic forms of communication, for 1d4+1 rounds.

Power Word: Sleep

2nd level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

You speak a word of power that can cause a creature that has 50 hit points or fewer to fall into a deep comatose slumber. The creature falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Power Word: Weaken

2nd Level Enchantment


  • Casting Time: 1 action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard

By speaking a word of power, you sap the targeted creatures strength. If they have fewer than 40 hit points they deal half damage with all weapon attacks, and have disadvantage on any strength saving throws and ability checks, for 1d4+1 rounds.

Protection from Fear

2nd level abjuration


  • Casting time: 1 action
  • Range: Self (30-foot Radius)
  • Components: V S M (a bear or lion's claw)
  • Duration: 1 minute
  • Classes: Bard, Druid, Cleric, Paladin

When you cast this spell, all creatures within 30' of the target point gain advantage on saving throws against spells or effects that cause the Frightened condition for the duration. If any creatures are currently frightened, casting this spell lets them roll a new save to end the condition immediately, with advantage.

Protection from Normal Missiles

2nd Level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (a piece of tortoise or turtle shell)
  • Duration: 1 hour
  • Classes: Sorcerer, Wizard, Artificer

When you cast this spell you create a ward against nonmagical ranged and thrown weapons which has 20 hit points. Each time you would take damage from one of these weapons, the ward takes it first instead, until either the duration expires or the ward's hit points are expended.

When cast from a higher level spell slot, the ward's hit points increase by 10 for each level of spell above 2nd.

Protection from Petrification

1st level abjuration


  • Casting time: 1 action
  • Range: Touch
  • Components: V S M (a basilisk scale)
  • Duration: 1 hour
  • Classes: Cleric, Paladin, Druid, Wizard, Artificer

Until the spell ends, one willing creature you touch is immune to the Petrified condition. This spell does not break existing petrification.

Protective Aegis

1st level abjuration


  • Casting time: 1 bonus action
  • Range: Touch
  • Components: S
  • Duration: 1 minute
  • Classes: Paladin

By touching a creature you grant them a shimmering shield. The next damage they take during the duration of this spell is reduced to 0. The magic is then expended and the spell ends.

Radiant Lance

Cantrip, Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S M (a small twig)
  • Duration: Instantaneous
  • Classes: Cleric

A radiant lance of light manifests over your shoulder, which flies towards your target. Make a ranged spell attack. If it hits, the target takes 1d6 radiant damage and the lance pierces through them. Creatures in a 15' long, 5' wide line behind the target creature take the same damage.

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

Rall's Flameroar

4th level Evocation


  • Casting Time: 1 action
  • Range: Self (30' radius)
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Warlock, Sorcerer, Wizard

You call flames together around you into the shape on an enormous lion's head which roars with burning power. All creatures, other than yourself, within the spell's area take 8d6 fire damage, or half as much on a failed constitution saving throw. Those who fail their saves are likewise knocked prone. They are also frightened of you, for 1 minute. They may make a new Wisdom saving throw at the end of each turn to end the effect early.

When cast from a spell slot above 4th level, you increase the damage by 1d6 for each spell slot. If cast from a 7th level or higher spell slot, the damage dice is increased to a d10.

Rebuke Magic

2nd level Abjuration


  • Casting Time: 1 bonus action
  • Range: 60ft.
  • Components: V
  • Duration: 1 minute
  • Classes: Paladin, Ranger

You abjure a creature's attempt to cast spells. Choose a target within range. They must succeed on a Charisma saving throw or find their magic abilities restricted. When they cast a spell that expends a spell slot, they must cast it from a spell slot one level higher than normal, without gaining the normal benefits for doing so.

A creature that fails their saving throw can make additional saves at the end of each of their turns to end the effect early.

At Higher Levels. When cast from spell slot of 3rd level or higher, increase the level of spell slot restriction by 1 for each level. For example, a creature afflicted by a 4th level Rebuke Magic would have to expend a 6th level spell slot to cast a Fireball at its normal level.

Revenance

3rd Level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Paladin

This spell brings a dead ally you touch back to life temporarily. The creature must have been dead for less than 1 minute. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with half their maximum hit points.

This spell also neutralizes any poison and cures nonmagical Diseases that affected the creature at the time it died. This spell doesn't, however, remove magical Diseases, Curses, or similar effects, if these aren't first removed prior to casting the spell, they take Effect when the creature returns to life. The spell can't return an Undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its Survival - its head, for instance - the spell automatically fails.

The target is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the effect of this spell, the subject is not affected by spells that raise the dead. Finally, the target gains a +1 bonus on attack rolls, damage rolls, saves, and ability checks against the creature that killed them.

At Higher Levels. When cast from a 5th or 6th level spell slot, the range increases to 30ft and you can target two creatures instead of one. When cast from a 7th level or higher spell slot, the range increases to 60ft, this can be cast as a bonus action instead of 1 action, and it may target up to 3 creatures. When cast from a 9th level spell slot, it can target as many creatures as you choose within range.

Sacrificial Strike

2nd level evocation


  • Casting time: 1 reaction
  • Range: 60'
  • Components: S
  • Duration: Instantaneous
  • Classes: Paladin

You store up the power of those who stand against you before unleahsing it right back at them. As a reaction to taking damage you may immediately make a ranged or melee spell attack (your choice) at the creature who damaged you. If you hit, the target takes radiant damage equal to twice the damage you took from their attack.

Sigil of Alacrity

1st level transmutation


  • Casting time: 1 bonus action
  • Range: 30 feet
  • Components: V S M (a piece of chalk)
  • Duration: 1 round
  • Classes: Artificer, Warlock

You create a 5' diameter sigil on the ground at a point within range. At the start of your next turn the sigil's magic is unleashed, and the creature stood on the sigil gains the effect of the Haste spell until the end of their next turn. When the haste effect ends, they do not suffer any lethargy from this.

Sigil of Chains

1st level transmutation


  • Casting time: 1 bonus action
  • Range: 30 feet
  • Components: V S M (a piece of chalk)
  • Duration: 1 minute
  • Classes: Artificer, Warlock

You inscribe a 15' radius sigil on the ground at a point within range. At the start of your next turn the sigil's magic churns the ground, grasping at those stood within its borders. Any creatures stood on the sigil must immediately make a Strength saving throw or be pulled to the centre of the sigil. On a successful save, they are only pulled 5' towards the centre. The sigil's area requires 2 feet of movement to move 1 foot for 1 minute after the pull effect occurs.

When cast from a higher level spell slot, the radius of the sigil is increased by 5' for each spell level above 1st. When cast by from a 3rd level spell slot or higher, the area requires 3 feet of movement to move 1 foot. When cast from a 5th level spell slot, the area requires 4 feet of movement to move 1 foot.

Sigil of Flame

3rd level evocation


  • Casting time: 1 bonus action
  • Range: 60 feet
  • Components: V S M (a piece of chalk)
  • Duration: 1 round
  • Classes: Artificer, Warlock

You inscribe a 10' radius sigil on the ground at a point within range. At the start of your next turn the sigil detonates. Any creatures stood on the sigil immediately take 7d8 fire damage.

When cast from a high level spell slot, the radius of the sigil is increased by 5' and you deal an additional 1d8 fire damage for each spell level above 3rd.

Sigil of Fear

2nd level necromancy


  • Casting time: 1 bonus action
  • Range: 60 feet
  • Components: V S M (a piece of chalk)
  • Duration: 1 round
  • Classes: Artificer, Warlock

You inscribe a 5' radius sigil on the ground at a point within range. At the start of your next turn the sigil's magic warps the mind. Any creatures stood on the sigil must immediately make a Wisdom saving throw or be Frightened of you for 1d4 rounds. A creature can make a new Wisdom saving throw at the end of their turns to end the effect early.

When cast from a higher level spell slot, the radius of the sigil is increased by 5' and the duration is increased by 1 round for each spell level above 2nd.

Sigil of Silence

2nd level illusion


  • Casting time: 1 bonus action
  • Range: 60 feet
  • Components: V S M (a piece of chalk)
  • Duration: 1 round
  • Classes: Artificer, Warlock

You inscribe a 10' radius sigil on the ground at a point within range. At the start of your next turn the sigil's magic assails the senses. Any creatures stood on the sigil must immediately make a Constitution saving throw or be Deafened and unable to cast any spells with a Verbal component for 1d4 rounds. A creature can make a new constitution saving throw at the end of their turns to end the effect early.

When cast from a higher level spell slot, the radius of the sigil is increased by 5' and the duration is increased by 1 round for each spell level above 2nd.

Sigil of Summoning

3rd level conjuration


  • Casting time: 1 bonus action
  • Range: 60 feet
  • Components: V S M (a piece of chalk)
  • Duration: Concentration (1 minute)
  • Classes: Artificer, Warlock

You inscribe a 10' radius sigil on the ground at a point within range. At the start of your next turn the sigil's magic calls forth two Flying Swords and one Animated Armours, which serve you for 1 minute before the magic dissipates.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

When cast from a 5th level spell slot, you summon an additional two flying swords and one animated armour.

Skull Trap

3rd level necromancy


  • Casting time: 1 action
  • Range: 150 feet
  • Components: V S M (a piece of skull bone)
  • Duration: Concentration (Up to 10 minutes)
  • Classes: Warlock, Sorcerer, Wizard, Artificer

You focus your energies to create a spectral skull of necromantic energy, which you then launch towards a point you can see within range. If there are any creatures within a 20' radius sphere when it arrives, the skull detonates dealing 6d6 necrotic damage to all creatures within the 20' radius sphere, dealing only half damage on a successful constitution saving throw. Should there be no creatures within the area when the spell is cast, the skull hovers there until one enters the area, at which point it detonates immediately.

Spirit Echo

2nd level Necromancy


  • Casting time: 1 bonus action
  • Range: 60ft
  • Components: V S M (a small spirit talisman)
  • Duration: 1 minute
  • Classes: Druid

When you cast this spell choose one friendly creature you can see within range and connect your spirit to theirs. For the duration whenever either you or your target cast a spell, the other creature adds that spell to their list of spells known or prepared.

Soul Mirror

7th level illusion


  • Casting time: 1 action
  • Range: Self (100' Radius)
  • Components: V S M (a darkened mirror)
  • Duration: Instantaneous
  • Classes: Warlock

You unleash a wave of illusory energy that tugs at the souls of the enemies around you, creating dark shadowy copies of all hostile creatures within the area, adjacent to their original. The copies immediately use 1 action to take the most damaging action against their original, be that a multiattack, a spell, or some other feature. The copy uses the original's statistics. Once the action has been taken and resolved, the copies vanish and the spell ends.

Spell Deflection

3rd level abjuration


  • Casting time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 3 rounds
  • Classes: Sorcerer, Wizard, Artificer

Spells cast against yourself – be they beneficial or detrimental are absorbed for the duration, up to a total of 4 spell levels. This includes spell cast from scrolls or innate spellcasting, but excludes area of effect abilities such as Cloudkill or Fireball. This only affects up to 4th level spells, and if it tries to absorb a spell over 4th level then Minor Spell Deflection instantly fails and ends. However, if a it has already absorbed 3 levels of spells and a 2nd level spell is cast against the user, then it absorbs the 2nd level spell fully.

When you cast this spell from a slot above 3rd, you increase the spell levels absorbed by 2 and the maximum spell level absorbed by 1, for each spell level above 3rd. For example, if you cast this spell from a 7th level spell slot, it could absorb 12 spell levels, but only spells of up to 8th level in total.

Spelltheft

3rd level abjuration


  • Casting time: 1 action
  • Range: 60'
  • Components: V S
  • Duration: Instantaneous
  • Classes: Sorcerer

Make a ranged spell attack against a creature within range. If it hits, you can immediately cast a random spell from their list of spells without expending an additional slot. You can then continue to cast the spell for 1 hour using your own spell slots, and the target creature cannot cast that spell for 1 hour.

If you cast Spelltheft from a 6th level or higher spellslot, you can choose which spell to steal from the target, assuming the target spell is not a higher level spell than the slot you expended to cast Spelltheft.

Spell Turning

7th Level Abjuration


  • Casting Time: 1 reaction
  • Range: 60'
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

This powerful abjuration causes a spell targeted at you to rebound at the original caster, dealing the full spell effects to them instead of you. This only applies to spells that target creatures directly, and not to area of effect spells such as Cloudkill or Fireball. The original caster must make any saving throws appropriate, or use their armour class if it is a spell with an attack roll.

Spellschool Immunity

7th Level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V S M (a tiny mirror)
  • Duration: Concentration (up to 1 minute)
  • Classes: Sorcerer, Wizard, Warlock

Casting this spell grants you protection from one spell school of your choice, chosen when you cast the spell. All spells of the chosen school will be unable to harm or aid the caster for the duration of this spell, however any existing spells - be they positive or negative - already affecting the caster remain in effect.

Sphere of Chaos

7th Level Transmutation


  • Casting Time: 1 action
  • Range: 60'
  • Components: V S
  • Duration: Concentration (up to 10 minutes)
  • Classes: Sorcerer, Warlock, Bard.

When you cast this spell designate a point within range. A 20' radius sphere of pure chaotic magic appears. All creatures within the sphere must make a Constitution saving throw or roll a d10 on the table below. Effects from this spell last until the end of the affected creature's next turn. Creatures who end their turn inside the Sphere must make a new Constitution saving throw when they do so.

Roll Effect
1 The target is Polymorphed into a Squirrel.
2 The target is Confused, as the Confusion spell.
3 The target bursts into flames, taking 3d6 fire damage.
4 The target is Paralyzed
5 The target suffers 5d6+10 force damage. If this reduces them to 0HP, they are disintegrated along with any equipment or items they were carrying/holding.
6 The target is healed 20 hit points
7 The target is teleported to another square inside the sphere.
8 The target is Unconscious
9 The target is Hasted, as the spell. They suffer no lethargy when this effect ends.
10 The target benefits from the Bless spell.

Strength

2nd Level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a strand of cloth fibre)
  • Duration: Concentration (Up to 1 hour)
  • Classes: Warlock, Wizard, Sorcerer, Artificer

Touching a creature as part of casting this spell sets their strength score to 18. If their strength score was higher than 18, and they are unwilling, the touched creature may make a strength saving throw to negate the spell's effect.

When cast from a higher level spell slot, this spell can affect one additional creature for each spell level above 2nd.

Teleport Field

3rd Level Transmutation


  • Casting Time: 1 action
  • Range: 120'
  • Components: V S
  • Duration: 10 minutes
  • Classes: Sorcerer, Warlock, Wizard, Bard, Artificer

You create a 30' radius sphere of teleportation energy at a point within range. Any creatures that start their turn while inside the sphere must succeed on a Constitution save or be teleported to another random square within the area. Teleported creatures always appear with solid ground beneath their feet, unless they have a fly speed.

Teleport, Baleful

6th level Conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: 1 action
  • Classes: Bard, Sorcerer, Wizard

This spell functions similarly to the Teleport spell, except you can use it on a single unwilling creature. It is still subject to the same restrictions regarding knowledge of the destination and chance of mishap as a normal teleport spell. The target creature can make a wisdom saving throw to negate the initial teleport. After one round, they can then make a further wisdom saving throw. If they succeed on the second one they are returned to their previous location, though they are wracked by pain for doing so, and take 4d10 force damage.

Temporal Divergence

7th Level Transmutation


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

When you cast this spell it allows you to see two diverging timelines depending on your next action. Choose two spells with a casting time of 1 action that you have a spell slot for. You 'cast' both spells each in a separate timeline, tracking the results of each spell cast as if the other did not exist. Once you have seen the results of both spells, you choose which timeline to follow, and expend the action and spell slot accordingly for that timeline. The spell you chose for the timeline you didn't take does not occur in any way.

For example, a spellcaster facing a horde of orcs and a demon might choose Hold Monster and Fireball. Upon seeing that in the Hold Monster timeline that the demon resisted the spell, they might choose the Fireball timeline, retaining their 5th level spell slot as if it were never used.

Time Warp

6th Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Concentration (up to 1 round)
  • Classes: Sorcerer, Wizard

You invoke time itself to grant your allies additional speed. Choose a creature other than yourself and touch them. They can now take an additional turn in the current round, at your initiative count -10.

Tooth of Knowledge

2nd Level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 24 hours
  • Classes: Artificer

A large draconic tooth protrudes from your jaw, granting you great magical knowledge. When you cast this spell, you cast any spell from the Wizard or Sorcerer spell list of 1st level that has a casting time of 1 action. You also add it to your list of Spells Prepared for the duration and treat it as an Artificer spell.

At Higher Levels. When cast from a spell slot of 3rd level or higher, increase the level of the spell you learn by 1 for each level of spell slot. When cast from a 5th level spell slot, you can learn up to 5th level spells, instead of just 4th.

Tormenting Thirst

3rd Level Enchantment


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S
  • Duration: Concentration (up to 1 minute)
  • Classes: Bard, Sorcerer, Wizard

This spell fills the target with a terrible, all-consuming thirst. Choose a target you can see within range. They must succeed on a wisdom saving throw or be unable to focus on any goal besides quenching their thirst. On their turns, they spend all of their movement and actions attempting to seek out the nearest body or container of water and drain it dry - though no matter how hard they try, it will never be quenched.

If a creature denies the affected target the opportunity to quench its thirst (such as refusing their waterskin) the target flies into a Rage (as a 1st level Barbarian) and Recklessly Attacks the target. They strike friend and foe alike, though not necessarily with lethal intent.

Ultimate Penitence

7th Level Evocation


  • Casting Time: 1 action
  • Range: Self (30ft Radius)
  • Components: V S M (holy symbol)
  • Duration: Concentration (up to 1 minute)
  • Classes: Cleric

You ascend to the skies on wings of radiant light, raining bolts of holy energy down on friend and foe alike. When you cast this spell you gain a fly speed equal to your walking speed and temporary hit points equal to half your maximum hit points. You also unleash a rain of three holy bolts at random creatures within 30ft of you, other than yourself. If they strike an enemy, make a spell attack roll, dealing 2d6 + your spellcasting modifier radiant damage on a successful hit, or half as much on a miss. If they strike an ally, they regain 2d6 + your spellcasting modifier hit points.

As a bonus action on your turns, you can unleash a further singular bolt at a random creature within range. In addition, as an action on your subsequent turns you can unleash a further three bolts.

This spell ends immediately if your temporary hit points are exhausted.

Umbral Weapon

3rd Level Illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Concentration (up to 1 hour)
  • Classes: Bard, Artificer

You infuse a weapon you touch with a mirror illusion copy that seems to shimmer around it. Regardless of whether an attack with this weapon hits a creature or not, the illusion slices them, dealing 1d4 psychic damage.

When cast from a 5th or 6th level spell slot, the damage increases to 2d4. When cast from a 7th or higher level spell slot it increases to 3d4.

Un/Holy Smite

4th Level Necromancy


  • Casting Time: 1 action
  • Range: 90'
  • Components: V S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

By uttering a prayer, you call down judgment upon a point you designate within range. Creatures within a 20' radius sphere of this point must succeed on a Constitution saving throw or take 5d4 radiant or necrotic (your choice) damage and be Blinded for 1 minute. On a successful save, the damage is halved and they are not blinded. At the end of each of its turns, blinded creatures can make another Constitution saving throw. On a success, the spell ends on the target.

When cast from a higher level spell slot, this deals an additional 2d4 damage for each level above 5th.

Unprepared For the Fight

1st level enchantment


  • Casting Time: 1 reaction
  • Range: 60ft
  • Components: V S
  • Duration: Instantaneous
  • Classes: Ranger

When you roll initiative, you can attempt to delay a foe's action. Before seeing the results of the initiative roll, if you are not surprised, you can use your reaction to use this spell on them. Their initiative count is reduced by 1d8 + your Wisdom modifier. An unwilling creature can make a wisdom saving throw to negate this effect.

Unspoken Name

3rd level Divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V S
  • Duration: Up to 24 hours
  • Classes: Cleric, Bard, Sorcerer, Wizard

When you cast this spell, you designate a word, phrase, or name. If a creature within 1 mile of you says the designated word(s), you immediately learn that creature's name, apperance, and location. The spell then ends.

Unwilling Shield

5th Level Necromancy


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S
  • Duration: 1 minute
  • Classes: Cleric, Paladin, Bard

This spell functions like Warding Bond, but rather than a willing creature, it forces a bond between you and an unwilling target. Choose a target within range that you can see. If they fail a wisdom saving throw, you gain a +1 bonus to AC and all saving throws, and resistance to all damage. Every time you take damage, it takes the same amount. The target creature can make a new wisdom saving throw at the end of their turn to end the effect early, but only if they took damage from Unwilling Shield since their last turn.

The spell ends immediately if either of you drop to 0 hit points, or if you are more than 90ft apart.

Unicorn Blood

5th Level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 1 hour
  • Classes: Druid, Ranger

The power of a unicorn surges in your veins. While this spell is active you are immune to the poisoned condition and poison damage, and have advantage on saving throws against being charmed. On your turn you can use your bonus action to immediately gain temporary hit points equal to four times your Wisdom modifier, which last until your next long rest. Unicorn Blood then ends on you.

Vertigo

2nd Level Illusion


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Wizard

You attempt to cripple the target's sense of balance. On a failed wisdom saving throw, they immediately fall prone. Thereafter, they must make a Dexterity (Acrobatics) check against your save DC at the start of each of their turns. If they succeed, they can move normally. If they fail, their speed is set to 0 that turn. If they fail by 5 or more, they fall prone again and cannot move that turn, but can otherwise act normally.

Vertigo Field

4th Level Illusion


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Wizard

This spell functions as Vertigo does, except it targets a point within range, and afflicts all creatures within a 15ft radius when the spell is cast. The illusory field also distorts people's perceptions, and it is treated as difficult terrain for the duration.

Vision of the After

1st Level Divination


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V S
  • Duration: 1 round
  • Classes: Cleric

You visit upon your foes a vision of what awaits them in the afterlife. For good-aligned creatures, this may inspire awe and hope in them, while in evil aligned creatures it could terrify. Regardless of alignment or their destined future, they must make a wisdom saving throw. On a failure, they are incapacitated until the end of their next turn. If they succeed, they are still thrown off balance, and suffer a -1d4 to all attack rolls and ability checks until the end of their next turn.

Vivid Nightmare

4th Level Illusion


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S
  • Duration: Concentration (up to 1 minute)
  • Classes: Bard, Warlock, Sorcerer, Wizard

You call up a copy of a target creature, creating an illusory duplicate of them adjacent to the target of the spell. It has the exact same statistics as the original, save for its hit points which are set to 1. The illusory copy shares your initiative, but acts after you. On its turn it does nothing but move towards its original and use the Attack (or Multiattack) action against it. All damage dealt by the copy is Psychic, instead of the normal damage type it may deal.

The spell ends if the copy or the original target are reduced to 0 hit points.

When cast from a 6th or 8th level spell slot, you can target one (6th) or two (8th) additional creatures to create copies of. You cannot target the same creature with this multiple times at once.

Vocalize

2nd Level Necromancy


  • Casting Time: 1 action
  • Range: Self (20' Radius)
  • Components: S
  • Duration: 1 minute
  • Classes: Sorcerer, Warlock, Wizard, Artificer, Bard

The direct counterpart to the Silence spell, this spell creates an area of sound that allows creatures to speak freely. Spellcasters are able to perform Verbal components in this area, even if a Silence spell is cast.

Vulnerability

7th Level transmutation


  • Casting Time: 1 action
  • Range: 90ft
  • Components: V S
  • Duration: Concentration (up to 1 minute)
  • Classes: Druid, Warlock, Wizard, Sorcerer

Choose one creature you an see in range. If it fails a Constitution saving throw, it loses Immunity and Resistance to one damage type you choose.

Wail of the Banshee

9th Level Necromancy


  • Casting Time: 1 action
  • Range: Self.
  • Components: V S M (a lock of banshee hair, worth 500gp)
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard, Warlock, Bard.

You unleash a blood curdling scream the echoes with the grave's weight. Creatures you designate that can hear you within 30' must succeed on a Constitution save or be reduced to 0HP. Undead and construct type creatures are unaffected by this spell.

Wall of Dispel Magic

5th Level Abjuration


  • Casting Time: 1 action
  • Range: 120ft
  • Components: V S M (a small piece of phosphorous)
  • Duration: Concentration (up to 1 minute)
  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

You form up a wall of dispelling magic. The wall can be made up to 60ft long, 20ft high, and is 1ft thick, or a ringed wall 20ft in diameter, 20ft high, and 1ft thick. Whenever a creature passes through the wall or ends their turn within it, they are affected by the Dispel Magic spell, as if cast from a 3rd level spell slot. A creature is unaffected by the wall when it first appears, and must pass fully through it from one side to the other to be affected. It is, however, permeable to spells being cast through it as normal.

When cast from a spell slot above 5th level, the effective spell of Dispel Magic is increased in turn. For instance, a 7th level Wall of Dispel Magic would affect creatures with a 5th level Dispel Magic spell when they pass through.

Wand Modulation

2nd Level Transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V S
  • Duration: 1 hour
  • Classes: Artificer

You manipulate magic inside a wand you possess, altering it to cast a different spell with its magical charges. When you cast this spell, you choose another spell that you currently have prepared for the wand to cast. The new spell must be of an equal or lower level than the original spell inside the wand, but it otherwise temporarily acts as a wand of the spell you chose.

For instance, if you have a Wand of Fireball, you could use Wand Modulation to temporarily replace it with any spell you have available of 3rd level or lower.

If you cast Wand Modulation from a 3rd level or higher spell slot, you can choose to replace the original wand's spell save DC with your own at the same time.

Wave of Apathy

3rd Level Enchantment


  • Casting Time: 1 action
  • Range: Self (30ft radius)
  • Components: V S
  • Duration: 1 round
  • Classes: Bard

With a musical tune you unleash a wave of apathetic emotions over all enemy creatures within range. If they fail a wisdom saving throw, then any instance of damage they deal before the end of your next turn is reduced to 1.

Widen Auras

2nd Level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 10 minutes
  • Classes: Paladin

By infusing your auras with additional magic, you can project them further. The radius of your paladin auras is doubled for the duration.

Wondrous Recall

6th Level Evocation


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

When you cast this spell, you regain two spellslots of 4th level or lower. If you have not expended these spellslots, this spell does nothing.

Zone of Peace

5th Level Abjuration (Ritual)


  • Casting Time: 1 minute
  • Range: 30ft
  • Components: V S
  • Duration: 8 hours
  • Classes: Cleric, Paladin, Sorcerer, Wizard

Choose a point within range. A 50ft radius around this point is affected by the Peacebond spell for the duration. All creatures who are in the area or enter into it for the duration must making the saving throw (if unwilling) or have their weapons Peacebonded so long as they remain within. There are no exceptions to this, including the caster.

Zone of Revelation

4th Level Divination


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V S M (a tiny mirror fragment)
  • Duration: Concentration (up to 10 minutes)
  • Classes: Cleric, Sorcerer, Wizard

All creatures within a 20ft radius of the target point are made visible, and cannot be invisible so long as they remain within the area. This only suppresses, and does not dispel, invisibility effects.

Zone of Sweet Air

3rd Level Abjuration


  • Casting Time: 1 action
  • Range: 10' radius sphere
  • Components: V S
  • Duration: Concentration (up to 10 minutes)
  • Classes: Cleric, Paladin, Druid, Ranger

When you cast this spell you create an area of 'pure' air around you, clearing away any noxious or poisonous gases, fogs, and giving you a safe space to breathe. The sphere of pure air does not move with you when you move. This works against higher level spells, such as Cloudkill and Incendiary Cloud, but only works against gases or other breathables - it does not have any effect against liquids or solids that might obstruct breathing or sight. The spells and effects it clears away are not ended, merely temporarily negated, and will return if Zone of Sweet Air ends before their duration expires.

When cast from a higher level spell slot, the radius of the sphere is increased by 5' for each spell level above 3rd.