Collin Krueger Spells

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LevelNameCasting TimeDurationRange
cantrip
Acid Splash
ConjurationV, S
1 action
Instantaneous
60 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You hurl a bubble of acid. Choose a point within range. Each creature within a 10-foot radius must succeed on a Dexterity saving throw or take 1d8 acid damage.

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

Tags: modified Classes: ArtificerSorcererWizard
cantrip
Air Slice
EvocationV, S, M
1 action
Instantaneous
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a small leaf)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You slice through the air, creating a slash of energy at one target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage and if the creature is Medium or smaller, the creature is knocked back 5 feet.

This spell creates more than one slice when you reach higher levels: two slices at 5th level, three slices at 11th level, and four slices at 17th level. You can direct the slices at the same target or at different targets. Make a separate attack roll for each slice. If you hit a target with multiple slices, they are only pushed back once, but if the creature is larger than Medium, you can push it back with the following amount of slices: 2 slices to push a Large creature, 4 slices to push a Huge creature.

Tags: custom Classes: ArtificerShamanSorcererWizard
cantrip
Annoying Bee
IllusionV, S, M
1 action
1 round
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a dead bee)

  • Duration

    1 round

  • Spell School

    Illusion

This spell creates the illusion of annoying bees flying around and harassing the target. Choose a creature within range. The creature must make a Wisdom Saving Throw or gain the distracted condition until the end of their next turn.

This spell has greater effects at higher levels: At 5th level, you can target two creatures. At 11th level, you can target three creatures, and at 17th level, you can target four creatures.

Tags: customsolasta Classes: ArtificerBardDruidWizard
cantrip
Blade Ward
AbjurationV, S
1 Reaction
Instantaneous
Self
  • Level

    cantrip

  • Casting Time

    1 Reaction

  • Range

    Self

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Abjuration

You trace a sigil of warding, imposing Disadvantage on the creature’s attack roll against you.

Tags: 5e Classes: BardChanterSorcererWarlockWizard
cantrip
Booming Blade
EvocationV, M*
1 action
1 round
Self (5-foot radius)
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Self (5-foot radius)

  • Components

    V, M (a melee weapon worth at least 2Lv)

  • Duration

    1 round

  • Spell School

    Evocation

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, adding 1d4 thunder damage to the attack, and then the target becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d10 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 2d4 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d10. At 11th level, the you gain an additional damage die for each effect (3d4 and 3d10) and again at 17th level (4d4 and 4d10).

Tags: 5e Classes: ArtificerSorcererWarlockWizard
cantrip
Breaking Blade
EvocationV, S, M
1 action
Instantaneous
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a drop of mercury)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You conjure an ethereal dagger which you fling towards a creature within range. Make a ranged spell attack roll, on a hit, you deal 1d8 piercing damage.

Additionally, this spell ignores Abjuration spells of 1st level or lower.

At Higher Levels: The damage of this spell increases by 1d8 at each of the following levels, 5th (2d8), 11th (3d8), 17th (4d8). Additionally, at the following levels, you ignore abjuration spells of one level higher: 5th (2nd level spells), 11th (3rd level spells), 17th (4th level spells).

Tags: customuncommon Classes: ArtificerMysticShamanSorcererWarlockWizard
cantrip
Catchphrase
EvocationV
1 bonus action
Instantaneous
10 feet
  • Level

    cantrip

  • Casting Time

    1 bonus action

  • Range

    10 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Evocation

You speak your signature catchphrase in an attempt to distract your enemy. Target one creature who can understand you. That creature must make an Intelligence Saving Throw. On a failed save, the target is distracted and knocked off-balance until the end of your turn.

Once an enemy has succeeded on a save against this spell, they are immune to its effects for 1 Minute.

The power of this spell increases as you reach certain levels. At 5th level, the range of this spell becomes 30 feet. At 11th level, a creature is no longer immune for 1 minute after a successful save. At 17th level, the creature need not understand you, simply have the ability to understand one language.

Tags: custom Classes: BardChanter
cantrip
Chill Touch
NecromancyV, S
1 action
1 round
120 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    1 round

  • Spell School

    Necromancy

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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

Tags: 5e Classes: SorcererWarlockWizard
cantrip
Control Flames
TransmutationS
1 action
Instantaneous or 1 Hour
60 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    S

  • Duration

    Instantaneous or 1 Hour

  • Spell School

    Transmutation

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

You instantaneously extinguish the flames within the cube.

You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

This spell's effects increase at higher levels. At 5th level, you can have up to six non-instantaneous effects active and can dismiss any number of these effects as a bonus action. At 11th level, you can extinguish or change the area of light cast by any number of flames within range simultaneously. Additionally, you may affect flame to produce no heat. This change lasts for 1 hour. At 17th level, any flames you target for the effects of this spell may now fit within a 10-foot cube and the duration of the non-instantaneous effects last 24 Hours

Tags: 5e Classes: DruidShamanSorcererWizard
cantrip
Create Bonfire
ConjurationV, S
1 action
8 Hours
60 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 8 Hours

  • Spell School

    Conjuration

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren't being worn or carried.

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

Tags: 5e Classes: ArtificerDruidSorcererWarlockWizard
cantrip
Dancing Lights
EvocationV, S, M
1 action
1 Minute
120 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a bit of phosphorus or wychwood, or a glowworm)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Evocation

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

This spell's effects increase at higher levels. At 5th level, you can choose for the lights to produce bright light out to 10 feet and dim light for an additional 10 feet. At 11th level, the lights can be up to 30 feet away from another light. At 17th level, you can create up to six lights

Tags: 5e Classes: ArtificerBardChanterSorcererWizard
cantrip
Blauschild's Detect Volatility
DivinationV, S
1 action
Instantaneous
15 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    15 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Divination

This spell allows a creature to briefly peer into the state of volatility of a creature or an object within range. This might include detecting an impending chemical reaction, sensing a creature's influx/outflux of magical energy, or various other states of volatility.

Tags: weavebrokenrestricted Classes: Wizard
cantrip
Druidcraft
TransmutationV, S
1 action
Instantaneous
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

Whispering to the spirits of nature, you create one of the following effects within range:

You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.

You instantly light or snuff out a candle, a torch, or a small campfire.

This spell's effects increase at higher levels. At 5th level, you can create the following effects: You dim the flame of a candle, torch, or small campfire, halving its light radius You create a more potent instantaneous sensory effect, like the roar of a tiger, the rumble of thunder, or the scent of smoke or burning wood. The effect must fit in a 10-foot radius You touch a creature and instantly remove any unnatural scent from its body or clothing. At 11th level, you gain the following effects: You create a barrier against weather which extends out from you in a 10-foot radius and moves with you, remaining centered on you and shielding the area from non-magical snow, rain, and wind. The barrier lasts 1 hour. At 17th level, you can use this spell to create a barrier against weather, changing the temperature in a 10-foot radius by up to 20 degrees Fahrenheit. This barrier lasts 1 Hour.

Tags: 5e Classes: Druid
cantrip
Eldritch Blast
EvocationV, S
1 action
Instantaneous
120 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Tags: 5e Classes: Warlock
cantrip
Encode Thoughts
EnchantmentS
1 action
8 Hours
Self
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Self

  • Components

    S

  • Duration

    8 Hours

  • Spell School

    Enchantment

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

Tags: weavebreaking5e Classes: ArtificerBardMysticSorcererWizard
cantrip
Executioner's Touch
NecromancyV, S
1 action
Instantaneous
Touch
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You draw the life out of a creature on the brink of death. Touch a creature within range which is at 0 hit points. The creature is killed.

This spell has greater effects at higher levels: At 5th level, this spell no longer requires a verbal component. At 11th level, creatures which you kill in this method gain an extra level of death fatigue if they are revived within the next minute. At 17th level, the casting time becomes 1 bonus action.

Tags: custom Classes: ChanterClericDruidPaladinShamanWarlock
cantrip
Firebolt
EvocationV, S
1 action
Instantaneous
120 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Tags: 5e Classes: ArtificerSorcererWizard
cantrip
Flare
ConjurationS, M
1 Action
Instantaneous
150 feet
  • Level

    cantrip

  • Casting Time

    1 Action

  • Range

    150 feet

  • Components

    S, M (a drop of potassium nitrate and charcoal shavings)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You conjure a flare and fire it at a target within range. Make a ranged spell attack. On a hit, the target takes 1d6 radiant damage and it can't take reactions until the start of its next turn.

Additionally, you can fire a flare into the air. When the flare does not contact another surface, it can burn for 1 minute.

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

Tags: custom Classes: ArtificerChanter
cantrip
Friends
EnchantmentS, M
1 action
1 Minute
Self
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Self

  • Components

    S, M (a small amount of makeup applied to the face as this spell is cast)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Enchantment

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

This spell's effects increase at higher levels. At 5th level, the creature does not realize that you have used magic on it until 1 minute after the spell ends. At 11th level, you this spell no longer requires a material component and the verbal component simply becomes the word "friend" in the language that you are speaking. At 17th level, this spell's somatic component can be interwoven with natural looking gesticulation.

Tags: 5e Classes: BardSorcererWarlockWizard
cantrip
Frostbite
EvocationV, S
1 action
Instantaneous
60 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

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

Tags: modified Classes: ArtificerDruidShamanSorcererWarlockWizard
cantrip
Green Flame Blade
EvocationV, M*
1 action
Instantaneous
Self (5-foot range)
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Self (5-foot range)

  • Components

    V, M (a melee weapon worth at least 2Lv)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Tags: 5e Classes: ArtificerSorcererWarlockWizard
cantrip
Guidance
DivinationV, S
1 Reaction
Instantaneous
10 feet
  • Level

    cantrip

  • Casting Time

    1 Reaction

  • Range

    10 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Divination

Choose a creature who just failed an Ability check. They can add 1d4 to their ability check.

The spell’s range doubles when you reach levels 5 (20 feet), 11 (40 feet), and 17 (80 feet).

Tags: modified Classes: ArtificerClericChanterDruidShaman
cantrip
Gust
TransmutationV, S
1 action
Instantaneous
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 10 feet away from you.

You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.

You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

This spell's effects increase at higher levels. At 5th level, the creature fails its saving throw if it is off-balance. At 11th level, the object or creature is pushed back 20 feet. At 17th level, the creature pushed can be Large or smaller.

Tags: modified Classes: ArtificerDruidShamanSorcererWizard
cantrip
Infestation
ConjurationV, S, M
1 action
Instantaneous
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a living flea)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

The spell's damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Tags: 5e Classes: DruidShamanSorcererWarlockWizard
cantrip
Light
EvocationV, M
1 action
1 Hour
Touch
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, M (a firefly or phosphorescent moss)

  • Duration

    1 Hour

  • Spell School

    Evocation

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

This spell's effects increase at higher levels. At 5th level, you can change the radius of the light as a bonus action to a minimum of 5 feet of bright light. At 11th level, the range of the spell becomes 60 feet. At 17th level, you can choose to make the light only visible to one creature of your choice.

Tags: 5eenhanced Classes: ArtificerBardChanterClericShamanSorcererWizard
cantrip
Lightning Lure
EvocationV, S
1 action
Instantaneous
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range.

The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage.

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

Tags: 5e Classes: ArtificerShamanSorcererWarlockWizard
cantrip
Mage Hand
ConjurationV, S
1 action
1 Minute
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    1 Minute

  • Spell School

    Conjuration

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds

This spell's effects increase at higher levels. At 5th level, you can ignore the verbal component of this spell. Additionally, you can change the look of the hand to make it look like your own hand. At 11th level, the range of this spell becomes 60 feet. At 17th level, the hand can carry up to 20 pounds and can look like the hand of any creature that you have seen.

Tags: 5eenhanced Classes: ArtificerBardChanterSorcererWarlockWizard
cantrip
Magic Stone
EvocationV, S
1 bonus action
1 Minute
Touch
  • Level

    cantrip

  • Casting Time

    1 bonus action

  • Range

    Touch

  • Components

    V, S

  • Duration

    1 Minute

  • Spell School

    Evocation

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

This spell's effects increase at higher levels. At 5th level, you can imbue a similar item with this spell, such as a playing card, a coin, or a needle. At 11th level, you can imbue arrows or bullets with this spell. If the projectile if fired from a weapon, the attack does not add the spellcasting ability modifier. At 17th level, you can cause the stones to hover in place and you can use your action to telekinetically throw up to three of them.

Tags: 5eenhanced Classes: ArtificerDruidWarlock
cantrip
Mayhem
ConjurationV, S
1 action
Special
10 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V, S

  • Duration

    Special

  • Spell School

    Conjuration

This spell is a minor feat of magical trickery which is an essential part of any troublemaker’s toolkit. You cause one of the following effects within range.

You can tune or detune an instrument. If a creature is holding the instrument, they can make a Dexterity Save to resist this effect.

You can conjure a can of magical spray paint which lasts for 1 minute. The spray paint has no effect on creatures.

You can instantly don or doff up to 10 articles of clothing.

You can cause a creature you can see to sneeze loudly. If the creature is not willing, they make attempt a Constitution Saving Throw.

You can cause the sound of a loud gong, banging drums, or another obnoxious noise to go off at a point within range. This noise remains for 1 Minute.

You can cause a loose article of clothing to dramatically billow in the wind. If the creature is unwilling, they may make a Dexterity Saving Throw.

You can instantly apply makeup to a willing creature. If the creature is unwilling, they may attempt a Dexterity Saving Throw.

You can summon a magical pie. This pie can be thrown at a creature as an improvised weapon attack. On a hit, the creature’s vision is lightly obscured until they use a bonus action to wipe their eyes.

This spell has greater effects at higher levels. At 5th level, the range of this spell becomes 30 feet. At 11th level, your pies inflict the blinded condition, and your obnoxious sounds and billowing effects inflict the distracted condition on a failed Wisdom Saving Throw. At 17th level, this spell’s casting time becomes a bonus action.

Tags: custom Classes: Bard
cantrip
Mending
TransmutationV, S, M
1 minute
Instantaneous
Touch
  • Level

    cantrip

  • Casting Time

    1 minute

  • Range

    Touch

  • Components

    V, S, M (two lodestones)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

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

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

You can use this spell to heal a construct. Upon the completion of the spell, it regains 1d6 hit points.

This spell's effects increase at higher levels. At 5th level, you can use this spell to reassemble any number of broken fragments of an object which can fit inside the constrains of the spell. Additionally, the healing of this spell increases to 2d6. At 11th level, you can repair breaks which are no larger than 3 feet in any dimension and the healing increases to 3d6 hit points. At 17th level, you can now cast this spell as an action and the healing increases to 4d6 hit points.

Tags: 5eenhanced Classes: ArtificerBardChanterClericDruidShamanSorcererWizard
cantrip
Message
ConjurationV, S, M
1 action
1 Round
120 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a short piece of copper wire)

  • Duration

    1 Round

  • Spell School

    Conjuration

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

This spell's effects increase at higher levels. At 5th level, the spell's range becomes 300 feet. At 11th level, you no longer need to point to the creature. At 17th level, the message becomes telepathic.

Tags: 5eenhanced Classes: ArtificerBardChanterSorcererWizard
cantrip
Mind Sliver
EnchantmentV
1 action
1 Round
60 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V

  • Duration

    1 Round

  • Spell School

    Enchantment

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Tags: 5e Classes: MysticShaman
cantrip
Minor Illusion
IllusionS, M
1 action
1 Minute
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    S, M (a bit of fleece)

  • Duration

    1 Minute

  • Spell School

    Illusion

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

This spell's effects increase at higher levels. At 5th level, you can delay the effects of this spell by up to 1 minute. At 11th level, the range on this spell becomes 60 feet. At 17th level, you can use this spell to create simple animation which is no longer than 2 seconds which repeats for the duration.

Tags: 5eenhanced Classes: ArtificerBardChanterSorcererWarlockWizard
cantrip
Mold Earth
TransmutationS
1 action
Instantaneous
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.

You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

This spell's effects increase at higher levels. At 5th level, you can have up to five non-instantaneous effect simultaneously. At 11th level, you can deposit earth moved up to 15 feet away. Additionally, your ability to create shapes and colors lasts for 24 hours. At 17th level, you can now affect a 10-foot cube.

Tags: 5eenhanced Classes: DruidShamanSorcererWizard
cantrip
On/Off
TransmutationV, S
1 action
Instantaneous
60 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

This spell cannot pass through 1 foot of stone, 1 inch of glass or metal, a thin sheet of lead, or 3 feet of wood.

This spell's effects increase at higher levels. At 5th level, the spell can now pass through glass. At 11th level, the spell can now pass through up to 2 inches or metal or 1 inch of lead, and at 17th level you can use this spell to shut of more complicated systems such as turning off a computer or similar device, or disabling a tablo. A tablo can be turned back on as an action.

Tags: 5emodern Classes: ArtificerChanterShamanSorcererWarlockWizard
cantrip
Pestilent Fist
NecromancyS, M
1 Action
Instantaneous
Touch
  • Level

    cantrip

  • Casting Time

    1 Action

  • Range

    Touch

  • Components

    S, M (a mummified finger)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

Choose one creature within range to throw a fist of rotting energy at. Make a melee spell attack against that creature. On a hit, the target suffers 1d10 necrotic damage and has their hit point maximum reduced by an amount equal to the damage taken for the next minute. Undead and construct cannot have their max HP reduced by this spell.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Tags: custom Classes: Warlock
cantrip
Poison Spray
EvocationV, S
1 action
Instantaneous
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You extend your hand toward in a direction and release a spray of poisonous gas. Each creature in a 10-foot cone must succeed on a Constitution Saving Throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Tags: modified Classes: ArtificerDruidShamanSorcererWarlockWizard
cantrip
Prestidigitation
TransmutationV, S
1 action
1 Hour
10 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V, S

  • Duration

    1 Hour

  • Spell School

    Transmutation

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

You instantaneously light or snuff out a candle, a torch, or a small campfire.

You instantaneously clean or soil an object no larger than 1 cubic foot.

You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

This spell's effects increase at higher levels. At 5th level, you can have up to 5 non-instantaneous effects active at once. At 11th level, the spell has a range of 30 feet and the duration of these effects lasts for 8 hours. At 17th level, you can use this spell to clean, soil, chill, warm, or flavor up objects up to 5 cubic feet.

Tags: 5e Classes: ArtificerBardChanterSorcererWarlockWizard
cantrip
Primal Savagery
EvocationS
1 action
Instantaneous
Self
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Self

  • Components

    S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d4 slashing damage and 1d6 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell's damage, both piercing (d4) and acid (d6) increase by one damage die when you reach 5th level (2d4 and 2d6), 11th level (3d4 and 3d6), and 17th level (4d4 and 4d6).

Tags: 5e Classes: DruidShaman
cantrip
Produce Flame
ConjurationV, S
1 action
10 Minutes
Self
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    10 Minutes

  • Spell School

    Conjuration

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

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

Tags: 5e Classes: DruidShaman
cantrip
Quicken Step
TransmutationS
1 action
1 round
Touch
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    S

  • Duration

    1 round

  • Spell School

    Transmutation

For a brief moment, you can instill a surge of energy into a creature of your choice. Target one creature within range. For the duration, the creature's speed is increased by 10 feet.

This spell's has greater effects at higher levels: At 5th level, you increase their speed by 15 feet. At 11th, by 20 feet, and at 17th by 25 feet.

Tags: custom Classes: BardDruidWizard
cantrip
Ray of Frost
EvocationV, S
1 action
Instantaneous
60 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

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

Tags: 5e Classes: ArtificerSorcererWizard
cantrip
Resistance
AbjurationV, S, M
1 Reaction
Instantaneous
10 feet
  • Level

    cantrip

  • Casting Time

    1 Reaction

  • Range

    10 feet

  • Components

    V, S, M (a miniature cloak)

  • Duration

    Instantaneous

  • Spell School

    Abjuration

You choose a target within range who failed a Saving Throw. That creature adds 1d4 to the saving throw.

The spell’s range doubles when you reach levels 5 (20 feet), 11 (40 feet), and 17 (80 feet).

Tags: 5e Classes: ArtificerChanterClericDruidShaman
cantrip
Sacred Flame
EvocationV, S
1 action
Instantaneous
60 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

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

Tags: 5e Classes: Cleric
cantrip
Sailor's Cuss
EvocationV
1 action
Instantaneous
Self (15-foot cone)
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Self (15-foot cone)

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Evocation

You utter a curse word so vile it could only have been learned from ancient histories of forgotten lore or out on the high seas. Each creature in a 15-foot cone originating from yourself must make a Charisma Saving Throw. On a failed save, the creature takes 1d6 thunder damage. If you cast this on a creature you have charmed, they are no longer charmed.

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

Tags: custom Classes: BardChanter
cantrip
Sapping Sting
NecromancyV, S
1 action
Instantaneous
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage and fall prone.

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

Tags: graviturgy5e Classes: MysticShaman
cantrip
Send Private Key
DivinationS
1 Minute
Instantaneous
Unlimited
  • Level

    cantrip

  • Casting Time

    1 Minute

  • Range

    Unlimited

  • Components

    S

  • Duration

    Instantaneous

  • Spell School

    Divination

Utilizing the arcane telecommunication, you can send another creature with whom you are familiar a public and private key that can be used to access you more directly. This is required for certain spells which require a private key. This key lasts for 10 minutes.

Tags: ARCANETcustom Classes: ArtificerBardChanterClericDruidShamanSorcererWizardWarlock
cantrip
Shadow Armor
AbjurationV, S
1 action
1 minute
Self
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    1 minute

  • Spell School

    Abjuration

You call forth wisps of darkness from the shadows around you. You gain 3 temporary hit points for the duration.

This spell grants more temporary hit points at higher levels: At 5th level, you gain 4 temporary hit points; At 11th level, you gain 5 temporary hit points, and at 17th level, you gain 6 temporary hit points.

Tags: customsolasta Classes: ChanterSorcererWarlockWizard
cantrip
Shape Water
TransmutationS
1 action
Instantaneous
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.

You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

Additionally, if you have a source of water, you can create a water whip. As a part of casting this spell, make a ranged spell attack with a range of 10 feet. On a hit, the creature takes 1d8 bludgeoning damage.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

This spell's effects increase at higher levels. At 5th level, you can have up to 5 non-instantaneous effects. At 11th level, you can manipulate other liquids if at least half of their content is water. At 17th level, the range of your water whip becomes 15 feet. Additionally, this spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Tags: 5e Classes: DruidShamanSorcererWizard
cantrip
Shillelagh
TransmutationV, S, M
1 bonus action
1 Minute
Touch
  • Level

    cantrip

  • Casting Time

    1 bonus action

  • Range

    Touch

  • Components

    V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)

  • Duration

    1 Minute

  • Spell School

    Transmutation

A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon.

The weapon’s damage die changes when you reach levels 5 (d10), 11(d12), and 17 (2d6)

Tags: 5e Classes: DruidShaman
cantrip
Shocking Grasp
EvocationV, S
1 action
Instantaneous
Touch
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

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

Tags: 5e Classes: ArtificerSorcererWizard
cantrip
Shut Up
EnchantmentV
1 action
1 round
10 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V

  • Duration

    1 round

  • Spell School

    Enchantment

You magically command a creature to not speak for the next few seconds. Choose a creature within range. That creature must attempt an Honor Saving Throw. On a failed save, the creature is silenced for the duration.

The power of this spell increases as you reach certain levels. At 5th level, the range of this spell becomes 20 feet. At 11th level, the range becomes 30 feet. At 17th level, the range becomes 60 feet.

Tags: custom Classes: BardChanter
cantrip
Snapshot
ConjurationS, M*
1 Action
Instantaneous
Self
  • Level

    cantrip

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    S, M (a film strip and a gemstone worth at least 100Lv which can refract light)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You can make permanent the scene you see before you. As an action, you can take a picture of the current scene, using one square of film reel. The film needs to be developed to be viewed. This black and white picture gets some broad details, but is low quality overall.

Tags: custom Classes: ArtificerBardChanterClericDruidMysticWizardShamanSorcererWarlock
cantrip
Sorcerous Burst
EvocationV, S
1 action
Instantaneous
120 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage. If you roll a 8 on a d8 for this spell, you can roll another d8, and add it to the damage. Whenever you cast this spell, the maximum number of these d6s you can add to the spell's damage equals your spellcasting ability modifier. You choose the damage type each time you cast this spell: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

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

Tags: 5e Classes: Sorcerer
cantrip
Spare the Dying
NecromancyV, S
1 action
Instanteous
15 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    15 feet

  • Components

    V, S

  • Duration

    Instanteous

  • Spell School

    Necromancy

You touch a living creature that has 0 hit points. The creature becomes stable even if the damage is fatal. This spell has no effect on undead or constructs.

The spell’s range doubles when you reach levels 5 (30 feet), 11 (60 feet),and 17 (120 feet).

Tags: 5eenhanced Classes: ArtificerClericShaman
cantrip
Sword Burst
ConjurationV
1 action
Instantaneous
Self (5-foot radius)
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    Self (5-foot radius)

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d8 force damage

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

Tags: modified Classes: ArtificerBardChanterSorcererWizard
cantrip
Thaumaturgy
EvocationV
1 action
1 Minute
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V

  • Duration

    1 Minute

  • Spell School

    Evocation

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

Your voice booms up to three times as loud as normal for 1 minute.

You cause flames to flicker, brighten, dim, or change color for 1 minute.

You cause harmless tremors in the ground for 1 minute.

You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

You instantaneously cause an unlocked door or window to fly open or slam shut.

You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

his spell's effects increase at higher levels. At 5th level, you can change your voice to become more angelic or demonic for 1 minute. Additionally, you can amplify your voice to four times as loud. At 11th level, you can cause as many unlocked doors or windows to fly open or shut and can have up tofive of its 1-minute effects active at once. At 17th level, the duration of this spell's 1-minute effects becomes 1 Hour.

Tags: 5e Classes: ChanterClericShaman
cantrip
Thorn Whip
TransmutationV, S, M
1 action
Instantaneous
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (the stem of a plant with thorns)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 15 feet closer to you.

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

Tags: modified Classes: ArtificerDruidShaman
cantrip
Thunderclap
EvocationS
1 action
Instantaneous
5 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    5 feet

  • Components

    S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d8 thunder damage.

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

Tags: 5e Classes: ArtificerBardChanterDruidSorcererWarlockWizard
cantrip
Toll the Dead
NecromancyV, S
1 action
Instantaneous
60 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Tags: 5e Classes: ClericShamanWarlockWizard
cantrip
True Strike
DivinationS
1 action
1 round
30 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    S

  • Duration

    1 round

  • Spell School

    Divination

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Additionally, the creature must make a Wisdom Saving Throw against your spell save DC. The creature automatically fails this saving throw if its level or CR is lower than or equal to yours. On a failure, you gain a brief insight into the stats of this creature, you may ask the DM one of the following questions:

• Damage Vulnerabilities

• Damage Immunities and Resistances

• Condition Immunities and Resistances

• Special Senses

• Hit Dice

• One Ability Score and Saving Throw

• Creature Type and Alignment

• Legendary Action and Resistance Count

• How one attack you have already seen works mechanically.

Once you have divined a piece of information using this spell about a creature, that creature is immune to this spell's divination for 24 hours. You can still use this spell to gain advantage on your next turn, though.

Tags: modified Classes: BardChanterShamanSorcererWizardWarlock
cantrip
Vicious Mockery
EvocationV
1 action
Instantaneous
60 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Evocation

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and subtract 1d4 from their next saving throw until the end of that target's next turn.

This spell's damage and save penalty increases when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).

Tags: modified Classes: Bard
cantrip
Word of Radiance
EvocationV, M
1 action
Instantaneous
10 feet
  • Level

    cantrip

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V, M (a holy symbol)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

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

Tags: modified Classes: ChanterCleric
1st
10 of Swords
EvocationV, S, M
1 Action
Instantaneous
Self (15-foot cone)
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    Self (15-foot cone)

  • Components

    V, S, M (a deck of playing cards)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You imbue a deck of cards with supernatural speed and aim and release a swarm of playing cards at creatures within a 15-foot cone. Each creature in the cone takes 3d4 piercing damage

When this spell is cast using a spell slot of 2nd level or higher, increase the spell's damage by 1d4 for each level above 1st

Tags: custom Classes: ArtificerBardChanterSorcerer
1st
4 of Pentacles
DivinationV, S, M
1 Action
1 Hour
Special
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    Special

  • Components

    V, S, M (4 discs or coins)

  • Duration

    1 Hour

  • Spell School

    Divination

You inscribe invisible runes onto four discs or coins of your choice. For the duration, you know the direction and distance of each of the marked discs. Additionally, you can set a trigger which can cause a pentagram to glow from one of the coin's surfaces. When casting this spell, you can choose whether the glow emits 5 feet of dim light or 10 feet of bright light and 10 feet of dim light.

When casting this spell using a spell slot of 2nd level or higher, the duration of the spell increases by 1 hour for each spell slot above 1st.

Tags: custom Classes: BardWizardSorcerer
1st
6 of Cups
ConjurationV, S, M
1 Action
1 Minute
20 feet
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    20 feet

  • Components

    V, S, M (six playing cards)

  • Duration

    1 Minute

  • Spell School

    Conjuration

Choosing up to six locations within range, you summon forth six vitalizing spirits to bolster your allies resolve in battle. When a creature consumes this drink as a bonus action, the creature receives 3 temporary hit points for 1 Minute and +2 to their next roll before the start of their next turn. The drink created is alcoholic and does cause drunkeness as if it were a fortified wine.

When this spell is cast using a spell slot of 2nd level or higher, each cup grants 1 additional temporary hit point.

Tags: custom Classes: BardClericSorcerer
1st
7 of Wands
TransmutationV, S, M
1 Action
1 Hour
Self
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (a bundle of 7 sticks)

  • Duration

    1 Hour

  • Spell School

    Transmutation

You transmute a bundle of 7 sticks into simple wands which a creature can use to light their way and ultimately fire a bolt of flames through. The wands give off and 10 feet of dim light. As an action, a creature holding one of these wands can fire out a bolt of flames. When firing a wand, choose a creature within 30 feet and roll a ranged attack roll using the caster's spell attack modifier. On a hit, the wand deals 2d6 fire damage. After firing one of these wands, the wand becomes inert.

When this spell is cast using a spell slot of 3rd level or higher, the wands deal an additional 1d6 fire damage for every two levels above 1st

Tags: custom Classes: BardDruidSorcerer
1st
Absorb Elements
AbjurationS
1 reaction
1 round
Self
  • Level

    1st

  • Casting Time

    1 reaction

  • Range

    Self

  • Components

    S

  • Duration

    1 round

  • Spell School

    Abjuration

As a reaction to taking acid, cold, fire, lightning or thunder damage, the spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Tags: 5e Classes: ArtificerDruidRangerShamanSorcererWizard
1st
Acid Stream
EvocationV, S, M
1 action
1 Minute
Self (30-foot line)
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self (30-foot line)

  • Components

    V, S, M (a bit of rotten food)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Evocation

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns.

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

Tags: 5e Classes: ShamanSorcererWizard
1st
Alarm
AbjurationV, S, M
1 minute
8 Hours
30 feet
  • Level

    1st

  • Casting Time

    1 minute (ritual)

  • Range

    30 feet

  • Components

    V, S, M (a tiny bell and a piece of fine silver wire)

  • Duration

    8 Hours

  • Spell School

    Abjuration

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Tags: 5e Classes: ArtificerRangerWizard
1st
Animal Friendship
EnchantmentV, S, M
1 action
24 Hours
30 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a morsel of food)

  • Duration

    24 Hours

  • Spell School

    Enchantment

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Tags: 5e Classes: BardChanterDruidRangerShaman
1st
Arcane Weapon
TransmutationV, S
1 bonus action
1 Hour
Self
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 Hour

  • Spell School

    Transmutation

You channel arcane energy into one simple or martial weapon you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration.

As a bonus action, you can change the damage type, choosing from the options above.

When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

Tags: 5eUA Classes: Artificer
1st
Armor of Agathys
AbjurationV, S, M
1 action
1 hour
Self
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a cup of water)

  • Duration

    1 hour

  • Spell School

    Abjuration

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Tags: 5e Classes: Warlock
1st
Arms of Hadar
ConjurationV, S
1 action
Instantaneous
Self (10-foot radius)
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self (10-foot radius)

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Tags: 5e Classes: ChanterWarlock
1st
Astringent Stride
KlaprymancyV, S, M
1 Action
1 Round
Self
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (a sliver of refined Klaprys and a scrap of leather)

  • Duration

    1 Round

  • Spell School

    Klaprymancy

You cast a spell, emanating an aura around you as you move which causes the skin to dry out and wrinkle of creatures around you. Until the end of your turn, your walking speed is increased by 10 feet and each creature who you get within 5 feet of must make a Constitution Saving Throw. On a failed save, the creature takes 2d4 acid damage and 2d4 necrotic damage, dealing half damage on a successful save.

Tags: customuncommon Classes: ArtificerDruidRangerShamanSorcerer
1st
Banana Peel
ConjurationS, M
1 reaction
Instantaneous
30 feet
  • Level

    1st

  • Casting Time

    1 reaction

  • Range

    30 feet

  • Components

    S, M (a banana seed)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

As a reaction to a creature moving with the dash action, you may summon a banana peel in their direct path to attempt to make them fall over. If the creature is Large or smaller, the creature must make a Dexterity Saving Throw against your spell save DC. On a failed save, the creature trips and is knocked prone. If the creature is Large, the creature has advantage on the Saving Throw.

Tags: customuncommon Classes: BardSorcererWizard
1st
Bane
EnchantmentV, S, M
1 action
1 Minute
30 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a drop of blood)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Enchantment

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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

Tags: 5e Classes: BardClericShaman
1st
Beast Bond
DivinationV, S, M
1 action
10 Minutes
Touch
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a bit of fur wrapped in a cloth)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Divination

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Tags: 5e Classes: DruidRanger
1st
Bless
EnchantmentV, S, M
1 action
1 Minute
30 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a sprinkling of holy water)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Enchantment

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

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

Tags: 5e Classes: ClericPaladinShaman
1st
Bones from Below
ConjurationV, S
1 action
1 minute
30 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

Playing the rattling resonance of the shadowfell, you call forth spirits to manifest as skeletons of their former selves. You summon two skeletons to fight alongside you. Roll initiative for the group of skeletons. On their turn, you command the skeletons.

When the spell ends or the skeleton dies, the bones crumple to a pile of dust.

At Higher Levels: When this spell is cast using a spell slot of 3rd level, you summon an additional skeleton for every two levels above 1st.

Tags: custom Classes: Chanter
1st
Burning Hands
EvocationV, S
1 action
Instantaneous
120 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

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

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Tags: 5e Classes: ShamanSorcererWizard
1st
Call Restless Shadow
ConjurationV
1 action
1 minute
30 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You magically call forth a shadow of a lost or restless spirit to fight alongside you. You summon a Shadow to fight along side you. Roll initiative for the Shadow. On its turn, you command it.

When this spell ends or the shadow reaches 0 hit points, it disappears in a puff of smoke, and any strength drained from a creature as a result of this creation reverts to normal.

At Higher Levels: When this spell is cast using a spell slot of 4th level or higher, you may summon an avenging spirit after the death of the restless spirit. If the Shadow is reduced to 0 hit points, another shadow spawns in its place to avenge that spirit.

Tags: custom Classes: Chanter
1st
Catapult
TransmutationS
1 action
Instantaneous
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Tags: 5e Classes: ArtificerChanterSorcererWizard
1st
Cause Fear
NecromancyV
1 action
1 Minute
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Necromancy

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Tags: 5e Classes: ShamanWarlockWizard
1st
Ceremony
AbjurationV, S, M
1 hour
Instantaneous
Touch
  • Level

    1st

  • Casting Time

    1 hour (ritual)

  • Range

    Touch

  • Components

    V, S, M (250Lv worth of powdered silver, which the spell consumes)

  • Duration

    Instantaneous

  • Spell School

    Abjuration

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Tags: 5e Classes: ChanterClericPaladin
1st
Chaos Bolt
EvocationV, S
1 action
Instantaneous
120 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

Chaos Bolt

d8 Damage Type

1 Acid

2 Cold

3 Fire

4 Force

5 Lightning

6 Poison

7 Psychic

8 Thunder

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Tags: 5e Classes: Sorcerer
1st
Charm Person
EnchantmentV, S
1 action
1 hour
30 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    1 hour

  • Spell School

    Enchantment

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Tags: 5e Classes: BardChanterDruidSorcererWarlockWizard
1st
Chromatic Orb
EvocationV, S, M*
1 action
Instantaneous
90 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (a diamond worth at least 500Lv)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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

Tags: 5e Classes: SorcererWizard
1st
Color Spray
IllusionV, S, M
1 action
1 round
Self (15-foot cone)
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self (15-foot cone)

  • Components

    V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)

  • Duration

    1 round

  • Spell School

    Illusion

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Tags: 5e Classes: ChanterSorcererWizard
1st
Command
EnchantmentV
1 action
1 round
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V

  • Duration

    1 round

  • Spell School

    Enchantment

You speak a one-word command to a creature you can see within range. The target must succeed on an Honor saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Tags: 5e Classes: ChanterClericPaladin
1st
Compelled Duel
EnchantmentV
1 bonus action
1 minute
30 feet
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    30 feet

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

You attempt to compel a creature into a duel. One creature that you can see within range must make an Honor saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make an Honor saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Tags: 5e Classes: Paladin
1st
Comprehend Languages
EvocationV, S, M
1 action
1 hour
Self
  • Level

    1st

  • Casting Time

    1 action (ritual)

  • Range

    Self

  • Components

    V, S, M (a pinch of soot and salt)

  • Duration

    1 hour

  • Spell School

    Evocation

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Tags: 5e Classes: BardMysticShamanSorcererWarlockWizardArtificer
1st
Contracept
AbjurationV, S, M
1 Action
1 Hour
Touch
  • Level

    1st

  • Casting Time

    1 Action (ritual)

  • Range

    Touch

  • Components

    V, S, M (a small bit of lamb's skin)

  • Duration

    1 Hour

  • Spell School

    Abjuration

Choose one creature within range. For the duration of the spell, the creature cannot conceive. If the creature is unwilling to accept this spell, they may make a Constitution Saving Throw to attempt to avoid the effects of this spell.

Tags: customflavor Classes: ArtificerBardClericPaladinShamanSorcererWarlockWizard
1st
Create or Destroy Water
TransmutationV, S, M
1 action
Instantaneous
30 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a drop of water if creating water or a few grains of sand if destroying it)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Tags: 5e Classes: ArtificerChanterClericDruidShaman
1st
Cure Wounds
EvocationV, S
1 action
Instantaneous
Touch
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

A creature you touch regains a number of hit points equal to 1d10 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d10 for each slot level above 1st.

Tags: 5e Classes: ArtificerBardClericDruidPaladinRangerShaman
1st
Dampen Armor
IllusionV, S, M
1 Action
8 Hours
Touch
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    Touch

  • Components

    V, S, M (a small bit of foam)

  • Duration

    8 Hours

  • Spell School

    Illusion

Choose a set of armor which has the Stealth Disadvantage attribute. For the duration, the armor lacks this property.

Tags: custom Classes: Artificer
1st
Dark Current
NecromancyV, S, M
1 Action
1 Minute
60 feet
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    60 feet

  • Components

    V, S, M (a pinch of phosphorous)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Necromancy

You fire a thin black bolt of black electricty from your fingertips at one enemy within range. That creature must make a Dexterity Saving Throw or take 2d10 lightning damage and become cursed, or on a successful save, half damage and no further effects.

While the creature is cursed in this way, whenever the target takes lightning damage, they take an additional 1d6 lightning damage. At the end of each of the creature's turns, they can make a Wisdom Saving Throw, ending the curse on a successful save.

Tags: custom Classes: ShamanSorcererWarlock
1st
Deja Vu
EnchantmentV, S
1 Action
2 Rounds
60 feet
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    2 Rounds

  • Spell School

    Enchantment

You expose a creature to a momentary relapse of time, forcing it to repeat the same actions over again. The target must make a Wisdom Saving Throw. On a failed save, whatever actions and movement that the creature uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and be as close to the actions of the first term as possible. For instance, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the creature moves, it must move the same distance and direction, if possible, on its next turn.

If the target can’t repeat an action, such as using a resource which has been expended or targeting a creature which has died, it will attempt to use the resource anyway to no effect.

Tags: custom Classes: MysticShaman
1st
Density Shift
TransmutationV, S, M
1 action
10 Minutes
30 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a small magnet)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Transmutation

Choose two objects or creatures larger than ½ a cubic foot within range but no larger than 10 cubic feet. You swap their densities for the duration of the spell. If a creature is unwilling, they must succeed on a Constitution Saving Throw or be affected by this spell.

If a creature’s density is increased by 5 times or greater, then they are immobilized for the duration. If the creature’s density is increased by 10 times or greater, they are knocked prone.

Tags: graviturgycustom Classes: SorcererWizard
1st
Detect Evil or Good
DivinationV, S
1 action
10 minutes
Self
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Divination

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Tags: 5e Classes: ClericPaladinShaman
1st
Detect Magic
DivinationV, S
1 action
10 minutes
Self
  • Level

    1st

  • Casting Time

    1 action (ritual)

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Divination

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Tags: 5e Classes: ArtificerBardChanterClericDruidMysticPaladinRangerShamanSorcererWizard
1st
Detect Poison and Disease
DivinationV, S, M
1 action
10 minutes
Self
  • Level

    1st

  • Casting Time

    1 action (ritual)

  • Range

    Self

  • Components

    V, S, M (a yew leaf)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Divination

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Tags: 5e Classes: ClericDruidPaladinRangerShaman
1st
Detect Radiation
KlaprymancyV, S
1 action
10 Minutes
Self
  • Level

    1st

  • Casting Time

    1 action (ritual)

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Klaprymancy

For the duration, you sense the presence of radiation within 30 feet of you and its intensity. You also see the severity of radiation poisoning that any creature within the range has.

Tags: custom Classes: ArtificerClericPaladinShamanSorcererWizard
1st
Disguise Self
IllusionV, S
1 action
1 hour
Self
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    1 hour

  • Spell School

    Illusion

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Tags: 5e Classes: ArtificerBardSorcererWizard
1st
Dissonant Whispers
EnchantmentV
1 action
Instantaneous
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Enchantment

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Tags: 5e Classes: BardChanter
1st
Divine Favor
EvocationV, S
1 bonus action
1 minute
Self
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Tags: 5e Classes: Paladin
1st
Drive Self
EvocationV, S, M
1 Minute
20 Minutes
Special
  • Level

    1st

  • Casting Time

    1 Minute

  • Range

    Special

  • Components

    V, S, M (a vehicle)

  • Duration

    Concentration, up to 20 Minutes

  • Spell School

    Evocation

While touching the main steering apparatus of a land vehicle, name a destination which you have visited previously. For the duration, the vehicle will pathfind and drive itself to the destination, obeying all traffic laws. This spell will bring the vehicle to a safe stop, if possible, if no one takes manual control in the final minute of the spell.

When this spell is cast using a spell slot of 2nd level, the duration becomes Concentration, up to 1 Hour. At 3rd level, Concentration, up to 3 Hours, at 4th Level, Concentration up to 8 Hours, and at 5th level, Concentration, up to 24 Hours. Additionally, if the spell is cast using a spell slot 3 levels higher than the desired duration, the spell no longer becomes concentration.

Tags: custommodern Classes: ArtificerBardChanterClericDruidPaladinRangerWizardShamanSorcererWarlock
1st
Earth Tremor
EvocationV, S
1 action
Instantaneous
10 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Tags: 5e Classes: BardChanterDruidShamanSorcererWizard
1st
Ensnaring Strike
ConjurationV
1 bonus action
1 minute
Self
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Tags: 5e Classes: Ranger
1st
Entangle
ConjurationV, S
1 action
1 minute
90 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Tags: 5e Classes: DruidShaman
1st
Expeditious Retreat
TransmutationV, S
1 bonus action
10 minutes
Self
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Tags: 5e Classes: ArtificerSorcererWarlockWizard
1st
Faerie Fire
EvocationV
1 action
1 minute
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Tags: 5e Classes: ArtificerBardChanterDruidShaman
1st
False Life
NecromancyV, S, M
1 action
1 hour
Self
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a small amount of alcohol or distilled spirits)

  • Duration

    1 hour

  • Spell School

    Necromancy

Bolstering yourself with a necromantic facsimile of life, you gain 1d6 + 4 temporary hit points for the duration.

When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Tags: 5e Classes: ArtificerSorcererWizard
1st
Feather Fall
TransmutationV, M
1 reaction
1 minute
60 feet
  • Level

    1st

  • Casting Time

    1 reaction

  • Range

    60 feet

  • Components

    V, M (a small feather of piece of down)

  • Duration

    1 minute

  • Spell School

    Transmutation

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Tags: 5e Classes: ArtificerBardChanterSorcererWizard
1st
Find Familiar
ConjurationV, S, M*
1 hour
Instantaneous
10 feet
  • Level

    1st

  • Casting Time

    1 hour (ritual)

  • Range

    10 feet

  • Components

    V, S, M (40Lv worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

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

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Tags: 5e Classes: WizardShaman
1st
Finger of Smiting
EvocationV, S
1 Action
Instantaneous
60 feet
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose a creature within range who has attacked a creature that shares your alignment within the last minute (including you). Call down a smite from your God to encourage the creature to correct its course. The creature must succeed on an Honor Saving Throw or take 3d6 lightning damage. If the creature is wearing metal armor or is a construct, the creature takes an additional 2d6 lightning damage.

Tags: custom Classes: ClericPaladin
1st
Tenser's Floating Disk
ConjurationV, S, M
1 action
1 Hour
30 feet
  • Level

    1st

  • Casting Time

    1 action (ritual)

  • Range

    30 feet

  • Components

    V, S, M (a drop of mercury)

  • Duration

    1 Hour

  • Spell School

    Conjuration

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Tags: 5e Classes: ArtificerWizard
1st
Fog Cloud
ConjurationV, S
1 action
1 hour
120 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Conjuration

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

When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Tags: 5e Classes: ArtificerChanterDruidRangerShamanSorcererWizard
1st
Fortune Word Burn
EvocationV, S
1 Action
Instantaneous
30 feet
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose one creature within range who you can see. Make a ranged spell attack against that creature. On a hit, roll 8d6 Fire Damage. When rolling damage, only use rolled 3s and 4s. On a miss, only use rolled 1s and 2s. Finally, on a critical hit, use only rolled 5s and 6s, do not double the dice.

Tags: fortunecustomuncommon Classes: BardChanterClericWizardSorcererWarlock
1st
Frost Fingers
EvocationV, S
1 action
Instantaneous
Self (15-foot cone)
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self (15-foot cone)

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

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

Tags: 5e Classes: ShamanSorcererWizard
1st
Gentle Nudge
EvocationV, S
1 bonus action
Instantaneous
90 feet
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    90 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose a creature or unsecured object that you can see within range. The creature must make a Strength Saving Throw. On a failed save, the creature is pushed 5 feet in any direction you choose.

When you cast this spell using a spell slot of 3rd level or higher, increase the shove distance by 5 feet for every two levels above 1st.

Tags: custom Classes: BardSorcererWizard
1st
Gift of Alacrity
TransmutationV, S
1 minute
8 hours
Touch
  • Level

    1st

  • Casting Time

    1 minute

  • Range

    Touch

  • Components

    V, S

  • Duration

    8 hours

  • Spell School

    Transmutation

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Tags: chronurgy5e Classes: MysticShaman
1st
Goodberry
TransmutationV, S, M
1 action
Instantaneous
Touch
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a sprig of mistletoe, consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day, but are the equivalent nutrition of low quality rations.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Tags: 5e Classes: DruidRanger
1st
Grease
ConjurationV, S, M
1 action
1 minute
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a bit of pork rind or butter)

  • Duration

    1 minute

  • Spell School

    Conjuration

Slick non-flammable grease covers the ground in a 15-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Tags: 5e Classes: ArtificerChanterWizard
1st
Guiding Bolt
EvocationV, S
1 action
1 round
120 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    1 round

  • Spell School

    Evocation

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Tags: 5e Classes: Cleric
1st
Hail of Thorns
ConjurationV
1 bonus action
1 minute
Self
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Tags: 5e Classes: Ranger
1st
Amata's Handcannon
ConjurationS, M
1 bonus action
10 minutes
Self
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    S, M (a pinch of gunpowder)

  • Duration

    10 minutes

  • Spell School

    Conjuration

You conjure forth a large, translucent revolver for the duration. This weapon can be shot as part of the Attack action 6 times before the spell ends. When you fire this weapon, choose a target within 30 feet and roll a ranged spell attack. On a hit, the target takes 1d12 thunder damage and is knocked off-balance. If you let go of the weapon at any point, the weapon disappaears, but can be resummoned as a bonus action before the spell ends.

Tags: custom Classes: ArtificerSorcererWizard
1st
Healing Word
EvocationV
1 bonus action
Instantaneous
60 feet
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    60 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Evocation

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Tags: 5e Classes: BardChanterClericDruidShaman
1st
Hellish Rebuke
EvocationV, S
1 reaction
Instantaneous
60 feet
  • Level

    1st

  • Casting Time

    1 reaction

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You point your finger in response to being damaged by a creature within range that you can see, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

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

Tags: 5e Classes: Warlock
1st
Heroism
EnchantmentV, S
1 action
1 minute
Touch
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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

Tags: 5e Classes: BardChanterPaladin
1st
Hex
EnchantmentV, S, M
1 bonus action
1 hour
90 feet
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    90 feet

  • Components

    V, S, M (the petrified eye of a newt)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Enchantment

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Tags: 5e Classes: ShamanWarlock
1st
Hidden Action
IllusionV
1 action
1 round
Self
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V

  • Duration

    1 round

  • Spell School

    Illusion

You quickly create an illusion of an action you could reasonably take in the brain of one creature. This includes dashing away, making an attack, casting a spell which you can cast. One creature you choose can make an Intelligence Saving Throw against your spell save DC. On a failed save, the creature perceives this action as if you took it until the end of your next turn. It will not see the action you actually take, and any logical inconsistencies it will patch out.

If the faked action causes the creature to think it’s taking damage, it takes 1d6 psychic damage.

Tags: custom Classes: PaladinRangerWizard
1st
Tasha's Hideous Laughter
EnchantmentV, S, M
1 action
1 minute
30 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (tiny tarts and a feather that is waved in the air)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Tags: 5e Classes: BardChanterWizard
1st
Holy Acid
TransmutationV, S, M
1 Bonus Action
Instantaneous
Touch
  • Level

    1st

  • Casting Time

    1 Bonus Action

  • Range

    Touch

  • Components

    V, S, M (a vial of holy water of another god)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You turn a vial of holy water into a vial of acid. If you throw this acid, you may make a spell attack instead of an improvised weapon attack. This vial of acid deals an additional 1d8 radiant damage, or 2d8 radiant damage against undead creatures.

Tags: custom Classes: ClericPaladinShaman
1st
Hunter's Mark
DivinationV
1 bonus action
1 hour
90 feet
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    90 feet

  • Components

    V

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Divination

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Tags: 5e Classes: Ranger
1st
Ice Knife
EvocationS, M
1 action
Instantaneous
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    S, M (a drop of water or piece of ice)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Tags: 5e Classes: DruidSorcererWizard
1st
Identify
DivinationV, S, M*
1 minute
Instantaneous
Touch
  • Level

    1st

  • Casting Time

    1 minute (ritual)

  • Range

    Touch

  • Components

    V, S, M (a pearl worth at least 1000Lv and an owl feather)

  • Duration

    Instantaneous

  • Spell School

    Divination

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Tags: 5e Classes: ArtificerBardShamanWizard
1st
Illusory Script
IllusionS, M*
1 minute
10 days
Touch
  • Level

    1st

  • Casting Time

    1 minute (ritual)

  • Range

    Touch

  • Components

    S, M (a lead-based ink worth at least 30Lv, which the spell consumes)

  • Duration

    10 days

  • Spell School

    Illusion

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

Tags: 5e Classes: ArtificerBardWarlockWizard
1st
Inflict Wounds
NecromancyV, S
1 action
Instantaneous
Touch
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Necromancy

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

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

Tags: 5e Classes: Cleric
1st
Jump
TransmutationV, S, M
1 action
1 minute
Touch
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a grasshopper's hind legs)

  • Duration

    1 minute

  • Spell School

    Transmutation

You touch a creature. The creature's jump distance is tripled until the spell ends.

Tags: 5e Classes: ArtificerDruidRangerShamanSorcererWizard
1st
Kill Objective: Augment
EvocationV, S
1 Bonus Action
1 Minute
90 feet
  • Level

    1st

  • Casting Time

    1 Bonus Action

  • Range

    90 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Evocation

You choose a creature which has more than half their max hit points and an honor score of 4 or higher as your kill objective. If that creature is reduced to 0 hit points before the spell ends, you regain a spell slot of 2nd level or lower.

Tags: killobjectivecustom Classes: Paladin
1st
Kill Objective: Mend
EvocationV, S
1 Bonus Action
1 Minute
90 feet
  • Level

    1st

  • Casting Time

    1 Bonus Action

  • Range

    90 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Evocation

You choose a creature which has an Honor Score of 4 or more to make as your kill objective. If the target is reduced to 0 hit points before the spell ends, you regain 1d20 hit points.

Tags: killobjectivecustom Classes: Paladin
1st
Longstrider
TransmutationV, S, M
1 action
1 hour
5 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    5 feet

  • Components

    V, S, M (a pinch of dirt)

  • Duration

    1 hour

  • Spell School

    Transmutation

You touch a creature. The target's speed increases by 10 feet until the spell ends.

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

Tags: 5e Classes: ArtificerBardChanterDruidRangerShamanWizard
1st
Mage Armor
AbjurationV, S, M
1 action
8 hours
Touch
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a piece of cured leather)

  • Duration

    8 hours

  • Spell School

    Abjuration

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Tags: 5e Classes: ArtificerSorcererWizard
1st
Magic Missile
EvocationV, S
1 action
Instantaneous
120 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

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

Tags: 5e Classes: SorcererWizard
1st
Magnify Gravity
TransmutationV, S
1 action
1 round
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    1 round

  • Spell School

    Transmutation

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

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

Tags: graviturgy5e Classes: Mystic
1st
Mark of Irritation
EnchantmentS
1 action
10 Minutes
10 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    S

  • Duration

    10 Minutes

  • Spell School

    Enchantment

You conjure a simple enchantment in the mind's eye of one creature within range. This mark gives the affected creature a headache anytime you begin speaking.

An affected target knows that you are the source of this magic and will react with that information appropriately. The pain from this spell is not so severe as to debilitate the target, but is enough to irritate the target significantly

When you cast this spell using a spell slot of 2nd level or higher, you may target an additional creature within range for each level above 1st level.

Tags: customuncommon Classes: BardSorcererWizard
1st
Modify Voice
IllusionV, S, M
1 Action
1 Hour
Self
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (a bit of sponge or cotton)

  • Duration

    1 Hour

  • Spell School

    Illusion

You modify your voice, including pitch, tone, accents, and all to perfectly mirror the voice of a creature who you have heard before. Additionally, you may change it to a generic voice of an accent you have heard spoken before. Additionally, whilst under the effects of this spell, you may use your action to throw your voice up to 30 feet away, still moving your lips in its place.

To discern that you are modifying your voice, a creature can use its action to inspect the sound and must succeed on an Intelligence (Investigation) check against your spell save DC.

Tags: custom Classes: ArtificerBardChanterWizardSorcererWarlock
1st
Origami
TransmutationV, S, M
1 Action
1 Hour
Self
  • Level

    1st

  • Casting Time

    1 Action (ritual)

  • Range

    Self

  • Components

    V, S, M (a sheet of paper)

  • Duration

    1 Hour

  • Spell School

    Transmutation

You control the art of folding papers, infusing magic into your creations. For the duration, you can take the following actions.

You can craft a piece of origami, making the paper assume the shape of an inanimate object, a tiny animal or any other shape you want. Regardless of the shape, the creation still is a piece of folded paper, and can be burned or torn apart as the paper would.

Over the course of 10 minutes, you can cause one of your origami created in the form of a beast to assume the properties of a real familiar. Choose any tiny beast with a CR of 0. The origami assume the game statistics of the chosen beast, though it is a construct and it has immunity to poison and necrotic damage and to the poisoned condition., Additionally, this familiar has vulnerability to fire damage and it is instantly destroyed by water. The origami acts on your initiative and obeys your commands (no action required). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

While you cannot directly communicate with your familiar, it can understand you. It can communicate to you by changing its own shape, providing a series of origami images as its form of communication.

You can't have more than one familiar at a time. If you try to make another familiar while you already have a familiar, the old familiar reverts to regular origami.

Tags: custom Classes: ArtificerBard
1st
Protection from Evil and Good
AbjurationV, S, M
1 action
10 minutes
Touch
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (holy water or powdered silver and iron, which the spell consumes)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Abjuration

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Tags: 5e Classes: ClericPaladinWarlockWizard
1st
Pulse Wave
EvocationV, S
1 Action
Instantaneous
Self (20-foot radius)
  • Level

    1st

  • Casting Time

    1 Action

  • Range

    Self (20-foot radius)

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You release a sonic wave from your body, sending out a burst of energy. Each creature within 20 feet of you must make a Strength Saving Throw. On a failed save, the creature takes 1d4 thunder damage and gains the off-balance condition. On a successful save, the creature takes half damage and suffers no further effects.

Tags: psiomancygraviturgycustom Classes: ChanterMysticShaman
1st
Purify Food and Drink
TransmutationV, S
1 action
Instantaneous
10 feet
  • Level

    1st

  • Casting Time

    1 action (ritual)

  • Range

    10 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Tags: 5e Classes: ArtificerClericDruidPaladinShaman
1st
Ravenous Blast
KlaprymancyS, M
1 action
7 Days
90 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    S, M (a shard of unrefined Klaprys)

  • Duration

    7 Days

  • Spell School

    Klaprymancy

Choose one creature within range. That creature must make a Constitution Saving Throw against your spellcasting DC. On a failure, the creature’s thirst and hunger needs are tripled for the duration. At the end of a long rest, the creature may reattempt the saving throw.

Tags: custom Classes: ClericShamanSorcererWizard
1st
Ray of Sickness
NecromancyV, S
1 action
Instantaneous
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Necromancy

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned for 1 minute. At the start of each of the creature's turns, it can reattempt the saving throw again.

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

Tags: modified Classes: ShamanSorcererWizard
1st
Sanctuary
AbjurationV, S, M
1 bonus action
1 minute
30 feet
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    30 feet

  • Components

    V, S, M (a small siver mirror)

  • Duration

    1 minute

  • Spell School

    Abjuration

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Tags: 5e Classes: ArtificerCleric
1st
Searing Smite
EvocationV
1 bonus action
1 minute
Self
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Tags: 5e Classes: Paladin
1st
Shield
AbjurationV, S
1 reaction
1 round
Self
  • Level

    1st

  • Casting Time

    1 reaction

  • Range

    Self

  • Components

    V, S

  • Duration

    1 round

  • Spell School

    Abjuration

As a reaction to being hit by an attack or targeted by the magic missile spell, an invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Tags: 5e Classes: ArtificerSorcererWizard
1st
Shield Shatter
EvocationV, S, M
1 action
1 minute
Self (15-foot cone)
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self (15-foot cone)

  • Components

    V, S, M (an ounce of jellyfish goo or ammonia)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

You shout a phrase which carries with it a resonance which puts those affected by it off-guard. Every creature which can hear you in the cone must make a Constitution Saving Throw. On a failed save, their AC is reduced by 2 for the duration.

Tags: custom Classes: Chanter
1st
Shield of Faith
EvocationV, S, M
1 bonus action
10 minutes
60 feet
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    60 feet

  • Components

    V, S, M (a small parchment with a bit of holy text written on it)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Evocation

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Tags: 5e Classes: ChanterClericPaladin
1st
Silent Image
IllusionV, S, M
1 action
10 minutes
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a bit of fleece)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Illusion

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Tags: 5e Classes: BardSorcererWizard
1st
Sleep
EnchantmentV, S, M
1 action
1 minute
90 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (a pinch of fine sand, rose petals, or a cricket)

  • Duration

    1 minute

  • Spell School

    Enchantment

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

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

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

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

Tags: 5e Classes: BardChanterShamanSorcererWizard
1st
Snare
AbjurationS, M
1 minute
8 hours
Touch
  • Level

    1st

  • Casting Time

    1 minute

  • Range

    Touch

  • Components

    S, M (25 feet of rope, which the spell consumes)

  • Duration

    8 hours

  • Spell School

    Abjuration

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.

Tags: 5e Classes: ArtificerDruidRangerWizard
1st
Speak with Animals
DivinationV, S
1 action
10 minutes
Self
  • Level

    1st

  • Casting Time

    1 action (ritual)

  • Range

    Self

  • Components

    V, S

  • Duration

    10 minutes

  • Spell School

    Divination

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Tags: 5e Classes: BardChanterDruidRangerShaman
1st
Spell Sap
EvocationV, S, M*
1 bonus action
Instantaneous
60 feet
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    60 feet

  • Components

    V, S, M (500Lv worth of refined Klaprys)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You choose a creature within range to eat at a portion of their power for the day. That creature loses a spell slot of 1st level or lower.

Tags: weavebreakingcustom Classes: BardChanterPaladinShamanSorcererWizard
1st
Spellward
AbjurationV, S, M*
1 bonus action
Instantaneous
Self
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S, M (a gold necklace with a octagonal chrysolite worth at least 200Lv)

  • Duration

    Instantaneous

  • Spell School

    Abjuration

You bolster your current spell to resist incoming assaults against it which would prevent it from going off. The next spell you cast this turn is protected from effects which would counter it. Whenever there would be an ability check associated with countering this spell, it is rolled with 1 point of disadvantage.

When this spell is cast using a spell slot of 4th level or higher, the associated rolls are rolled with 2 points of disadvantage.

Tags: custom Classes: MysticShamanWizard
1st
Sudden Awakening
EnchantmentV
1 bonus action
Instantaneous
10 feet
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    10 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Enchantment

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.

Tags: 5e Classes: BardChanterRangerSorcererWizard
1st
TIMS Blacklist
AbjurationV, S, M
1 Minute
Instantaneous
Self
  • Level

    1st

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S, M (TIMS ID, a brass wire, and a fistful of ash)

  • Duration

    Instantaneous

  • Spell School

    Abjuration

Utilizing the arcane network known as TIMS (Telepathic International Messaging System), choose another creature on the same plane of existence whose TIMS ID number you have or has contacted you within the last 24 hours. You may block all communication coming from that creature across the network.

Tags: TIMScustom Classes: ArtificerBardChanterClericPaladinRangerShamanWizardSorcererWarlock
1st
TIMS Brief
DivinationV, S, M*
1 Minute
Instantaneous
Self
  • Level

    1st

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S, M (TIMS ID, a brass wire, and 2Lv worth of platinum dust or refined arcanuum consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Divination

Utilizing the arcane network known as TIMS (Telepathic Intraplanar Messaging System), choose another creature on the same plane of existence whose TIMS ID number you have. You may relay a brief message to that creature, having a dialogue of 75 combined words.

Tags: TIMScustom Classes: ArtificerBardChanterClericDruidPaladinRangerWizardShamanSorcererWarlock
1st
Thunderous Smite
EvocationV
1 bonus action
1 minute
Self
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Tags: 5e Classes: Paladin
1st
Thunderwave
EvocationV, S
1 action
Instantaneous
Self (15-foot cube)
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self (15-foot cube)

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 or the distanced pushed increases by 5 feet for each slot level above 1st.

Tags: 5e Classes: BardChanterDruidSorcererWizard
1st
Unseen Servant
EvocationV, S, M
1 action
1 hour
60 feet
  • Level

    1st

  • Casting Time

    1 action (ritual)

  • Range

    60 feet

  • Components

    V, S, M (a piece of string and a bit of wood)

  • Duration

    1 hour

  • Spell School

    Evocation

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Tags: 5e Classes: BardWarlockWizard
1st
Wall of Paper
EvocationV, S, M
1 action
1 Hour
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a piece of paper)

  • Duration

    1 Hour

  • Spell School

    Evocation

A wall of paper unwraps into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 5 feet, or you can shape a flat surface made up of five 10-foot-by-10-foot panels. Each panel must be either be contiguous with the original panel or affixed on at least two sides by a solid structure. In any form, the wall is literally paper thin, but flexible enough to not simply be walked through. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

The wall can't be seen through. If moved into, the wall stops movement. However, a creature taking the dash action breaks right through that section of the wall. If the wall is attacked or would take damage, it tears, cuts, or burns easily. If it would be damaged with fire, it spreads, burning one 10 by 10-foot area per adjacent burning area per round. A burned section harmlessly drifts off as ash, as paper would.

When this spell is cast using a spell slot of 2nd level or higher, you may create one additional 10-foot by 10-foot panel per spell slot above 1st

Tags: custom Classes: ArtificerWizard
1st
White Poison Blossom
TransmutationV, S, M
1 action
Instantaneous
Self (15-foot cone)
  • Level

    1st

  • Casting Time

    1 action

  • Range

    Self (15-foot cone)

  • Components

    V, S, M (a handful of crushed devil's weed or hemlock)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You blow a gust of poisonous white flower petals at a direction originating from you. Every creature within a 15-foot cone must make a Constitution Saving Throw. On a failed saving throw, each target takes 1d12 poison damage and is overcome with a wave of numbing. For the next minute, the creature's speed is decreased by 10 feet. On a successful save, the damage is halved and there is no additional effect.

Tags: custom Classes: ChanterDruidShamanSorcerer
1st
Witch Bolt
EvocationV, S, M
1 action
1 minute
60 feet
  • Level

    1st

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a twig from a tree that has been struck by lightning)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Tags: 5e Classes: SorcererWarlockWizard
1st
Wrathful Smite
EvocationV
1 bonus action
1 minute
Self
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Tags: 5e Classes: Paladin
1st
Zephyr Strike
TransmutationV
1 bonus action
1 minute
Self
  • Level

    1st

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Tags: 5e Classes: Ranger
2nd
ARCANET Query
DivinationV, S, M*
1 action
Instantaneous
Self
  • Level

    2nd

  • Casting Time

    1 action (ritual)

  • Range

    Self

  • Components

    V, S, M (ARCANET transmitter, 100Lv worth of arcanuum consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Divination

You ask three questions to the ARCANET public repository or any private repository you have previously accessed whose private key you have access to. The DM will provide an appropriate answer. The public repository may not have the most reliable information, but generally will be correct if it is public knowledge. The public repository has the equivalent knowledge of a DC 15 Intelligence ability check.

Tags: ARCANETcustom Classes: ArtificerBardClericDruidPaladinRangerShamanSorcererWizardWarlock
2nd
Acid Arrow
EvocationV, S, M
1 action
Instantaneous
90 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (powdered rhubarb leaf and an adder's stomach)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 5d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Tags: uncommonmodified Classes: ArtificerSorcererWizard
2nd
Acid Puddle
ConjurationV, S
1 Action
1 Minute
30 feet
  • Level

    2nd

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Conjuration

You hurl a large globule of acid at a surface within range. Choose a point within range and each creature within a 10-foot radius of that point must make a Dexterity Saving Throw. On a failed save, each creature takes 3d4 acid damage and creatures which are wearing non-magical armor have their armor’s AC reduced by 2.

At the start of a creature’s turn or when a creature moves through the zone for the first time on their turn, the creature must make a Dexterity Saving Throw. On a failed save, the creature takes 3d4 acid damage and non-magical armor has its AC reduced by 1.

If this effect reduces one’s AC to 10, their armor is destroyed. When a creature makes a successful save, they do not have their AC reduced and take half damage.

Tags: custom Classes: DruidRangerShamanSorcererWizard
2nd
Aid
AbjurationV, S, M
1 action
8 hours
30 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a tiny strip of white cloth)

  • Duration

    8 hours

  • Spell School

    Abjuration

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Tags: 5e Classes: ArtificerClericPaladinShaman
2nd
Alter Self
TransmutationV, S
1 action
1 hour
Self
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Tags: 5e Classes: ArtificerShamanSorcererWizard
2nd
Animal Messenger
EnchantmentV, S, M
1 action
24 hours
30 feet
  • Level

    2nd

  • Casting Time

    1 action (ritual)

  • Range

    30 feet

  • Components

    V, S, M (a morsel of food)

  • Duration

    24 hours

  • Spell School

    Enchantment

By means of this spell, you use an animal to deliver a Message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a Message of up to twenty-five words. The target beast travels for the Duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for Other Animals.

When the messenger arrives, it delivers your Message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the Message is lost, and the beast makes its way back to where you cast this spell.

If you cast this spell using a spell slot of 3rd Level or higher, the Duration of the spell increases by 48 hours for each slot level above 2nd.

Tags: 5e Classes: BardDruidRangerShaman
2nd
Arcane Lock
AbjurationV, S, M*
1 action
Until Dispelled
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (gold dust worth at least 250Lv, which the spell consumes)

  • Duration

    Until Dispelled

  • Spell School

    Abjuration

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Tags: 5e Classes: ArtificerWizard
2nd
Astral Springboard
EvocationV, S, M
1 action
1 minute
30 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a flashlight)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

You create a point in space which allows the mind to propel a creature into the air. Faint traces of the astral plane can be sensed as a dark navy-blue light emanates from the ground. Choose a point on the ground within range. Whenever a creature enters this space on their turn, the creature can choose to make an Intelligence Saving Throw. On a failed save, the creature is launched into the air an amount of feet equal to twice their Intelligence modifier.

Tags: custom Classes: MysticShaman
2nd
Augury
DivinationV, S, M*
1 minute
Instantaneous
Self
  • Level

    2nd

  • Casting Time

    1 minute (ritual)

  • Range

    Self

  • Components

    V, S, M (specifically marked sticks, bones, or similar tokens worth at least 250Lv)

  • Duration

    Instantaneous

  • Spell School

    Divination

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

Weal, for good results

Woe, for bad results

Weal and woe, for both good and bad results

Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Tags: 5e Classes: ClericShaman
2nd
Ballistic Freeze
AbjurationV, S
1 Reaction
1 Minute
Self
  • Level

    2nd

  • Casting Time

    1 Reaction

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Abjuration

As a reaction to a projectile or hail of non-magical projectiles with the Ballistics tag coming at you which you can see, you may use your reaction to freeze the bullets midair right before you. You must do this before a Saving Throw or roll to hit is made. While concentrating, the bullets remain locked in stasis until the spell ends. When the spell ends, the attack happens to the creatures in the affected position

Tags: psiomancychronurgycustom Classes: MysticShaman
2nd
Barkskin
TransmutationV, S, M
1 action
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a handful of oak bark)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

When this spell is cast using a spell slot of 5th level or higher, its duration becomes 1 Hour.

Tags: 5e Classes: DruidRangerShaman
2nd
Beast Sense
DivinationS
1 action
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 action (ritual)

  • Range

    Touch

  • Components

    S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Divination

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

Tags: 5e Classes: DruidRanger
2nd
Blazing Scorcher
EvocationV, S, M
1 action
Instantaneous
30 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a red dragon's scale)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

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

Tags: uncommon5e Classes: SorcererWizard
2nd
Blindness/Deafness
EnchantmentV
1 action
1 minute
30 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V

  • Duration

    1 minute

  • Spell School

    Enchantment

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Tags: 5e Classes: BardClericShamanSorcererWizard
2nd
Blur
IllusionV
1 action
1 minute
Self
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Illusion

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Tags: 5e Classes: ArtificerSorcererWizard
2nd
Bones of the Beast
ConjurationV
1 action
1 hour
30 feet
  • Level

    2nd

  • Casting Time

    1 action (ritual)

  • Range

    30 feet

  • Components

    V

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Conjuration

You summon forth the spirits to create a companion of beast and bone. You summon a warhorse skeleton for the duration. Your steed serves as your mount, both in and out of combat.

When the steed drops to 0 hit points, it is reduced to ash, leaving behind no physical form. Casting this spell again restores the beast to full hit points.

If you cast this spell again while the beast is still alive, you can reset its duration seamlessly without requiring you to resummon the beast.

Tags: custom Classes: ChanterWarlock
2nd
Kuma's Boom Slam
EvocationV, S
1 bonus action
1 minute
Self
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

You imbue your body with the power of kinetic energy, allowing you to launch yourself at your foes. When you use the Dash action, you can make a melee spell attack as part of that action. On a hit, the creature takes 2d8 thunder damage and is knocked back 10 feet.

When this spell is cast using a spell slot of 4th level or higher, for every two spell levels above 2nd, your slams deal an additional 1d8 thunder damage or are pushed back an additional 5 feet.

Tags: customrestricted Classes: Sorcerer
2nd
Branding Smite
EvocationV
1 bonus action
1 minute
Self
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Tags: 5e Classes: Paladin
2nd
Calm Emotions
EnchantmentV, S
1 action
1 minute
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Tags: 5e Classes: BardCleric
2nd
Cloud of Daggers
ConjurationV, S, M
1 action
1 minute
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a sliver of glass)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

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

Tags: 5e Classes: BardSorcererWarlockWizard
2nd
Continual Flame
EvocationV, S, M*
1 action
Until Dispelled
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (ruby dust worth 50Lv, which the spell consumes)

  • Duration

    Until Dispelled

  • Spell School

    Evocation

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Tags: 5e Classes: ArtificerClericShamanWizard
2nd
Control Currents
TransmutationS
1 action
10 minutes
150 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

Choose a 40-foot cube of freestanding or flowing water and change the direction which the current flows. At the start of a creature caught within the current’s turn, they must make a Strength Saving Throw or be moved 20 feet in the direction of the current. A creature can choose to voluntarily fail this save to move with the current. Moving against the current is considered difficult terrain whereas moving with the current allows you to move two feet of movement for every foot expended.

Tags: custom Classes: ChanterClericDruidRangerShamanWizard
2nd
Citticom's Convenient Ladder
ConjurationV, S
1 Action
10 Minutes
30 feet
  • Level

    2nd

  • Casting Time

    1 Action (ritual)

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Conjuration

You choose a surface within range upon which to affix a magical rope ladder to. The ladder is 30 feet long and is magically affixed to that end for the duration, unless it is carrying more than 1000lbs. of weight at any given time.

Tags: uncommoncustom Classes: ArtificerWizard
2nd
Cordon of Arrows
TransmutationV, S, M
1 action
8 hours
5 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    5 feet

  • Components

    V, S, M (four or more arrows or bolts)

  • Duration

    8 hours

  • Spell School

    Transmutation

You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d8 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Tags: 5e Classes: Ranger
2nd
Create Sensor
EnchantmentV, S, M*
10 Minutes
Instantaneous
Touch
  • Level

    2nd

  • Casting Time

    10 Minutes

  • Range

    Touch

  • Components

    V, S, M (200Lv worth of refined arcanuum, consumed upon use and a tiny metal box with a lens)

  • Duration

    Instantaneous

  • Spell School

    Enchantment

You choose a point in space which is touching a surface and magically append your sensor to that area. You create a sensor in that area which you can use an ARCANET receiver to receive the data at any time as an action. Your sensor, when initialized, can sense either audio, monochromatic video, thermal readings, ambient color and light levels, or pressure data out to 30 feet. You can instead choose to detect the sensor's acceleration, altitude, and rotation data.

Tags: moderncustom Classes: ArtificerRangerWizardShaman
2nd
Crown of Madness
EnchantmentV, S
1 action
1 minute
120 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Tags: 5e Classes: BardSorcererWarlockWizard
2nd
Crystal Shield
AbjurationV, S, M*
1 Reaction
Instantaneous
60 feet
  • Level

    2nd

  • Casting Time

    1 Reaction

  • Range

    60 feet

  • Components

    V, S, M (a crystal worth at least 2000Lv)

  • Duration

    Instantaneous

  • Spell School

    Abjuration

You attempt to block an incoming attack from happening by throwing a massive barrier of ethereal crystal at it. Choose an effect which would deal damage which is not psychic damage. Roll 3d6 and reduce the damage of the incoming effect by that much for each creature it effects. If an effect would only do half damage on a successful save, add the damage reduction prior to the halving.

When this spell is cast using a spell slot of 3rd level or higher, the damage mitigation is increased by 2d6 for each level above 2nd.

Tags: custom Classes: ArtificerWizard
2nd
Darkness
EvocationV, M
1 action
10 minutes
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, M (bat fur and a drop of pitch or piece of coal)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Evocation

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Tags: 5e Classes: SorcererWarlockWizard
2nd
Darkvision
TransmutationV, S, M
1 action
8 hours
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (either a pinch of dried carrot or an agate)

  • Duration

    8 hours

  • Spell School

    Transmutation

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Tags: 5e Classes: ArtificerDruidRangerShamanSorcererWizard
2nd
Death Inquiry
DivinationV, S, M*
10 Minutes
Instantaneous
Special
  • Level

    2nd

  • Casting Time

    10 Minutes (ritual)

  • Range

    Special

  • Components

    V, S, M (a pinch of bone dust and 50Lv worth of Veridium, consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Divination

Name a creature that is familiar to you. So long as you have seen this creature up close - within 30 feet - at least once, and know their true name, you can target the creature with this spell. If you successfully target a spell, you can inquire as to the status of that creature, whether the creature is alive or dead. If the creature undead, is under the effects of a Polymorph spell, being soul bounced, or under an effect which blocks divination magic, the spell believes the creature to be dead.

If you unsuccessfully target the spell, the spell provides no result one way or the other.

Tags: weavebreakingcustom Classes: Shaman
2nd
Delayed Time
EvocationV, S, M*
1 bonus action
1 round
30 feet
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    30 feet

  • Components

    V, S, M (a rose quartz bead worth at least 750Lv)

  • Duration

    Concentration, up to 1 round

  • Spell School

    Evocation

You immediately stop time for yourself as the world continues to flow without your awareness. Until the spell ends, you are stunned. If the spell reaches its end uninterrupted, at the start of your turn, you may immediately take an additional action.

Tags: chronurgycustom Classes: MysticShaman
2nd
Detect Thoughts
DivinationV, S, M
1 action
1 minute
Self
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a copper piece)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Divination

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Tags: 5e Classes: BardMysticSorcererWizard
2nd
Develop Snapshots
TransmutationS, M*
10 Minutes
Instantaneous
Touch
  • Level

    2nd

  • Casting Time

    10 Minutes (ritual)

  • Range

    Touch

  • Components

    S, M (a film strip and a pinch of varune worth 50Lv, consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You can develop film quicker by utilizing magic in the process. Choose a used film reel and select a sequence of 50 photos to develop. You gain a viewable version of the photos.

Tags: custom Classes: ArtificerDruidRangerWizard
2nd
Digital Phantom
AbjurationV, S, M
1 action
1 hour
Self
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a small piece of copper wire)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Abjuration

This spell works to actively hide your presence within an electrical or computerized system. For the spell's duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.

Tags: uncommon5emodern Classes: ArtificerSorcererWarlockWizard
2nd
Dimension Shute
ConjurationV
1 action
Instantaneous
150 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You Teleport an object which you are holding which is Tiny to any other spot within range. If the object is held by more than one creature, the spell fails. The item arrives exactly at the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 60 feet straight downward or upward to the northwest at a 45-degree angle, 120 feet.

If the object would arrive in a place already occupied by an object or creature, the spell fails to teleport the object and the object is shoots from your hands and lands on the ground at a point within 30 feet of the DM’s choosing.

Tags: custom Classes: BardShamanSorcererWizard
2nd
Disrupt Heal
AbjurationV
1 reaction
Instantaneous
60 feet
  • Level

    2nd

  • Casting Time

    1 reaction

  • Range

    60 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Abjuration

You lash out at a creature in the process of being healed. Reduce the healing received by that creature by 2d10.

At Higher Levels: When this spell is cast using a spell slot of 3rd level or higher, increase the healing negated by 1d10 for each spell slot level above 2nd level.

Tags: custom Classes: DruidShamanSorcererWarlockWizard
2nd
Disrupting Word
AbjurationV
1 reaction
Instantaneous
30 feet
  • Level

    2nd

  • Casting Time

    1 reaction

  • Range

    30 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Abjuration

You attempt to interrupt a creature in the process of casting a brief spell. If the creature is casting a spell of 2nd level or lower which has a casting time of 1 bonus action or 1 reaction, its spell fails and has no effect. If the spell has a casting time of 1 bonus action or 1 reaction but is 3rd level or higher, roll a spellcasting ability check with a DC equal to 10 + three times the amount of spell levels above the spell slot level used.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the interrupted spell has no effect if its level is less than equal to the level of the spell slot you used.

Tags: custom Classes: BardChanterSorcererWizard
2nd
Don/Doff
TransmutationV, S
1 Action
Instantaneous
10 feet
  • Level

    2nd

  • Casting Time

    1 Action

  • Range

    10 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You cause a creature within range to either put on or take off their armor or clothing. If the target is unwilling, the creature can make a Strength Saving Throw.

Don. The creature instantly dons any clothes or armor of their choice which are not being worn within 30 feet which lack the bulky property.

Doff. The creature instantly doffs any clothes or armor that they are wearing, leaving the creature in their undergarments and leaving their doffed raiments scattered within 5 feet of them. If the armor has the bulky tag, the creature has advantage on their saving throw.

Arcanomechanical armor is immune to the effects of this spell.

Tags: custom Classes: ArtificerBard
2nd
Dragon's Breath
TransmutationV, S, M
1 bonus action
1 minute
Touch
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    Touch

  • Components

    V, S, M (a scale of the dragon whose breath type you wish to emulate)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd

Tags: 5e Classes: SorcererWizard
2nd
Dust Devil
ConjurationV, S, M
1 action
1 minute
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a pinch of dust)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

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

Tags: 5e Classes: DruidShamanSorcererWizard
2nd
Earthbind
TransmutationV
1 action
1 minute
300 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    300 feet

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Tags: 5e Classes: DruidShamanSorcererWarlockWizard
2nd
Earthen Grasp
TransmutationV, S, M
1 action
1 minute
30 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a miniature hand sculpted from clay)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.

As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Tags: 5e Classes: SorcererWizard
2nd
Emerald Fire Fist
ConjurationV, S, M*
1 bonus action
1 Minute
Self
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S, M (an emerald worth at least 1000Lv)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Conjuration

You ignite your dominant hand as green flames burst out around your dominant hand and forearm. As an action, you can make a melee or ranged spell attack with your fist out to 30 feet. On a hit, the creature takes 2d6 fire damage and the hand remains at the target. While the hand is attached to the target, the target has disadvantage on ability checks and attack rolls. At the start of your turn, you can recall the hands.

Tags: custom Classes: Sorcerer
2nd
Enhance Ability
TransmutationV, S, M
1 action
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (fur or a feather from a beast)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

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

Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor. The target has advantage on Charisma checks.

Fox's Cunning. The target has advantage on Intelligence checks.

Owl's Wisdom. The target has advantage on Wisdom checks.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Tags: 5e Classes: ArtificerBardClericDruidShamanSorcerer
2nd
Enlarge/Reduce
TransmutationV, S, M
1 action
1 minute
30 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a pinch of powdered iron)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Tags: 5e Classes: ArtificerShamanSorcererWizard
2nd
Ensnaring Jar
TransmutationV, S, M
1 action
Instantaneous
30 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a glass jar and a pinch of iron)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

Choose a target that you can see within range whose size is no larger than medium. You give life to the glass jar in your hand as it swells to many times its size, flying at the target. The target must make a Dexterity Saving Throw. On a failed save, the target is caught within the glass. While inside the glass jar, the creature cannot affect creatures outside the glass jar. As an action, the creature may attempt Strength (Athletics) or Wisdom (Engineering) check against your spell save DC to break out of the jar. Once the jar is destroyed, it leaves behind in its space broken glass, making the area difficult terrain.

Tags: uncommoncustom Classes: ArtificerSorcererWarlockWizard
2nd
Enthrall
EnchantmentV, S
1 action
1 minute
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    1 minute

  • Spell School

    Enchantment

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Tags: 5e Classes: BardWarlock
2nd
Tendelen's Expanded Mind
TransmutationS, M
1 action
1 Hour
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    S, M (a magic item which requires attunement)

  • Duration

    Concentration, up to 1 Hour

  • Spell School

    Transmutation

Utilizing a magic item which requires attunement, you may choose to temporarily expand your mind to the item’s features. You gain an additional 1 attunement slot which can be used on this item exclusively. When you are no longer concentrating on this item, the attuned properties fade, regardless of cursed runes.

Casting this spell on an object every day for a year on an item which has no more than two attunement slots allows you to attune to this item at the cost of no attunement.

When this spell is cast using a spell slot of 3rd level or higher, you gain an additional attunement slot for each level above 2nd.

Tags: uncommoncustom Classes: ArtificerShamanSorcererWizard
2nd
Eyeburn
KlaprymancyV
1 action
1 Hour
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V

  • Duration

    1 Hour

  • Spell School

    Klaprymancy

You can modify the eyesight of one creature within range. The target must roll a Wisdom Saving Throw against your spell save DC. On a failed save, choose one of the following special senses to nullify for the duration: Darkvision, Truesight, Invisible Sight, or one effect which grants a benefit to perception.

Tags: custom Classes: DruidClericPaladinWarlock
2nd
Find Steed
ConjurationV, S
10 minutes
Instantaneous
30 feet
  • Level

    2nd

  • Casting Time

    10 minutes

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Tags: 5e Classes: Paladin
2nd
Flame Blade
EvocationV, S, M
1 bonus action
10 minutes
Self
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S, M (leaf of sumac)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Evocation

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

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

Tags: 5e Classes: DruidSorcerer
2nd
Flaming Sphere
ConjurationV, S, M
1 action
1 minute
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Tags: 5e Classes: DruidShamanWizard
2nd
Flash Parry
AbjurationV, S
1 Reaction
Instantaneous
Self
  • Level

    2nd

  • Casting Time

    1 Reaction

  • Range

    Self

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Abjuration

As a reaction to a melee attack against you, you can create a shield of searing bright light, granting the creature attacking you disadvantage on that attack. If the creature misses, you may make a melee attack as part of this reaction with advantage. If the attack hits, you deal an extra 1d8 radiant damage.

Tags: custom Classes: Paladin
2nd
Flock of Familiars
ConjurationV, S
1 action
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Conjuration

You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.

Tags: 5e Classes: WarlockWizard
2nd
Fortune Word Wrath
EvocationV, S
1 Action
Instantaneous
30 feet
  • Level

    2nd

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose one creature within range who you can see. Make a ranged spell attack against that creature. On a hit, roll 1d30 psychic damage.

Tags: fortunecustom Classes: BardClericWizardSorcererWarlock
2nd
Fortune's Favor
DivinationV, S, M*
1 minute
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 minute

  • Range

    Touch

  • Components

    V, S, M (a white pearl worth at least 300Lv, which the spell consumes)

  • Duration

    1 hour

  • Spell School

    Divination

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.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Tags: chronurgyuncommon5e Classes: ShamanWizard
2nd
Gentle Repose
NecromancyV, S, M
1 action
10 days
Touch
  • Level

    2nd

  • Casting Time

    1 action (ritual)

  • Range

    Touch

  • Components

    V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)

  • Duration

    10 days

  • Spell School

    Necromancy

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Tags: 5e Classes: ClericPaladinShamanWizard
2nd
Gun Ward
AbjurationV, S, M
1 action
10 minutes
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a shell casing)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Abjuration

This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic and flak damage.

Tags: custommodern Classes: ArtificerSorcererWarlockWizard
2nd
Gust of Wind
EvocationV, S, M
1 action
1 minute
Self (60-foot line)
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self (60-foot line)

  • Components

    V, S, M (a legume seed)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Tags: 5e Classes: ArtificerDruidShamanSorcererWizard
2nd
Healing Spirit
ConjurationV, S
1 bonus action
1 minute
60 feet
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

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

Tags: modified Classes: DruidRanger
2nd
Heat Metal
TransmutationV, S, M
1 action
1 minute
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a piece of iron and a flame)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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

Tags: 5e Classes: ArtificerBardDruidShaman
2nd
Hold Person
EnchantmentV, S, M
1 action
1 minute
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a small, straight piece of iron)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

Choose a humanoid 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.

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

Tags: 5e Classes: BardClericDruidSorcererWarlockWizard
2nd
Imbue with Explosives
TransmutationV, S, M
1 Action
10 Minutes
30 feet
  • Level

    2nd

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S, M (a sprinkling of corranthium or RDX)

  • Duration

    10 Minutes

  • Spell School

    Transmutation

You choose up to three Small objects or smaller within range which are not being worn to become incredibly explosive, firing a beam of red dust at the objects. If the objects move more than 5 feet or are dropped onto the ground, they immediately explode. Each creature or object within 10 feet of an exploding object must make a Dexterity Saving Throw or take 2d8 fire damage, taking half as much damage on a successful save.

Tags: custom Classes: ArtificerWizard
2nd
Immovable Object
TransmutationV, S, M*
1 action
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (gold dust worth at least 100Lv, which the spell consumes)

  • Duration

    1 hour

  • Spell School

    Transmutation

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

Tags: graviturgy5e Classes: Mystic
2nd
Invisibility
IllusionV, S, M
1 action
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (an eyelash encased in gum arabic)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Illusion

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Tags: 5e Classes: AriticerBardShamanSorcererWarlockWizard
2nd
Kill Objective: Banishment
ConjurationV, S
1 Bonus Action
1 Minute
90 feet
  • Level

    2nd

  • Casting Time

    1 Bonus Action

  • Range

    90 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Conjuration

You choose a creature as your kill target. If that creature is reduced to 0 hit points before the spell ends, the creature is sent back its home plane of existence.

Tags: killobjectivecustom Classes: Paladin
2nd
Knock
TransmutationV
1 action
Instantaneous
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Transmutation

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Tags: 5e Classes: ArtificerBardSorcererWizard
2nd
Ezora's Lazy Lava Geyser
EvocationV, S, M
1 Action
1 round
30 feet
  • Level

    2nd

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S, M (a small geode)

  • Duration

    Concentration, up to 1 round

  • Spell School

    Evocation

You choose a point within range and cause lava to begin to rise out of the cracks of the ground slowly and the area becomes markedly warmer. At the start of your next turn, each creature within 10 feet of that point must make a Dexterity Saving Throw or take 10d6 fire damage. On a successful save, a creature takes half damage.

Tags: uncommoncustom Classes: ShamanSorcererWizard
2nd
Lesser Restoration
EvocationV, S
1 action
Instantaneous
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You touch a creature and can end either a disease with a widely known cure or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

If you choose to cure a disease whose cure is widely known, but has a significant component cost (more than 10gp), then the components must be provided as a part of the cure.

Tags: 5e Classes: ArtificerBardClericDruidPaladinRangerShaman
2nd
Levitate
TransmutationV, S, M
1 action
10 minutes
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Tags: 5e Classes: ArtificerSorcererWizard
2nd
Locate Animals or Plants
DivinationV, S, M
1 action
Instantaneous
Self
  • Level

    2nd

  • Casting Time

    1 action (ritual)

  • Range

    Self

  • Components

    V, S, M (a bit of fur from a bloodhound)

  • Duration

    Instantaneous

  • Spell School

    Divination

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Tags: 5e Classes: BardDruidRangerShaman
2nd
Locate Object
DivinationV, S, M
1 action
10 minutes
Self
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a forked twig)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Divination

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Tags: 5e Classes: BardClericDruidPaladinRangerShamanWizard
2nd
Magic Aura
IllusionV, S, M
1 action
24 hours
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a small square of silk)

  • Duration

    24 hours

  • Spell School

    Illusion

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

When this spell is cast at 4th level or higher, its duration becomes Until Dispelled

Tags: 5euncommon Classes: ShamanWizard
2nd
Magic Mouth
IllusionV, S, M*
1 minute
Until Dispelled
30 feet
  • Level

    2nd

  • Casting Time

    1 minute (ritual)

  • Range

    30 feet

  • Components

    V, S, M (a small bit of honeycomb and jade dust worth at least 50Lv, which the spell consumes)

  • Duration

    Until Dispelled

  • Spell School

    Illusion

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Tags: 5e Classes: ArtificerBardWizard
2nd
Magic Muscles
TransmutationV, S, M
1 Action
10 Minutes
Self
  • Level

    2nd

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (an ounce of protein powder)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Transmutation

Your muscles become reinforced with magical strength. For the duration of the spell, you have a Strength of 15 and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Tags: custom Classes: SorcererWarlockWizard
2nd
Magic Weapon
TransmutationV, S
1 bonus action
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls

When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Tags: 5e Classes: ArtificerPaladinRangerWizard
2nd
Mass Copy
TransmutationS, M
1 Action
Instantaneous
Touch
  • Level

    2nd

  • Casting Time

    1 Action (ritual)

  • Range

    Touch

  • Components

    S, M (up to 500 sheets of paper, 5g worth of ink consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

Choose a piece of paper that has writing or drawings on it. Spending a minute spreading the ink in a rough area of the writing on the page, you copy that piece of paper’s data onto up to 499 other sheets of paper.

Tags: uncommoncustom Classes: ArtificerBardWizard
2nd
Mind Spike
DivinationS
1 action
1 hour
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Divination

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.

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

Tags: 5e Classes: BardSorcererWarlockWizard
2nd
Mind Thrust
EnchantmentV
1 action
1 round
90 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V

  • Duration

    1 round

  • Spell School

    Enchantment

You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

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

Tags: 5e Classes: MysticSorcererWizard
2nd
Mirror Image
IllusionV, S
1 action
1 minute
Self
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    1 minute

  • Spell School

    Illusion

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Tags: 5e Classes: BardSorcererWarlockWizard
2nd
Misty Step
ConjurationV
1 bonus action
Instantaneous
Self
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Conjuration

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Tags: 5e Classes: ShamanSorcererWarlockWizard
2nd
Moonbeam
EvocationV, S, M
1 action
1 minute
120 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (several seeds of any moonseed plant and a piece of opalescend feldspar)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Tags: 5e Classes: Druid
2nd
Pass Without Trace
AbjurationV, S, M
1 action
1 hour
Self
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Abjuration

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Tags: 5e Classes: DruidRangerShaman
2nd
Hideki's Pave
TransmutationV, S, M*
1 Action
Instantaneous
Self (120-foot line)
  • Level

    2nd

  • Casting Time

    1 Action

  • Range

    Self (120-foot line)

  • Components

    V, S, M (10Lv worth of asphalt, gravel, rock, or residuum, consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You pave a line in front of you with a tidal wave of pavement in a direction. Create a 10 foot wide line that is 120 feet long which paves that area as a street of a sidewalk. Each creature in the way must succeed on a Dexterity Saving Throw or take 2d12 bludgeoning damage. All terrain in that area that would be difficult terrain due to a non-ambient effect is no longer difficult terrain.

Tags: uncommoncustom Classes: ArtificerSorcererWizard
2nd
Phantasmal Force
IllusionV, S, M
1 action
1 minute
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a bit of fleece)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Illusion

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Tags: 5e Classes: BardSorcererWizard
2nd
Play Recording
ConjurationV, S, M*
10 Minutes
Special
Special
  • Level

    2nd

  • Casting Time

    10 Minutes

  • Range

    Special

  • Components

    V, S, M (a strip of recorded copper foil, a crystal worth at least 2500Lv, and 25Lv worth of Erdbindung, consumed upon use)

  • Duration

    Special

  • Spell School

    Conjuration

You place down your crystal, wrapped in the foil of the recording and project the recording onto a flat surface within 15 feet. The recording plays out in its entirety and then the copper foil is demagnetized, making it incapable of being replayed.

Tags: custom Classes: ArtificerWizard
2nd
Prayer of Healing
EvocationV
10 minutes
Instantaneous
30 feet
  • Level

    2nd

  • Casting Time

    10 minutes

  • Range

    30 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Evocation

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d10 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d10 for each slot level above 2nd.

Tags: 5e Classes: ClericPaladin
2nd
Precognition
DivinationV
1 bonus action
1 round
Self
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    1 round

  • Spell School

    Divination

You momentarily peek into the immediate future and gain a sense of the coming seconds. Until the start of your next turn, you have advantage on ability checks, saving throws, and attack rolls.

Tags: chronurgycustom Classes: MysticShamanSorcererWizard
2nd
Tendelen's Prismatic Lens
EvocationV, S, M*
1 action
1 Hour
Self
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a diamond worth at least 1500Lv)

  • Duration

    1 Hour

  • Spell School

    Evocation

Touch a diamond, creating it into a spellcasting focus. For the duration of the spell, all spells that deal fire, acid, lightning, poison, thunder or cold damage routed through this diamond randomly decide the element they shoot. Roll 2d6. Choose one of the two values to determine which element you fire, and the other dice is added to the damage dealt. If there are multiple creatures, roll a separate 2d6 for each affected creature.

1- Poison

2- Fire

3- Cold

4- Acid

5- Lighting

6- Thunder

Tags: uncommoncustom Classes: ArtificerSorcererWizard
2nd
Protection from Poison
AbjurationV, S
1 action
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    1 hour

  • Spell School

    Abjuration

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Tags: 5e Classes: ArtificerClericDruidPaladinRangerShaman
2nd
Puppet
EnchantmentS
1 Action
1 Minute
60 feet
  • Level

    2nd

  • Casting Time

    1 Action

  • Range

    60 feet

  • Components

    S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Enchantment

You make a link with a creature within range, gain a semblance of telekinetic control over them. As an action, you can force the target if you can see them and they are within range to make an Intelligence Saving Throw. On a failed save, they suffer one of the effects on this list.

Fall. A creature falls prone to the ground and loses their reaction. A flying creature descends safely.

Move. A creature moves their walking speed in a direction of your choice.

Drop. A creature drops the item that they are holding in the space below them and loses their reaction.

Throw. A creature throws the item that they are holding in a direction of your choice.

About-face. A creature turns completely around, loses their reaction, and is considered off-balance until they use half their movement on their turn to stabilize themselves.

Tags: psiomancycustom Classes: MysticShaman
2nd
Pyrotechnics
ConjurationV, S
1 action
Instantaneous
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Conjuration

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Tags: 5e Classes: ArtificerBardSorcererWizard
2nd
Ray of Enfeeblement
NecromancyV, S
1 action
1 minute
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Necromancy

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Tags: 5e Classes: ShamanWarlockWizard
2nd
Ray of Twilight
EvocationV, S
1 action
Instantaneous
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You create a soft, starry beam of dark, radiant energy which streaks towards a creature of your choice. Make a ranged spell attack. On a hit, the creature takes 2d10 radiant damage and is blinded until the end of your next turn.

When you cast this spell using a spell slot of 3rd level or higher, increase the damage dealt by 1d10 for each level above 2nd.

Tags: custom Classes: Druid
2nd
Record Scene
DivinationV, S, M
1 Action
1 Round
Self
  • Level

    2nd

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (a polarized magnet and a strip of copper foil)

  • Duration

    Concentration, up to 1 Round

  • Spell School

    Divination

You can record events as they play out in a format which you can play back later. You make your eyes glow purple as you record, imprinting the scene in a digitized form onto the foil. If another magnet touches the foil or demagnetizes the foil, the footage is lost.

Tags: custom Classes: ArtificerBardClericDruidMysticPaladinRangerWizardShamanSorcererWarlock
2nd
Remove Curse
AbjurationV, S
1 action
Instantaneous
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Abjuration

At your touch, all minor curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Tags: 5e Classes: ClericPaladinShamanWarlockWizard
2nd
Reverse Wounds
TransmutationV, S
1 Action
Instantaneous
Touch
  • Level

    2nd

  • Casting Time

    1 Action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

A creature you touch begins to undo recent damage that has been done. If a target has been damaged in the last round and has not been healed since, you can undo some of the damage of that attack. The target regains 5d6 hit points, but is healed no more than the damage taken from that attack.

When this spell is cast using a spell slot of 3rd level or higher, the healing is increases by 2d6 for each spell level above 2nd, but still cannot heal any more than damage taken last turn.

Tags: chronurgycustom Classes: MysticShaman
2nd
Rope Trick
TransmutationV, S, M
1 action
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (powdered corn extract and a twisted loop of parchment)

  • Duration

    1 hour

  • Spell School

    Transmutation

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends

Tags: 5e Classes: ArtificerWizard
2nd
Scorching Ray
EvocationV, S
1 action
Instantaneous
120 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Tags: 5e Classes: ShamanSorcererWizard
2nd
See Invisibility
DivinationV, S, M
1 action
1 hour
Self
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a pinch of Talc and a small sprinkling of powdered silver)

  • Duration

    1 hour

  • Spell School

    Divination

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Tags: 5e Classes: ArtificerBardShamanSorcererWizard
2nd
Shadow Blade
IllusionV, S
1 bonus action
1 minute
Self
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Illusion

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Tags: 5e Classes: SorcererWarlockWizard
2nd
Shatter
EvocationV, S, M
1 action
Instantaneous
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a chip of mica)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

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

Tags: 5e Classes: BardSorcererWarlockWizard
2nd
Showtime
EvocationV, S, M
1 bonus action
1 hour
Self
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S, M (a small chunk of glass or crystal)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Evocation

You create an ethereal spotlight which follows you wherever you go. From the sky, a 10-foot radius spotlight follows your position for the duration. A creature in a showtime spotlight cannot take the Hide action.

As an action, you can create a new spotlight at a creature within 60 feet. That creature can make a Dexterity Saving Throw if they are unwilling. You can have up to 5 spotlights at once.

At Higher Levels: When this spell is cast using a spell slot of 3rd level or higher, you can create an additional spotlight for each level above 2nd.

Tags: custom Classes: ArtificerBardChanter
2nd
Silence
IllusionV, S
1 action
10 minutes
120 feet
  • Level

    2nd

  • Casting Time

    1 action (ritual)

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Illusion

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Tags: 5e Classes: BardClericRanger
2nd
Skull of Judgement
DivinationV, S, M*
1 Minute
10 Minutes
Self
  • Level

    2nd

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S, M (the skull of a goat or donkey that has not been used for this spell before and fine charcoal worth at least 50Lv, consumed upon use)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Divination

You speak the nature of a crime or tragedy which has taken place within the last 10 days. You then may name up to 3 names and determine if the creature bears some guilt for this tragedy. The creature named makes an Honor Saving Throw. On a failed save, the skull reveals a simply yes or no if the creature was involved. It does not speak to the extent of involvement, whether it be the mastermind of the operation or a regretful bystander who did not act, but you know from a yes that the creature is aware of their involvement.

If the nature of the crime or tragedy is incorrect in a substantial way, such as naming that someone was killed with a weapon they were not or being off on the location, the spell instead produces a random reading for each name read aloud if the named creature fails their saving throw.

Tags: cephalomancycustomrare Classes: ClericShaman
2nd
Skywrite
TransmutationV, S
1 action
1 hour
Sight
  • Level

    2nd

  • Casting Time

    1 action (ritual)

  • Range

    Sight

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Tags: 5e Classes: ArtificerBardDruidShamanWizard
2nd
Snowball Swarm
EvocationV, S, M
1 action
Instantaneous
90 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (a piece of ice or a small white rock chip)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d10 cold damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Tags: modified Classes: SorcererWizard
2nd
Speak with Paintings
DivinationV, S, M*
1 Minute
10 Minutes
Self
  • Level

    2nd

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S, M (250Lv worth of fine paints, consumed upon use)

  • Duration

    10 Minutes

  • Spell School

    Divination

By painting your face to look like that of a painting, you imbue yourself with the magic to talk to other paintings. For the duration, you can talk any painting that you see.

You can question the painting about events in the painting's area, gaining information about whether creatures have passed, the moods of said creatures, and some basic dialogue recalled.

Additionally, if the painting is of a first hand account of a historical event, for the duration, you gain the ability to watch the painting play out the scene to the best of the painting's knowledge. If the painting is a replica, it cannot perform this ability.

Tags: customuncommon Classes: BardWizard
2nd
Spider Climb
TransmutationV, S, M
1 action
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (material components)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Tags: 5e Classes: ArtificerShamanSorcererWarlockWizard
2nd
Spike Growth
EvocationV, S, M
1 action
10 minutes
150 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Evocation

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Tags: 5e Classes: DruidRangerShaman
2nd
Spiritual Weapon
EvocationV, S
1 bonus action
1 minute
60 feet
  • Level

    2nd

  • Casting Time

    1 bonus action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    1 minute

  • Spell School

    Evocation

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

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

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Tags: 5e Classes: Cleric
2nd
Suggestion
EnchantmentV, M
1 action
8 hours
30 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)

  • Duration

    Concentration, up to 8 hours

  • Spell School

    Enchantment

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

Tags: 5e Classes: BardSorcererWarlockWizard
2nd
Summon Beast
ConjurationV, S, M*
1 action
Instantaneous
90 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 500Lv)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

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

When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.

Tags: 5e Classes: DruidRangerShaman
2nd
TIMS Compliance
AbjurationV, S, M*
10 minutes
1 Year
Special
  • Level

    2nd

  • Casting Time

    10 minutes (ritual)

  • Range

    Special

  • Components

    V, S, M (a Certified Compliance Consideration Token worth 1Lv for each signee)

  • Duration

    1 Year

  • Spell School

    Abjuration

You certify a contract by ensuring the compliance of all signing parties. Each creature which signs the compliance contract ensures they will uphold the contract to their best ability.

When a creature which has signed the contract knowingly breaks the contract on the same plane of existence where the contract was signed, they must make a Charisma Saving Throw. On a failed save, the caster becomes aware that the contract was just knowingly violated, however, not which aspect was violated.

If a signee has the effect dispelled or suppressed, the caster will become aware of this fact. If the contract itself is dispelled, however, this spell ends, and the caster is not notified.

When this spell is cast using a spell slot of 3rd level or higher, you gain the following effects: At 3rd level, the duration becomes 3 Years, at 4th Level, 5 Years, 5th Level, 10 Years, 6th level, 20 Years, 7th Level, 100 Years. Additionally, you can choose to upcast this spell by three levels which ensures that the contract works across planes of existence.

Tags: customTIMS Classes: ArtificerBardChanterClericDruidMysticPaladinRangerShamanSorcererWarlockWizard
2nd
TIMS Image
DivinationV, S, M*
1 Minute
Instantaneous
Self
  • Level

    2nd

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S, M (TIMS ID, a black stone with brass inlay worth at least 250Lv, 10Lv worth of platinum consumed upon use, and a rendering of the image you are sending)

  • Duration

    Instantaneous

  • Spell School

    Divination

Utilizing the arcane telecommunication, you may send a brief 3D image to another member of the TIMS network along with a brief 25-word message. This image must be able to be made by the Minor Illusion spell.

Tags: TIMScustom Classes: ArtificerBardClericPaladinRangerShamanWizardSorcererWarlock
2nd
Terrifying Shout
EnchantmentV
1 action
1 round
Self (15-foot cone)
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self (15-foot cone)

  • Components

    V

  • Duration

    1 round

  • Spell School

    Enchantment

You utter a shout so terrifying that creatures within its direct path become unable to move. Each creature in the cone which is not immune to the frightened condition must make a Wisdom Saving Throw. On a failed save, the creature is stunned until the end of your next turn.

Tags: custom Classes: Chanter
2nd
Thought Shield
AbjurationV, S
1 action
8 hours
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    8 hours

  • Spell School

    Abjuration

You weave a clouding veil over the mind of one creature you touch. For the duration, the target's mind can't be read or detected, creatures can't telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.

Tags: 5e Classes: ArtificerBardMysticSorcererWarlockWizard
2nd
Vermillion Frost
TransmutationV, S, M
1 action
Instantaneous
10 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V, S, M (a chunk of molded mercury sulfide and a frozen raspberry)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You fire a blast of sparkling red cold energy at a creature within range. The creature is blasted with a thick, directed beam and they must make a Constitution Saving Throw. On a failed save, the creature takes 4d6 cold damage and becomes coated in a layer of red frost. The creature remains coated in this frost until they take fire damage or spend an action to remove it. While covered in frost, the target's speed is halved and the target takes 1d6 cold damage at the end of each of their turns. On a successful save, the creature takes half the initial damage and the spell ends.

Tags: custom Classes: Sorcerer
2nd
Vile Retribution
KlaprymancyV, S, M*
1 reaction
Instantaneous
60 feet
  • Level

    2nd

  • Casting Time

    1 reaction

  • Range

    60 feet

  • Components

    V, S, M (500Lv worth of Klaprys)

  • Duration

    Instantaneous

  • Spell School

    Klaprymancy

Point your material component at an enemy who you can see within range that has just attacked you and fire a beam of violet energy at them. They must succeed on a Constitution Saving Throw or take 1d12 radiation damage and are blind and poisoned until the end of their next turn.

Tags: custom Classes: DruidClericPaladinShaman
2nd
Warding Bond
AbjurationV, S, M*
1 action
1 hour
Touch
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a pair of platinum rings worth at least 500Lv each, which you and the target must wear for the duration)

  • Duration

    1 hour

  • Spell School

    Abjuration

This spell wards another willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Tags: 5e Classes: Paladin
2nd
Warding Wind
EvocationV
1 action
10 minutes
Self
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Evocation

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.

The wind has the following effects:

It deafens you and other creatures in its area.

It extinguishes unprotected flames in its area that are torch-sized or smaller.

It hedges out vapor, gas, and fog that can be dispersed by strong wind.

The area is difficult terrain for creatures other than you.

The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Tags: 5e Classes: BardDruidSorcererWizard
2nd
Web
ConjurationV, S, M
1 action
1 hour
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a bit of spiderweb)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Conjuration

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Tags: 5e Classes: ArtificerShamanSorcererWizard
2nd
Writhing Worms
NecromancyV, M*
1 action
1 minute
Self (15-foot cone)
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    Self (15-foot cone)

  • Components

    V, M (a rot grub, alive or dead)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Necromancy

You disrupt the internal organs or all creatures within the cone, filling it with parasitic worms which writhe around in their body. Each creature in the cone’s area must make a Constitution Saving Throw or take 2d6 necrotic damage and become infected with rot grubs. Undead creatures are immune to this spell.

At the start of each of the creature’s turns, its immune system will attempt to fight off the worms. The creature can reattempt the save at the start of its turn. On a failed save, they take another 1d6 necrotic damage. On a successful save, the spell ends for that creature. Any effect which cures diseases or deals fire damage to the target ends this effect.

If this spell reduces a creature to 0, worms burst open that creature’s abdomen and instantly kill that creature, summoning a swarm of rot grubs under the control of the caster for the duration. Roll initiative for the rot grubs. As a bonus action on your turn, you can give the rot grubs a command, otherwise they will attempt to infect the nearest target.

Tags: customoh, worm Classes: ChanterShamanSorcererWarlockWizard
2nd
Zone of Truth
EnchantmentV, S
1 action
10 minutes
60 feet
  • Level

    2nd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    10 minutes

  • Spell School

    Enchantment

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Tags: 5e Classes: BardClericPaladinShamanSorcerer
3rd
Abrasive Pulse
EvocationV, S
1 Action
1 Minute
Self (15-foot radius)
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    Self (15-foot radius)

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Evocation

Excreted from the space around you, globs of brown acidic liquid manifest and pulse outward from your location. Each creature within a 15-foot radius centered on you must succeed on a Dexterity Saving Throw or take 8d4 acid damage and have their AC lowered by 2 until the end of their next turn. As an action on your turns, you may emit another pulse of acid while you maintain concentration on this spell.

Tags: custom Classes: DruidRangerShamanSorcererWizard
3rd
Animate Dead
NecromancyV, S, M
1 minute
Instantaneous
10 feet
  • Level

    3rd

  • Casting Time

    1 minute

  • Range

    10 feet

  • Components

    V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

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

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

When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Tags: 5e Classes: ClericWizard
3rd
Arcane Audit
DivinationV, S, M
1 Minute
Instantaneous
30 feet
  • Level

    3rd

  • Casting Time

    1 Minute (ritual)

  • Range

    30 feet

  • Components

    V, S, M (a pinch of arcane dust and a thin piece of glass)

  • Duration

    Instantaneous

  • Spell School

    Divination

Spend the duration of the casting heavily investigating an area that you can see. You learn the effect of any enchantment in the area or see the remnant energy of any spell cast in the last 8 hours and gain the details of the spell. If you know the caster personally, it informs you of their name. If you have not met them, it gives you a brief description about one of two physical characteristics such as "Male Red Dragonborn" or "Lesser Mind Flayer." If the effect has happened in the past 7 days, you simply know the school of magic and gain no caster information.

Tags: custom Classes: ArtificerRangerShamanSorcererWizard
3rd
Ashbolt
EvocationS, M
1 action
Instantaneous
60 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    S, M (a stone of hardened volcanic ash)

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose a creature within range to fire a beam of wispy grey energy at. The creature must succeed on a Dexterity Saving Throw or take 10d6 force damage. If this reduces a creature to 0 hit points, and the creature is small or smaller, they are turned to ash. If the creature is larger, they lose a portion of their body, such as a finger, ear, toe, or even a hand.

Tags: uncommoncustom Classes: SorcererWarlockWizard
3rd
Aura of Vitality
EvocationV
1 action
1 minute
Self (30-foot radius)
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self (30-foot radius)

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 1d8 hit points. If the creature is bloodied, they instead heal 2d8 hit points

Tags: 5e Classes: ClericDruidPaladin
3rd
Barbs of Blood
EvocationV, S
1 action
1 round
Self (10-foot radius)
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self (10-foot radius)

  • Components

    V, S

  • Duration

    1 round

  • Spell School

    Evocation

You summon at your feet, spikes and barbs which protrude up about 3 feet, dripping with blood. Each creature within a 10-foot radius, 10-foot high cylinder of you must make a Dexterity Saving Throw. Each creature is moved outside to the nearest point outside the area of the cylinder. Each creature who failed takes 2d8 piercing damage and is implanted with magical barbs. A creature who successfully saved may choose to use their reaction to move outside the radius of the barbs without being knocked off-balance. At the end of the creature’s next turn, if the creature with these barbs has blood, they take 5d8 necrotic damage as the barbs dissolve from their body.

Until the start of your next turn, creatures trying to move within the cylinder of barbs you've created must use 4 feet of movement for each 1 foot moved and take 1d8 piercing for each square moved within your zone.

When this spell is cast using a spell slot of 4th level or higher, the spell's initial 2d8 piercing damage is increased by 1d8 piercing damage for each level above 3rd.

Tags: custom Classes: ClericPaladinSorcererWarlock
3rd
Beacon of Hope
AbjurationV, S
1 action
1 minute
30 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Abjuration

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Tags: 5e Classes: Cleric
3rd
Bestow Curse
NecromancyV, S
1 action
1 minute
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Necromancy

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

While cursed, the target has disadvantage on attack rolls against you.

While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Tags: 5e Classes: BardClericShamanWizard
3rd
Blinding Smite
EvocationV
1 bonus action
1 minute
Self
  • Level

    3rd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Tags: 5e Classes: Paladin
3rd
Blink
ConjurationV, S
1 action
1 minute
Self
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    1 minute

  • Spell School

    Conjuration

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Tags: 5e Classes: SorcererWizard
3rd
Blitzschlager
EnchantmentV, S, M*
1 Action
10 Minutes
Touch
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    Touch

  • Components

    V, S, M (a battery worth at least 10Lv, drained upon use)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Enchantment

You imbue a melee weapon which you can touch with tempestuous runes, electrifying the weapon. For the duration, when you successfully strike with this weapon, you can choose to either knock the target back 5 feet or deal an additional 1d8 lightning damage. When you critically hit with this weapon, both effects trigger.

Tags: uncommoncustom Classes: ArtificerSorcererWizard
3rd
Breaching Blast
EvocationV, S, M
1 Action
Instantaneous
150 feet
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    150 feet

  • Components

    V, S, M (a small hammer)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You choose an object or structure within range. Roll a ranged spell attack against the object's AC. On a hit, the object or structure takes 8d10 force damage. For the purposes of this spell, barriers from spells such as Sentry's Shield are objects. A structure that is reduced to 0 hit points begins to collapse. A creature within half the distance of a collapsing structure must roll a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and buried in the rubble, requiring a DC 20 Strength (Pry) check as an action to escape.

Additionally, you can use this spell to target a shield spell, instantly destroying the shield.

When this spell is cast using a spell slot of 4th level or higher, increase the damage dealt by 2d10 for each level above 3rd.

Tags: custom Classes: ArtificerWizardPaladinSorcerer
3rd
Call Lightning
ConjurationV, S
1 action
10 minutes
120 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Conjuration

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Tags: 5e Classes: DruidShaman
3rd
Catnap
EnchantmentS, M
1 action
10 minutes
30 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    S, M (a pinch of sand)

  • Duration

    10 minutes

  • Spell School

    Enchantment

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Tags: 5e Classes: ArtificerBardShamanSorcererWizard
3rd
Clairvoyance
DivinationV, S, M*
10 minutes
10 minutes
1 mile
  • Level

    3rd

  • Casting Time

    10 minutes

  • Range

    1 mile

  • Components

    V, S, M (a focus worth at least 1000Lv, either a jeweled horn for hearing or a glass eye for seeing)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Divination

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Tags: 5e Classes: BardClericShamanSorcererWizard
3rd
Conjure Barrage
ConjurationV, S, M
1 action
Instantaneous
Self (60-foot cone)
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self (60-foot cone)

  • Components

    V, S, M (one piece of ammunition or a thrown weapon)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Tags: 5e Classes: Ranger
3rd
Counterspell
AbjurationS
1 Reaction
1 Round
60 feet
  • Level

    3rd

  • Casting Time

    1 Reaction

  • Range

    60 feet

  • Components

    S

  • Duration

    Concentration, up to 1 Round

  • Spell School

    Abjuration

You attempt to interrupt a creature in the process of Casting a Spell. You delay the casting of the target's spell until the start of your turn, utilizing the concentration of both you and the target. If the target does not wish to use their concentration, they may end their casting early. At the start of your turn, as an action, you cause both the target and yourself to roll a contested Spellcasting ability check as you fight for control of the spell. If the spell you are trying to counterspell is of a different level than the level at which you cast this spell, the character who used a higher level slot gains +3 on their roll for each level they are higher than the other.

On a successful skill check, the target's spell fails and has no effect.

On a draw or failure, the spell goes off uninterrupted and more powerfully as it has had more time to charge, going off as if it were cast 2 levels higher, causing you to gain 1 point of exhaustion and automatically fail the saving throw of the spell, if applicable.

If you do not use your action in this way or lose concentration, then the spell prematurely emds and the spell goes off as if you had failed the ability check.

Tags: modified Classes: ShamanSorcererWarlockWizard
3rd
Create Food and Water
ConjurationV, S
1 action
Instantaneous
30 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Tags: 5e Classes: ArtificerClericPaladin
3rd
Crusader's Mantle
EvocationV
1 action
1 minute
Self (30-foot radius)
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self (30-foot radius)

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Tags: 5e Classes: Paladin
3rd
Soren's Crystal Cluster
AbjurationV, S, M*
1 action
1 Minute
30 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a form of sealife encased in crystal worth at least 1000Lv)

  • Duration

    1 Minute

  • Spell School

    Abjuration

Choose a point within range to create an area warded by the power of crystals. At the point chosen, a cluster of five crystals rises from the ground until it is approximately 30 feet in the air. The spell lasts for the duration, or until all five of the crystals are destroyed or consumed.

From the origin point of this cluster, your crystals spread out and protect a 30-foot radius. Whenever a creature takes non-psychic damage in this area of effect, a crystal fires towards the source of the damage reducing the damage by 2d6 for each creature in the area and consuming one crystal.

Additionally, as a bonus action, you can move one of the crystals to follow an individual within the area of effect. This crystal can follow the creature outside of the radius and reduces the next instance of non-psychic damage that they take by 2d6. You can also choose as a bonus action to fire a crystal at a hostile creature. Using one crystal, roll a spell attack roll. On a hit, you deal 1d6 force damage.

Finally, as an action, you can move the origin of the cluster's area-of-effect up to 30 feet.

A crystal is an object that has 1 hit points, and an AC equal to your spell save DC. Additionally, a creature can attempt to snatch one of these crystals with a successful Sleight of Hand check with a DC equal to your spell save DC. On a success, the crystal becomes inert and turns to dust.

When you cast this spell using a spell slot of 4th level or higher, you gain one additional crystal for each level above 3rd.

Tags: customrestricted Classes: ArtificerWizard
3rd
Danger Sense
DivinationS, M
1 Action
1 Minute
Touch
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    Touch

  • Components

    S, M (a spider and a small amount of amphetamines)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Divination

You grant one creature with a Wisdom of 10 or higher the ability to experience the flow of time differently, allowing the creature to more accurately prepare for danger. As a reaction, the target can slow down time momentarily to give themselves the opportunity to dodge an incoming effect. The creature can use their reaction to give an enemy disadvantage on all attacks as part of the attack action, to gain advantage on a Dexterity Saving Throw, or to gain advantage on a Dexterity ability check.

Tags: chronurgycustom Classes: DruidMysticRangerShamanSorcererWarlockWizard
3rd
Daylight
EvocationV, S
1 action
1 hour
60 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    1 hour

  • Spell School

    Evocation

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Tags: 5e Classes: ClericDruidPaladinRangerSorcerer
3rd
Elsa's Dimensional Thread
DivinationV, S, M
1 Action
1 Hour
Self
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (a silver necklace holding a tourmaline gem cut into the shape of an obelisk worth at least 10000Lv)

  • Duration

    1 Hour

  • Spell School

    Divination

This spell gives the caster the ability to see the threads of spatial magic. For the duration, you can see sources of teleportation magic which appears as a glowing orb of energy at the location where a teleportation spell was cast within the last 10 days.

As an action, you can attune the tourmaline gem to the dimensional point to open up a thread, which reveals a direct path to the destination of the teleport so long as the destination was on the same plane of existence. You cannot attune the same gem to two different threads, but can release a thread as an action.

You also can use this spell to continue seeing the thread of an already attuned tourmaline gem as an action, however, if you are not within the sight of the path between the initial source and the destination, you will not see the thread.

Tags: weavebreakingcustomuncommon Classes: ShamanSorcererWizard
3rd
Dispel Magic
AbjurationV, S
1 action
Instantaneous
120 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Abjuration

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

When you 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.

Tags: 5e Classes: ArtificerBardClericDruidPaladinShamanSorcererWarlockWizard
3rd
Elemental Weapon
TransmutationV, S
1 action
1 hour
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Tags: 5e Classes: ArtificerDruidPaladinRangerShaman
3rd
Erupting Earth
TransmutationV, S, M
1 action
Instantaneous
120 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a piece of obsidian)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Tags: 5e Classes: DruidShamanSorcererWizard
3rd
Exsanguinate
NecromancyV, S, M
1 Action
Instantaneous
30 feet
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S, M (a dried cat's paw)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

A target of your choice within range must make a Constitution Savings Throw. On a failed save, the target has their blood drained from their body and takes 2d12 necrotic damage. For every two numbers the target is below the savings throw, they take an additional d8 of necrotic damage. If the creature targeted does not have blood nor ichor, this spell has no effect on them. On a successful save, the creature takes no damage.

Tags: custom Classes: SorcererWizardWarlockOccarist
3rd
Fear
IllusionV, S, M
1 action
1 minute
Self (30-foot cone)
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self (30-foot cone)

  • Components

    V, S, M (a white feather or the heart of a hen)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Illusion

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Tags: 5e Classes: BardShamanSorcererWarlockWizard
3rd
Feign Death
NecromancyV, S, M
1 action
1 hour
Touch
  • Level

    3rd

  • Casting Time

    1 action (ritual)

  • Range

    Touch

  • Components

    V, S, M (a pinch of graveyard dirt)

  • Duration

    1 hour

  • Spell School

    Necromancy

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Tags: 5e Classes: BardClericDruidShamanWizard
3rd
Fireball
EvocationV, S, M
1 action
Instantaneous
150 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (a tiny ball of bat guano and sulfur)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

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.

Tags: 5e Classes: SorcererWizard
3rd
Fist of Condemnation
ConjurationV, S
1 Action
Instantaneous
60 feet
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Conjuration

Choose a creature within range who has committed a sin agaisnt your God or broken a tenet of your Oath. That creature must make an Honor Saving Throw. On a failed saving throw, the creature is sent to a demiplane to be tortured briefly. The creature is in that demiplane until the start of your next turn. While in the demiplane, they take 4d12 damage, the type determined by the caster.

Tags: custom Classes: ClericPaladin
3rd
Flame Rounds
TransmutationV, S
1 action
1 hour
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Tags: 5e Classes: ArtificerDruidRangerSorcererWizard
3rd
Fly
TransmutationV, S, M
1 action
10 minutes
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a wing feather from any bird)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Tags: 5e Classes: ArtificerSorcererWarlockWizard
3rd
Gaseous Form
TransmutationV, S, M
1 action
1 hour
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a bit of gauze and a wisp of smoke)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells

Tags: 5e Classes: ShamanSorcererWarlockWizard
3rd
Glyph of Warding
AbjurationV, S, M*
1 hour
Until Dispelled or Triggered
Touch
  • Level

    3rd

  • Casting Time

    1 hour

  • Range

    Touch

  • Components

    V, S, M (incense and powdered diamond worth at least 750Lv, which the spell consumes)

  • Duration

    Until Dispelled or Triggered

  • Spell School

    Abjuration

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Tags: 5e Classes: ArtificerBardClericShamanWizard
3rd
Haste
TransmutationV, S, M
1 action
1 minute
30 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a shaving of licorice root)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Tags: chronurgy5e Classes: ArtificerSorcererWizard
3rd
Hunger of Hadar
EvocationV, S, M
1 action
1 minute
150 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (a pickled octopus tentacle)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

Tags: 5e Classes: MysticWarlock
3rd
Hypnotic Pattern
IllusionS, M
1 action
1 minute
120 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Illusion

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Tags: 5e Classes: BardSorcererWarlockWizard
3rd
Intellect Fortress
AbjurationV
1 bonus action
1 Hour
30 feet
  • Level

    3rd

  • Casting Time

    1 bonus action

  • Range

    30 feet

  • Components

    V

  • Duration

    Concentration, up to 1 Hour

  • Spell School

    Abjuration

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Tags: 5e Classes: ArtificerBardMysticShamanSorcererWarlockWizard
3rd
Invisibility to Sensors
IllusionV, S, M
1 action
10 minutes
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a scrap of black paper)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Illusion

Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target's person. The targets remain visible to vision.

When you cast this spell using a spell slot of 4th level or higher, you can target an additional 2 creatures for every spell level above 3rd

Tags: customtechnomancy Classes: ArtificerSorcererWarlockWizard
3rd
Irradiate
KlaprymancyV, S, M
1 action
Instantaneous
60 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a pinch of refined Klaprys)

  • Duration

    Instantaneous

  • Spell School

    Klaprymancy

Choose one creature within range that you can see. Energy begins to well through their body as their skin becomes pocked. That creature must make a Constitution Saving Throw against your spell save DC. On a failure, the creature takes 6d8 radiation damage and half as much on a successful save and becomes poisoned until the end of your next turn.

Tags: custom Classes: DruidClericWizard
3rd
Lesser Regeneration
EvocationV, S, M*
1 Minute
1 Hour
Touch
  • Level

    3rd

  • Casting Time

    1 Minute

  • Range

    Touch

  • Components

    V, S, M (400Lv worth of ruby dust, consumed upon use)

  • Duration

    Concentration, up to 1 Hour

  • Spell School

    Evocation

Choose a creature within range to begin to slowly reconstitute them. At the start of every minute, the target regains 1 hit point. The spell ends if the target takes damage. If the spell lasts its full duration, the target recovers from a minor injury of their choice. Additionally, it restores minor body parts such as extremities like a finger, part of an ear or nose, or other minor scarring.

Tags: custom Classes: ArtificerClericDruidPaladinShaman
3rd
Life Transference
NecromancyV, S
1 action
Instantaneous
30 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

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

Tags: 5e Classes: ClericShamanWarlockWizard
3rd
Lightning Arrow
TransmutationV, S
1 bonus action
1 minute
Self
  • Level

    3rd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Tags: 5e Classes: Ranger
3rd
Lightning Bolt
EvocationV, S, M
1 action
Instantaneous
Self (100-foot line)
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self (100-foot line)

  • Components

    V, S, M (a bit of fur and a rod of amber, crystal, or glass)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

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

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.

Tags: 5e Classes: SorcererWizard
3rd
Locate Cameras and Sensors
DivinationV, S, M
1 Minute
Instantaneous
120 feet
  • Level

    3rd

  • Casting Time

    1 Minute

  • Range

    120 feet

  • Components

    V, S, M (an object which has been ethereal at one point)

  • Duration

    Instantaneous

  • Spell School

    Divination

When you cast this spell, you locate each camera and sensor within range. You learn its location, field of view, and senses.

Tags: custommodern Classes: ArtificerRangerWizard
3rd
Magic Circle
AbjurationV, S, M*
1 minute
1 hour
10 feet
  • Level

    3rd

  • Casting Time

    1 minute

  • Range

    10 feet

  • Components

    V, S, M (holy water or powdered silver and iron worth at least 1000Lv, which the spell consumes)

  • Duration

    1 hour

  • Spell School

    Abjuration

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

The creature has disadvantage on attack rolls against targets within the cylinder.

Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd

Tags: 5e Classes: ClericPaladinShamanWarlockWizard
3rd
Major Image
IllusionV, S, M
1 action
10 minutes
120 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a bit of fleece)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Illusion

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Tags: 5e Classes: BardSorcererWarlockWizard
3rd
Mass Healing Word
EvocationV
1 bonus action
Instantaneous
60 feet
  • Level

    3rd

  • Casting Time

    1 bonus action

  • Range

    60 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Evocation

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Tags: 5e Classes: BardClericShaman
3rd
Mass Kneel
TransmutationV, S, M
1 Action
Instantaneous
Self (30-foot radius cylinder, 10-foot high)
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    Self (30-foot radius cylinder, 10-foot high)

  • Components

    V, S, M (a dried palmate leaf)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You bend the strength of those around you to force them to get on a knee. Each creature of your choice within a cylinder with a radius of 30 feet and a height of 10 feet centered on you must make a Strength Saving Throw. On a failed save, the creature is knocked to one knee or prone.

Tags: psiomancygraviturgycustom Classes: MysticShamanWarlock
3rd
Meld Into Stone
TransmutationV, S
1 action
8 hours
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    8 hours

  • Spell School

    Transmutation

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Tags: 5e Classes: ClericDruidRangerShaman
3rd
Meteorite Crown
EvocationV, S, M
1 action
10 minutes
Self
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (nitre, sulfur, and pine tar formed into a bead)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Evocation

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

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

Tags: 5e Classes: SorcererWizard
3rd
Money Transfer
ConjurationV, S
1 minute
Special
Self
  • Level

    3rd

  • Casting Time

    1 minute (ritual)

  • Range

    Self

  • Components

    V, S

  • Duration

    Special

  • Spell School

    Conjuration

You can transfer money to and from your bank account over the course of a minute. Transaction fees may apply. Use this spell in one of the following ways. Deposit. Transfer any amount of cash which you have to your bank. The amount will be added to your balance within an hour. Withdraw. Transfer any amount of cash which you have in your account to your person. Once the request has been put in, you will receive a temporary card with the amount requested on it. The card lasts until it is more than 5 feet away from you or more than 24 hours have passed.

Tags: custom Classes: ArtificerSorcererWizard
3rd
Nondetection
AbjurationV, S, M*
1 action
8 hours
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a pinch of diamond dust worth 250Lv sprinkled over the target, which the spell consumes)

  • Duration

    8 hours

  • Spell School

    Abjuration

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Tags: 5e Classes: BardRangerWizard
3rd
Overwhelming Thrum
EvocationV, S, M*
1 Action
1 Minute
30 feet
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S, M (ARCANET Transmittor, 2 strips of tunsten worth 500Lv each)

  • Duration

    1 Minute

  • Spell School

    Evocation

Choose a creature within range to overwhelm with the sound of headache inducing ringing. Roll a constitution saving throw. On a failed save, the creature takes 3d6 thunder damage and is knocked prone, being overwhelmed with the ringing sound. On a success, the damage is halved, and the target is not knocked prone. Either way, the thrum is implanted into the target. At the start of each of the caster’s turns, the affected creature makes a Constitution Saving Throw and suffers the effects of this spell again.

An affected creature may pass off the thrum to another creature as an action, however if the receiving creature is unwilling, the target may make a contested Athletics check.

If this spell reduces its target to 0 hit points or outright kills its target before the duration ends, a hole explodes out the affected creature’s head, causing a major injury and the spell ends.

Tags: psiomancygraviturgycustom Classes: MysticShaman
3rd
Paranoia
EnchantmentV, S
1 action
1 minute
120 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Tags: 5e Classes: BardShamanSorcererWarlockWizard
3rd
Phantom Steed
IllusionV, S
1 minute
1 hour
30 feet
  • Level

    3rd

  • Casting Time

    1 minute (ritual)

  • Range

    30 feet

  • Components

    V, S

  • Duration

    1 hour

  • Spell School

    Illusion

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Tags: 5e Classes: Wizard
3rd
Citticom's Planar Mirror
DivinationV, S, M*
1 Minute
10 Minutes
Self
  • Level

    3rd

  • Casting Time

    1 Minute (ritual)

  • Range

    Self

  • Components

    V, S, M (An sheet of refractive emerald emplaced into a hand mirror worth at least 15000Lv)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Divination

You tune a mirror of refractive emerald to a mirror plane and gain the ability to see through the mirror to the positional equivalent on the mirrored plane. For the duration, any Divination spell which requires the caster to be on the same plane of existence as the target can target things in the mirrored plane as well.

Tags: weavebreakingcustomuncommon Classes: DruidRangerShamanWizard
3rd
Plant Growth (8 Hours)
EvocationV, S
8 hours
Instantaneous
150 feet
  • Level

    3rd

  • Casting Time

    8 hours

  • Range

    150 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

This spell channels vitality into plants within a specific area. You enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Tags: 5e Classes: BardDruidRanger
3rd
Plant Growth (Action)
TransmutationV, S
1 action
Instantaneous
150 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

This spell channels vitality into plants within a specific area.

Choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell's area from being affected.

Tags: 5e Classes: BardDruidRanger
3rd
Protection from the Elements
AbjurationV, S
1 action
1 hour
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Abjuration

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Tags: 5e Classes: ArtificerClericDruidRangerShamanSorcererWizard
3rd
Pull of Agaras
ConjurationV, S, M*
1 action
1 Minute
60 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a small onyx stone worth at least 1000Lv)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Conjuration

Choose a point within range that you can see. You hurl a black bead towards that point in space that creates a distortion in space. Each creature that you choose within a 20-foot radius of the beam must succeed on a Strength Saving Throw against your spell save DC or suffer 1d10 force damage, be pulled to the location of the bead, and be knocked prone. As a bonus action, you may focus on the spell causing the effect to happen again.

Tags: graviturgycustomuncommon Classes: MysticSorcererWizardWarlock
3rd
Redirect Focus
EvocationV
1 bonus action
Special
Self
  • Level

    3rd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Special

  • Spell School

    Evocation

You momentarily suspend a spell on which you are concentrating in order focus on another spell. When you cast this spell, use your action to cast another spell which requires concentration. The spell on which you were concentrating has its effects suspended and its energy cast in a loop between your two weave connections.

The previous spell remains in this state until you lose concentration on the other spell cast as a part of this spell. Every minute you keep a spell in redirection, you take 1d12 force damage which cannot be reduced in any way.

Tags: weavebreakingcustom Classes: MysticShamanWizard
3rd
Rend Persona
NecromancyV, S, M
1 action
Instantaneous
30 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (the amygdala of a creature within an Intelligence of 8 or higher)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You choose a creature within range to cause a sensory overload to their psyche. The target must make a Charisma Saving Throw. On a failed save, the creature takes 5d6 psychic damage and is frightened, taking half as much on a successful save and suffering no other effects. If the creature is weavebroken, the creature is vulnerable to this damage and has disadvantage on the saving throw.

Tags: customuncommon Classes: MysticSorcererWarlock
3rd
Resistance from Radiation
KlaprymancyV, S, M*
1 action
1 Hour
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a shaving of ratrecenian glass worth at least 100Lv)

  • Duration

    1 Hour

  • Spell School

    Klaprymancy

For the duration, the willing creature you touch has resistance to radiation damage and has advantage on Saving Throws against radiation poisoning. If the creature is already affected by any level of Radiation poisoning, they may reattempt the Saving Throw immediately with advantage.

Tags: custom Classes: DruidClericPaladinShaman
3rd
Revivify
NecromancyV, S, M*
1 action
Instantaneous
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (diamonds or diamond dust worth 1500Lv, which the spell consumes)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Upon being revived with this spell, your current Death Fatigue is doubled, and you then gain 2 more points of Death Fatigue. For each point of Death Fatigue that you have, you have a -1 to all rolls made. At the end of a long rest and the end of a downtime day, you reduce your current Death Fatigue by 1.

Tags: 5e Classes: ArtificerClericDruidPaladinRangerShaman
3rd
Robotic Transformation
TransmutationV, S, M
1 Action
10 Minutes
Self
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (a sheet of tempered brass or a lump of clay)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Transmutation

This spell transforms the caster into a new, robotic form. The transformation lasts for the duration, or until the target drops to 0 Hit Points or dies. The new form can be any construct whose Challenge Rating is equal to half or less than half of the caster's level. The caster's game Statistics, including mental Ability Scores, are replaced by the Statistics of the chosen construct. It retains its Alignment and Personality. The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 Hit Points, it isn't knocked Unconscious. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its Equipment.

Tags: custom Classes: Artificer
3rd
Sacred Root
EvocationV, S
1 action
1 Minute
30 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Evocation

Channeling the strength of the Verendibel, you summon forth a tree root from a point on earth within range. This tree root is about 4 feet tall with a sickly green and brown, crocodile-esque bark, undulating a muted yellow bioluminescence

When you create this root, at the time of casting, you can designate any number of creatures you see to be immune to the effects of this root. Whenever a creature starts their turn within 20 feet of the root or enters the radius for the first time on their turn, the creature must make a Honor Saving Throw. On a failed save, the create is restrained by a wreath of holy flame and translucent, golden branches. The creature takes 2d8 radiant damage at the end of each of its turns and is restrained. At the start of a creature's turn, it can reattempt the save to break from these holy flames.

Creatures with an Honor less than 6 are immune to this effect

When this spell is cast using a spell slot of 4th level or higher, the spell's effective radius increases by 5 feet for each level above 3rd.

Tags: customartifactverendibel Classes: DruidShaman
3rd
Seismic Slam
TransmutationV, S
1 Action
Instantaneous
60 feet
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You reach out to a creature of your choice whose weight is no greater than 60 times your Spellcasting Ability Score. The creature must make a Strength Saving Throw or be thrown straight up into the air 30 feet and then immediately fall back into the space they were occupying, being knocked prone. The creature must have 30 feet of clearance above their head as the spell will not slam them into a ceiling. In this case, the spell will only take them to the height of the ceiling.

Tags: psiomancygraviturgycustom Classes: Mystic
3rd
Sending
EvocationV, S, M
1 action
1 round
Unlimited
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Unlimited

  • Components

    V, S, M (a short piece of fine copper wire)

  • Duration

    1 round

  • Spell School

    Evocation

You send a short, secure message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Tags: 5e Classes: BardClericWizard
3rd
Sentry's Shield
AbjurationV, S, M
1 Action
10 Minutes
Self
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (a goat's horn)

  • Duration

    10 Minutes

  • Spell School

    Abjuration

You spring forth a transparent, translucent barrier into existence which provides full cover (but no concealment) to those behind it while it is active. The barrier is 15 feet wide and 8 feet high. The barrier has 30 hit points, an AC of 5, and is immune to necrotic, radiant, and poison damage. Additionally, the barrier is vulnerable to radiation and force damage. This barrier moves with you and turns with you.

Once this spell is cast, you may use a bonus action to activate the shield, dedicating one of your free hands to hold the barrier in place and your concentration as well. You may drop your concentration anytime which drops the barrier until you use this bonus action again.

This spell lasts for the duration or until the barrier is reduced to 0 hit points. If you are not concentrating on the barrier at the end of your turn, the barrier regains 5 hit points.

A disintegration spell targeting the barrier ends this spell immediately.

Tags: uncommoncustom Classes: PaladinWizard
3rd
Sickening Breath
NecromancyV
1 action
Instantaneous
Self (30-foot cone)
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self (30-foot cone)

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You release a nasty cone of breath which sickens all those who breathe it in. Each creature in range must make a Constitution Saving Throw. On a failed save, the creature takes 4d8 poison damage and is poisoned for 1 minute. At the start of each of the creature’s turns, it can reattempt the saving throw, ending the spell’s effects on a success.

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

Tags: custom Classes: Chanter
3rd
Sisters of False Life
ConjurationV, M
1 action
1 minute
30 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, M (a wind-up doll or a lock of hair from a young kith girl)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You create two connected motes of light which have a tethered electrical connection between them. You summon two Will-O’-Wisps which are friendly to you and your allies.

There is an electrical tether between both Will-O’-Wisps which form a line on the battlefield. When a creature passes through this line on their turn or starts their turn in its area, they must succeed a Dexterity Saving Throw or take 3d8 lightning damage, half as much on a successful save.

The Will-O’-The Wisps can be commanded as a bonus action to move up to their speed and take an action. The wisps cannot be closer than 10 feet from each other. The Will-O’-Wisps act on your initiative count. If you give the Will-O’-Wisps no command, they remain idle.

If either Will-O’-Wisp is reduced to 0 hit points, the spell ends, and both Will-O’-Wisps explode into starlight.

At Higher Levels: When this spell is cast using a spell slot of 5th level or higher, you gain an additional mote for every two levels above 3rd. For additional motes, each mote connects with every other mote created from this spell.

Tags: custom Classes: Chanter
3rd
Sleet Storm
EvocationV, S, M
1 action
1 minute
150 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (a pinch of dust and a few drops of water)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Tags: 5e Classes: DruidShamanSorcererWizard
3rd
Slow
TransmutationV, S, M
1 action
1 minute
120 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a drop of molasses)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Tags: chronurgy5e Classes: BardShamanSorcererWizard
3rd
Speak with Dead
NecromancyV, S, M
1 action
10 minutes
10 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V, S, M (burning incense)

  • Duration

    10 minutes

  • Spell School

    Necromancy

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Tags: 5e Classes: BardClericShamanWizard
3rd
Speak with Plants
TransmutationV, S
1 action
10 minutes
Self (30-foot radius)
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self (30-foot radius)

  • Components

    V, S

  • Duration

    10 minutes

  • Spell School

    Transmutation

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.

Tags: 5e Classes: BardDruidRangerShaman
3rd
Spell Steal
EnchantmentV, S
1 Action
1 Minute
30 feet
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Enchantment

Choose a creature within range that is concentrating on a spell of 3rd level or lower. You attempt to steal the effect of the spell from the creature. The creature must make a Wisdom Saving Throw. On a failed save, the effects of the spell fade from the affected creatures and you gain the effects of the spell instead.

At the start of each of the creature's turns, it can attempt to take back control of the spell, reattempting the save. On a successful save, this spell ends and the target regains control of their spell if they can continue to concentrate on it.

Tags: weavebreakingcustom Classes: Sorcerer
3rd
Spirit Guardians
ConjurationV, S, M
1 action
10 minutes
Self (15-foot radius)
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self (15-foot radius)

  • Components

    V, S, M (a holy symbol)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Conjuration

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

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

Tags: 5e Classes: ClericPaladinShaman
3rd
Spirit Shroud
NecromancyV, S
1 bonus action
1 minute
Self
  • Level

    3rd

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Necromancy

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Tags: 5eUA Classes: ClericPaladinWarlockWizard
3rd
Spirit Yank
AnimancyS, M
1 bonus action
Instantaneous
30 feet
  • Level

    3rd

  • Casting Time

    1 bonus action

  • Range

    30 feet

  • Components

    S, M (a warm river stone)

  • Duration

    Instantaneous

  • Spell School

    Animancy

You tug on the thread of a creature within range. The creature uses its reaction to make a melee attack at a creature or object of your choice within its range.

When this spell is cast using a spell slot of 4th level or higher, you can target an additional target within range for each level above 4th.

Tags: weavebreakingcustomuncommon Classes: MysticShamanSorcererWizard
3rd
Stinking Cloud
ConjurationV, S, M
1 action
1 minute
90 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (a rotten egg or several skunk cabbage leaves)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Tags: 5e Classes: BardShamanSorcererWizard
3rd
Kesh's Sudden Necrosis
NecromancyV, S, M
1 Action
1 Minute
30 feet
  • Level

    3rd

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S, M (a cat's eye)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Necromancy

You release a wave of energy that extends to one creature within range who you can see. That creature must make a Constitution Saving Throw against your spell save DC. On a failure, the creature takes 3d8 necrotic damage.

Additionally, on a failed save, the creature is vulnerable to piercing damage, as their form begins to undergo necrosis, creating lesions and exposing sensitive parts of their skin.

At the end of each of the creature's turns, or whenever it takes piercing damage, it may reattempt this saving throw. If it attempts the save as a result of taking damage, it makes the saving throw at advantage.

On a successful save, the creature takes half damage and the spell ends.

Tags: uncommoncustom Classes: ClericWizardSorcererWarlock
3rd
Summon Lesser Demons
ConjurationV, S, M*
1 action
1 hour
60 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a vial of blood from a humanoid killed within the past 24 hours)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Conjuration

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.

d6 Demons Summoned

1-2 Two demons of challenge rating 1 or lower

3-4 Four demons of challenge rating 1/2 or lower

5-6 Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

Tags: 5e Classes: WarlockWizard
3rd
Summon Woodland Beings
ConjurationV, S
1 action
1 hour
60 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Conjuration

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One beast of challenge rating 2 or lower

Two beasts of challenge rating 1 or lower

Four beasts of challenge rating 1/2 or lower

Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Tags: 5e Classes: DruidRangerShaman
3rd
Satu's Swift Snap
ConjurationS, M*
1 Bonus Action
Instantaneous
Self
  • Level

    3rd

  • Casting Time

    1 Bonus Action

  • Range

    Self

  • Components

    S, M (a film strip, an onyx stone worth 500Lv, and a source of red light)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You can make permanent the scene you see before you in an instant moment. In an instant, you take a picture which forms and instantly develops. The photo is in color and captures some details.

Tags: uncommoncustom Classes: ArtificerWizard
3rd
TIMS Line
DivinationV, S, M*
1 Minute
10 Minutes
Self
  • Level

    3rd

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S, M (TIMS ID, a black stone with brass inlay worth at least 250Lv and 40Lv worth of platinum or arcanuum consumed upon use)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Divination

Utilizing the arcane telecommunication network, if you have spoken to an individual before and have their TIMS number, you may open a telepathic relay between you and that creature for the duration of the spell.

If the creature is unwilling to receive your message, they may end the call early by succeeding on a Charisma Saving Throw against your spell save DC. A creature which cannot be sensed through divination automatically succeeds this saving throw.

When this spell is cast using a spell slot of 4th level or higher, you may open the communication channel to one additional user for each level above 3rd

Tags: TIMScustom Classes: ArtificerBardClericPaladinRangerShamanWizardSorcererWarlock
3rd
Thunderstep
ConjurationV
1 action
Instantaneous
90 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of either the space you left or the space you entered must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Tags: 5e Classes: SorcererWarlockWizard
3rd
Tidal Wave
ConjurationV, S, M
1 action
Instantaneous
120 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a drop of water)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Tags: 5e Classes: DruidShamanSorcererWizard
3rd
Tiny Hut
EvocationV, S, M
1 minute
Instantaneous
Self (10-foot-radius hemisphere)
  • Level

    3rd

  • Casting Time

    1 minute (ritual)

  • Range

    Self (10-foot-radius hemisphere)

  • Components

    V, S, M (a small crystal bead)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it, entering or exiting the dome as an action. All other creatures and objects are barred from passing through it. Spells, items, and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

When this spell is cast using a spell slot of 6th level or higher, the caster need not remain in the hut for the hut to remain up.

Tags: 5e Classes: BardShamanWizard
3rd
Tiny Servant
TransmutationV, S
1 minute
8 hours
Touch
  • Level

    3rd

  • Casting Time

    1 minute

  • Range

    Touch

  • Components

    V, S

  • Duration

    8 hours

  • Spell School

    Transmutation

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, 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 simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

Tags: 5e Classes: ArtificerBardWizard
3rd
Tongues
DivinationV, M
1 action
1 hour
Touch
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, M (a small clay model of a ziggurat)

  • Duration

    1 hour

  • Spell School

    Divination

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Tags: 5e Classes: ArtificerBardClericPaladinShamanSorcererWarlockWizard
3rd
Vampiric Touch
NecromancyV, S
1 action
1 minute
Self
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Necromancy

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

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.

Tags: 5e Classes: SorcererWarlockWizard
3rd
Wall of Sand
EvocationV, S, M
1 action
10 minutes
90 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (a handful of sand)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Evocation

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.

Tags: 5e Classes: Wizard
3rd
Wall of Water
EvocationV, S, M
1 action
10 minutes
60 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a drop of water)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Evocation

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.

Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

Tags: 5e Classes: DruidShamanSorcererWizard
3rd
Wall of Wind
EvocationV, S, M
1 action
1 minute
120 feet
  • Level

    3rd

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a tiny fan and a feather of exotic origin)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Tags: 5e Classes: DruidRangerShaman
3rd
Water Breathing
TransmutationV, S, M
1 action
24 hours
30 feet
  • Level

    3rd

  • Casting Time

    1 action (ritual)

  • Range

    30 feet

  • Components

    V, S, M (a short reed or piece of straw)

  • Duration

    24 hours

  • Spell School

    Transmutation

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Tags: 5e Classes: ArtificerDruidRangerShamanSorcererWizard
3rd
Water Walk
TransmutationV, S, M
1 action
1 hour
30 feet
  • Level

    3rd

  • Casting Time

    1 action (ritual)

  • Range

    30 feet

  • Components

    V, S, M (a piece of cork)

  • Duration

    1 hour

  • Spell School

    Transmutation

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Tags: 5e Classes: ArtificerClericDruidRangerShamanSorcerer
4th
ARCANET Firewall
AbjurationS, M*
1 action
80 Days
System Access
  • Level

    4th

  • Casting Time

    1 action (ritual)

  • Range

    System Access

  • Components

    S, M (An ARCANET Transmittor and 5000Lv worth of klaprys, consumed upon use)

  • Duration

    80 Days

  • Spell School

    Abjuration

You choose an ARCANET system you have access to and select a component in that system. For the duration, the component's hack DC is equal to 15.

Tags: ARCANETuncommoncustom Classes: ArtificerWizard
4th
Air Strike
ConjurationV, S, M*
1 Action
1 Hour
Special
  • Level

    4th

  • Casting Time

    1 Action

  • Range

    Special

  • Components

    V, S, M (a vial of liquid oxygen, worth 100Lv, consumed upon use)

  • Duration

    Concentration, up to 1 Hour

  • Spell School

    Conjuration

You launch a projectile made of pure arcane energy 1000 feet into the air. If the rocket would hit something before it reaches its altitude, it explodes immediately upon impact. Otherwise, the rocket remains in the air. Choose a point within 600 feet of you. As a bonus action, before the spell ends, you can call the rocket down on that point. Each creature within a 10-foot radius must make a Dexterity Saving Throw or take 5d12 force damage or half as much on a successful saving throw. The spell ends when the rocket explodes.

Tags: custom Classes: ArtificerWizard
4th
Ivan's Alternate Reality
DivinationV, S, M*
10 Minutes
10 Minutes
Self
  • Level

    4th

  • Casting Time

    10 Minutes (ritual)

  • Range

    Self

  • Components

    V, S, M (Specially marked bones or sticks and an artifact from the event worth at least 1000Lv)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Divination

Choose an event which you have an artifact from that has happened within the last 100 years. You may then change one circumstance of the event and based on how much knowledge you have of the event, you will see an alternate version of the event play out with your one criterion change.

If the event is not changed by your circumstance, the spell fails.

If you cast the spell two or more times before completing your next Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in Secret.

Tags: rarecustom Classes: ClericShamanWizard
4th
Arcane Eye
DivinationV, S, M
1 action
1 hour
30 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a bit of bat fur)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Divination

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Tags: 5e Classes: ArtificerWizard
4th
Aura of Life
AbjurationV
1 action
10 minutes
Self (30-foot range)
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Self (30-foot range)

  • Components

    V

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Abjuration

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Tags: 5e Classes: ClericPaladin
4th
Aura of Purity
AbjurationV
1 action
10 minutes
Self (30-foot range)
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Self (30-foot range)

  • Components

    V

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Abjuration

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Tags: 5e Classes: ClericPaladin
4th
Azure Rust
TransmutationV, S, M
1 action
1 Minute
Self (500-foot line)
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Self (500-foot line)

  • Components

    V, S, M (a mixture of hydrogen peroxide, vinegar, blue dye, and salt)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Transmutation

You fire from your hands a blue, concentrated beam in a direction of your choice which causes each creature in its path to make a Dexterity Saving Throw. On a failed save, the creature's skin and belongings begin to rust with a vibrant blue color eating away at the edges of the skin. The target takes 4d10 acid damage, taking half as much on a successful save. At the start of each of your turns, you may refire this beam in a new direction.

Tags: custom Classes: Sorcerer
4th
Banishment
AbjurationV, S, M
1 action
1 minute
60 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (an item distasteful to the target)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Abjuration

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

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

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

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Tags: 5e Classes: ClericPaladinSorcererWarlockWizard
4th
Evard's Black Tentacles
ConjurationV, S, M
1 action
1 minute
90 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (a piece of tentacle from a giant octopus or a giant squid)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Tags: 5e Classes: Wizard
4th
Blight
NecromancyV, S
1 action
Instantaneous
30 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Necromancy

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 9d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

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

Tags: modified Classes: DruidSorcererWarlockWizard
4th
Bridge of Faith
IllusionV, S, M*
1 action
1 minute
10 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V, S, M (a tanzanite ring worth at least 2000Lv)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Illusion

You create a walkway which can only be seen by creatures who believe the walkway exists. You create a walkway visible to all creatures of your choice who you can see when you cast the spell. This walkway is up to 10 feet wide and 20 feet long. A creature you do not designate can attempt to use an action to make an Insight check against your spell save DC. On a successful check, the creature can now see and use the bridge as well.

At Higher Levels: When this spell is cast using a spell slot of 5th level or higher, the bridge’s width or length can increase by 5 feet for each spell level above 4th.

Tags: custom Classes: ClericPaladinWarlock
4th
Charm Beast
EnchantmentV, S
1 action
1 hour
30 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    1 hour

  • Spell School

    Enchantment

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Tags: 5e Classes: BardDruidSorcererWarlockWizard
4th
Compulsion
EnchantmentV, S
1 action
1 minute
30 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

Creatures of your choice that you can see within range and that can hear you must make an Honor saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Honor saving throw to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

Tags: 5e Classes: Bard
4th
Confusion
EnchantmentV, S, M
1 action
1 minute
90 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (three nut shells)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

Confusion Behaviour

d10 Behavior

1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2-6 The creature doesn't move or take actions this turn.

7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

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

Tags: 5e Classes: BardDruidSorcererWizard
4th
Conjure Lesser Elementals
ConjurationV, S
1 minute
1 hour
90 feet
  • Level

    4th

  • Casting Time

    1 minute

  • Range

    90 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Conjuration

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

One elemental of challenge rating 2 or lower

Two elementals of challenge rating 1 or lower

Four elementals of challenge rating 1/2 or lower

Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Tags: 5e Classes: DruidWizard
4th
Conjure Woodland Beings
ConjurationV, S, M
1 action
1 hour
60 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (one holly berry per creature summoned)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Conjuration

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One fey creature of challenge rating 2 or lower

Two fey creatures of challenge rating 1 or lower

Four fey creatures of challenge rating 1/2 or lower

Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Tags: 5e Classes: DruidRanger
4th
Continuity
AbjurationV, S, M*
1 Minute
8 Hours
Self
  • Level

    4th

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S, M (a small 1-minute hourglass filled with 10000Lv worth of diamond dust and the soul of a timeless creature trapped within a soul gem, consuming the soul upon use)

  • Duration

    8 Hours

  • Spell School

    Abjuration

For the duration, you are immune to the effects of any chronurgy spells of 5th level or lower. Any chronurgy spell of 6th level or higher, you gain advantage on the Saving Throw. If the effect has no saving throw, such as the Time Stop spell, you may make a Intelligence Saving Throw against the caster's spell save DC. On a failed save, you are aware that you are being affected by a chronurgy spell.

Additionally, while under the effects of this spell, if you lose concentration on a spell due to a failed ability check, you may use your reaction to regain concentration on the spell.

Tags: chronurgyweavebreakingcustom Classes: ShamanSorcererWizard
4th
Control Water
TransmutationV, S, M
1 action
10 minutes
300 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    300 feet

  • Components

    V, S, M (a drop of water and a pinch of dust)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

Tags: 5e Classes: ClericDruidWizard
4th
Death Ward
AbjurationV, S
1 action
8 hours
Touch
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    8 hours

  • Spell School

    Abjuration

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Tags: 5e Classes: ClericPaladin
4th
Dewyldnys's Delectable Biscuits
ConjurationV, S, M
1 Minute
Instantaneous
Self
  • Level

    4th

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S, M (a handful of dry yeast, an ounce of water, and 1 crushed pixie wing)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You combine in the palm of your hand the materials of the spell and begin kneading for the casting time of the spell. Upon completion, 6 soft biscuits appear in the palm of your hand.

When a creature consumes one of these biscuits over the course of 1 minute, the biscuit’s taste orients itself to the taste buds of the creature consuming it, having it be the most delicious thing that creature can possibly eat.

Additionally, that creature regains 4 hit points and is cured of the poisoned condition.

Tags: custom Classes: Wizard
4th
Dimension Door
ConjurationV
1 action
Instantaneous
500 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    500 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Tags: 5e Classes: ArtificerBardSorcererWarlockWizard
4th
Dominate Beast
EnchantmentV, S
1 action
1 minute
60 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

Tags: 5e Classes: DruidRangerSorcerer
4th
Elemental Bane
TransmutationV, S
1 action
1 minute
90 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d8 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Tags: 5e Classes: ArtificerDruidWarlockWizard
4th
Fabricate
TransmutationV, S
10 minutes
Instantaneous
120 feet
  • Level

    4th

  • Casting Time

    10 minutes

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

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

Tags: 5e Classes: ArtificerWizard
4th
Faithful Hound
ConjurationV, S, M
1 action
8 hours
30 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a tiny silver whistle, a piece of bone, and a thread)

  • Duration

    8 hours

  • Spell School

    Conjuration

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Tags: 5e Classes: ArtificerWizard
4th
Fee-Fi-Fo-Fum
ConjurationV, M
1 action
1 minute
30 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, M (a fairytale storybook)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You summon spirits of a giant that appear in an unoccupied space that you can see within range. You choose the giant’s type, which must be one of challenge rating 4 or lower. The giant disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the giant, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

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

Tags: custom Classes: Chanter
4th
Field of Shields
AbjurationV, S, M
1 Action
1 Hour
60 feet
  • Level

    4th

  • Casting Time

    1 Action

  • Range

    60 feet

  • Components

    V, S, M (three live fireflies)

  • Duration

    1 Hour

  • Spell School

    Abjuration

You create a series of one-way shields onto the battlefield, creating cover for your allies. You summon three shields onto the battlefield at a point on the ground which you can see within range. Each shield is 7 feet tall, and is placed along two connected edges (three connected edges on hexes).

Choose a direction for each shield for objects and spells to pass through. These shields remain for the duration or until they are destroyed. Each of these shields has 12 hit points, an AC of 10, and is immune to a damage type of your choice.

The shield is opaque from the shielding side and transparent from the other side.

When this spell is cast using a spell slot of 5th level or higher, the hit points of wall increase by 4 for each level above 4th.

Tags: custom Classes: SorcererWarlockWizard
4th
Find Greater Steed
ConjurationV, S
10 minutes
Instantaneous
30 feet
  • Level

    4th

  • Casting Time

    10 minutes

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.

You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Tags: 5e Classes: Paladin
4th
Fire Shield
EvocationV, S, M
1 action
10 minutes
Self
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a bit of phosphorus or a firefly)

  • Duration

    10 minutes

  • Spell School

    Evocation

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Tags: 5e Classes: DruidSorcererWizard
4th
Flame Strike
EvocationV, S, M
1 action
Instantaneous
60 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a pinch of sulfur)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 5th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 4th.

Tags: modified Classes: Cleric
4th
Freedom of Movement
AbjurationV, S, M
1 action
1 hour
Touch
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a leather strap, bound around the arm or a similar appendage)

  • Duration

    1 hour

  • Spell School

    Abjuration

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Tags: 5e Classes: ArtificerBardClericDruidRanger
4th
Grasping Vine
ConjurationV, S
1 bonus action
1 minute
30 feet
  • Level

    4th

  • Casting Time

    1 bonus action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action or reaction on each of your turns.

Tags: 5e Classes: DruidRanger
4th
Gravity Sinkhole
EvocationV, S, M
1 action
Instantaneous
120 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a black marble)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

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

Tags: graviturgy5e Classes: Mystic
4th
al-Bazar's Gravity Well
ConjurationS, M
1 Action
1 Minute
120 feet
  • Level

    4th

  • Casting Time

    1 Action

  • Range

    120 feet

  • Components

    S, M (a handful of brick dust)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Conjuration

Choose a point within range to create a cylinder where gravity pulls especially forcefully. This cylinder is a 10-foot radius from the point you choose on the ground and 120 feet high. This gravity well lets out a feint purple shimmer and within the cylinder is considered difficult terrain for creatures affected by gravity.

Additionally, if any creatures within the area are flying, they must succeed on a Strength Saving Throw equal to your spell save DC. On a failure, they are immediately tugged to the ground at a speed of 120 feet per round, hitting the ground with extreme force taking double the normal bludgeoning damage dice, dealing no more than 20d6 worth of damage.

As an action on your turn, you may move the gravity well to a new location.

Tags: uncommongraviturgycustom Classes: WizardSorcerer
4th
Greater Invisibility
IllusionV, S
1 action
1 minute
Touch
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Illusion

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Tags: 5e Classes: BardSorcererWizard
4th
Grow Insect
TransmutationV, S
1 action
10 minutes
30 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Tags: 5e Classes: Druid
4th
Guardian of Faith
ConjurationV
1 action
8 hours
30 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V

  • Duration

    8 hours

  • Spell School

    Conjuration

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Tags: 5e Classes: Cleric
4th
Guardian of Nature
TransmutationV
1 bonus action
1 minute
Self
  • Level

    4th

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

Your walking speed increases by 10 feet.

You gain darkvision with a range of 120 feet.

You make Strength-based attack rolls with advantage.

Your melee weapon attacks deal an extra 1d6 force damage on a hit.

Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

You gain 10 temporary hit points.

You make Constitution saving throws with advantage.

You make Dexterity- and Wisdom-based attack rolls with advantage.

While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Tags: 5e Classes: DruidRanger
4th
Hallucinatory Terrain
IllusionV, S, M
10 minutes
24 hours
300 feet
  • Level

    4th

  • Casting Time

    10 minutes

  • Range

    300 feet

  • Components

    V, S, M (a stone, a twig, and a bit of green plant)

  • Duration

    24 hours

  • Spell School

    Illusion

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Tags: 5e Classes: BardDruidWarlockWizard
4th
Ice Storm
EvocationV, S, M
1 action
Instantaneous
300 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    300 feet

  • Components

    V, S, M (a pinch of dust and a few drops of water)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage and 5d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

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

Tags: modified Classes: DruidSorcererWizard
4th
Indentured Spirits
ConjurationV, S, M
1 action
1 minute
30 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a rod covered in hardened aether powder)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You capture ambient spirits and form a temporary contract for their service in exchange for ferrying them to the afterlife.

You summon 5 Indentured Spirits (source: Guildmaster’s Guide to Ravnica) to fight by your side. Roll initiative for the Indentured Spirits. When you summon them and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling them what it must do on its next turn. If you issue no command, they spends its turn attacking any creature within reach that has attacked it.

When a spirit reaches 0 hit points, it is freed and sent to the afterlife, and you gain 4 temporary hit points. If you lose concentration on this spell before the conclusion of the duration, the spirits become hostile and exclusively attack the caster until they are killed.

At Higher Levels: When this spell is cast using a spell slot of 5th level or higher, when an Indentured Spirit dies, the grant an additional temporary hit point for each level above 4th. Additionally, the Withering Touch ability gains an extra +1 to hit for each spell slot above 4th.

Tags: custom Classes: Chanter
4th
Dewyldnys's Instant Wall
ConjurationV, S
1 Reaction
Instantaneous
5 feet
  • Level

    4th

  • Casting Time

    1 Reaction

  • Range

    5 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Conjuration

As a reaction, you can create a white, opaque wall at a point within range. The wall is as tall as the caster, 5 feet wide, and 1 inch thick. The wall provides full cover immediately to the caster. The wall has an AC of 15 and has 20 hit points. Spells pass through the wall as if it were not there.

If the caster is targeted by a spell which requires sight, upon using the spell, the targeting creature can choose another target instead.

Tags: customuncommon Classes: ArtificerSorcererWizard
4th
Locate Creature
DivinationV, S, M
1 action
1 hour
Self
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a bit of fur from a bloodhound)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Divination

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Tags: 5e Classes: BardClericDruidPaladinRangerWizard
4th
Mind Blast
EvocationS
1 Action
Instantaneous
Self (60-foot cone)
  • Level

    4th

  • Casting Time

    1 Action

  • Range

    Self (60-foot cone)

  • Components

    S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You release a burst of psychic energy, penetrating the mind of those around you. Each creature in that area must succeed on an Intelligence Saving Throw or take 5d8 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success.

Tags: psiomancycustom Classes: MysticShaman
4th
Missile Interception Security System (MISS)
AbjurationV, S, M*
1 action
10 minutes
Self
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a vial of jet fuel worth at least 100Lv, consumed upon use)

  • Duration

    10 minutes

  • Spell School

    Abjuration

A ward summons around the caster, creating a translucent set of orange armor. While this ward is up, whenever a creature makes a ranged attack roll against you or a creature within 5 feet of you, you fire a reactive rocket at the incoming projectile, reducing the incoming damage by 2d10. Additionally, when a grenade is thrown within 15 feet of your ward, you instantly fire a rocket at the incoming grenade, immediately destroying it.

Tags: uncommoncustomarcotech Classes: ArtificerWizard
4th
Mutate
KlaprymancyS, M
1 action
Instantaneous
Touch
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    S, M (a pinch of refined Klaprys)

  • Duration

    Instantaneous

  • Spell School

    Klaprymancy

Choose one creature within range. Pain begins to well through a part of their body; The creature takes 4d4 radiation damage. The creature must also make a Constitution Saving Throw. On a failure, you choose to decrease one of their ability scores by 4.

At the end of each of the creature’s turns, it may reattempt the saving throw. After 3 successful saving throws, the effect ends. After three failures, the mutation takes hold permanently.

This loss is permanent until a greater restoration, heal, or wish is used to revert it.

Tags: custom Classes: DruidClericPaladin
4th
Negative Equilibrium
NecromancyV, S, M
1 action
7 days
60 Feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    60 Feet

  • Components

    V, S, M (a pinch of red sand or a dead scorpion)

  • Duration

    7 days

  • Spell School

    Necromancy

Choose a creature within range who is not at their maximum hit points. The creature must make a Constitution Saving Throw. On a failed save, the target’s maximum hit points is set to their current hit points. At the end of a long rest, a creature may reattempt the saving throw.

This spell can be cured with Greater Restoration, Heal, or a Wish.

Tags: custom Classes: Sorcerer
4th
Omen
DivinationV, S, M*
1 action
Instantaneous
Self
  • Level

    4th

  • Casting Time

    1 action (ritual)

  • Range

    Self

  • Components

    V, S, M (incense and a sacrificial offering appropriate to the entity which you beseech, together worth at least 250Lv, which the spell consumes)

  • Duration

    Instantaneous

  • Spell School

    Divination

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Tags: 5e Classes: ClericDruidWizard
4th
Phantasmal Killer
IllusionV, S
1 action
1 minute
120 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Illusion

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

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

Tags: 5e Classes: BardWizard
4th
Polymorph
TransmutationV, S, M
1 action
1 hour
60 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a caterpillar's cocoon)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

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

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

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

Tags: 5e Classes: BardDruidSorcererWizard
4th
Poseidon's Call
EvocationV, S, M*
1 action
Instantaneous
Self (30-foot cube)
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Self (30-foot cube)

  • Components

    V, S, M (a miniature, golden trident worth at least 400Lv)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A wave of thunderous force sweeps out towards you. Each creature in a 30-foot cube originating from you must make a Strength Saving Throw. On a failed save, the creature takes 6d8 thunder damage, is pulled 30 feet towards you, and drops what they are holding. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pulled 30 feet towards you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: When this spell is cast using a spell slot of 5th level or higher, the damage increases by 1d8 or the distance pulled increases by 10 feet for each slot level above 4th.

Tags: custom Classes: ChanterSorcerer
4th
Private Sanctum
AbjurationV, S, M
10 minutes
24 hours
120 feet
  • Level

    4th

  • Casting Time

    10 minutes

  • Range

    120 feet

  • Components

    V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)

  • Duration

    24 hours

  • Spell School

    Abjuration

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

Sound can't pass through the barrier at the edge of the warded area.

The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.

Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.

Creatures in the area can't be targeted by divination spells.

Nothing can teleport into or out of the warded area.

Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

Tags: 5e Classes: ClericPaladinSorcererWizard
4th
Reincarnate
TransmutationV, S, M*
1 hour
Instantaneous
Touch
  • Level

    4th

  • Casting Time

    1 hour

  • Range

    Touch

  • Components

    V, S, M (rare oils and unguents worth at least 3000Lv, which the spell consumes)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature, which can result in a change to the creature's appearances, features, or even race.

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it may exchange some traits for new ones accordingly.

Tags: 5e Classes: DruidShaman
4th
Resillient Sphere
EvocationV, S, M
1 action
Instantaneous
30 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

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

A disintegrate spell targeting the globe destroys it without harming anything inside it.

Tags: 5e Classes: ArtificerWizard
4th
Secret Chest
ConjurationV, S, M*
1 action
Instantaneous
Touch
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 25000Lv, and a Tiny replica made from the same materials worth at least 500Lv)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Tags: 5e Classes: ArtificerWizard
4th
Shadow of Moil
NecromancyV, S, M*
1 action
Instantaneous
Self
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (an undead eyeball encased in a gem worth at least 1500Lv)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Tags: 5e Classes: Warlock
4th
Sickening Radiance
EvocationV, S
1 action
10 minutes
120 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Evocation

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 nuclear damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Tags: 5e Classes: SorcererWarlockWizard
4th
Elsewyr's Speedy Courier
ConjurationV, S, M*
1 action
10 minutes
10 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V, S, M (250Lv, or mineral goods of equivalent value, which the spell consumes)

  • Duration

    10 minutes

  • Spell School

    Conjuration

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.

Tags: 5e Classes: ArtificerWarlockWizard
4th
Staggering Smite
EvocationV
1 bonus action
1 minute
Self
  • Level

    4th

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.

Tags: 5e Classes: Paladin
4th
Stone Shape
TransmutationV, S, M
1 action
Instantaneous
Touch
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

Tags: 5e Classes: ArtificerClericDruidWizard
4th
Stoneskin
AbjurationV, S, M*
1 action
1 Hour
Touch
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (diamond dust worth 500Lv, which the spell consumes)

  • Duration

    1 Hour

  • Spell School

    Abjuration

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Tags: 5e Classes: ArtificerDruidRangerSorcererWizard
4th
Storm Sphere
EvocationV, S
1 action
1 minute
150 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

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

Tags: 5e Classes: SorcererWizard
4th
Summon Greater Demon
EvocationV, S, M*
1 action
1 hour
60 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a vial of blood from a humanoid killed within the past 24 hours)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Evocation

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon's turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends

When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

Tags: 5e Classes: WarlockWizard
4th
Synchronicity
EnchantmentV, S
1 action
1 hour
Touch
  • Level

    4th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Enchantment

The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage.

Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.

Tags: 5emodern Classes: ArtificerSorcererWarlockWizard
4th
TIMS Landscape
DivinationV, S, M*
1 Minute
Instantaneous
Self
  • Level

    4th

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S, M (TIMS ID, a black stone with brass inlay worth at least 250Lv and 100Lv worth of platinum consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Divination

Utilizing the arcane telecommunication network, you may send a brief 3D landscape to another member of the TIMS network along with a 100-word description. This image must be able to be reconstructed by the Major Image spell.

Tags: TIMScustom Classes: ArtificerBardClericPaladinRangerShamanWizardSorcererWarlock
4th
Jet's Threat Vision
DivinationV, S, M
1 Hour
1 Hour
30 feet
  • Level

    4th

  • Casting Time

    1 Hour

  • Range

    30 feet

  • Components

    V, S, M (a pinch of cyan, magenta, yellow, and black dye)

  • Duration

    1 Hour

  • Spell School

    Divination

Choose up to 12 creatures within range to grant them threat vision. For the duration, all creatures that the targets of this spell can see will be assigned a threat level based on the level, power, expended resources, notoriety, raw ability scores, active effects, and other objective data. This threat vision will take the form of a color aura surrounding all creature, with blue being a trivial threat to red being a formidible foe. Additionally, battalions of creatures may receive an aura as a collective rather than as individuals.

Tags: uncommoncustom Classes: Wizard
4th
Tim Fishing
AnimancyV, S, M*
1 Minute
Special
Self
  • Level

    4th

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S, M (An ARCANET Transmitter and ARCANET Receiver, 1000Lv worth of refined arcanuum consumed upon use and an appropriately-sized empty soul gem or soul vessel to contain the soul)

  • Duration

    Special

  • Spell School

    Animancy

Tim Fishing is the act of stealing a soul which is caught in limbo or has recently died and placing it into a new body before the Raven Queen can usher it to the afterlife.

Using the TIMS number of a creature, you can attempt to fish their soul into the soul gem. If the creature’s soul has died within the last ten minutes or is currently being soul bounced, the spell is successful. If two or more connections are fishing for the soul, each creature must make a spellcasting ability check. The caster who wins the contest acquires the soul.

If the original body of the creature is present, you can substitute the soul vessel for their body and directly revive the creature.

With this soul gem, you can cast this spell again to transfer the soul into the original body.

Tags: weavebreakingcustom Classes: ArtificerShamanSorcererWizard
4th
Tower of Refraction
ConjurationV, S, M*
1 Action
1 Minute
30 feet
  • Level

    4th

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S, M (a flawless amethyst worth at least 2500Lv)

  • Duration

    1 Minute

  • Spell School

    Conjuration

You choose a point within range and construct a medium sized structure affixed to the ground with the amethyst situated at the top of the tower. The tower gives off dim light out to 15 feet. As a bonus action on each of your turns, you can fire a beam of light in a 30-foot line from the tower. Each creature in that line must make a Dexterity Saving Throw or take 3d8 radiant damage. The tower has 30 hit points, an AC of 16, and has resistance to radiant, piercing, and slashing damage.

Tags: custom Classes: ArtificerWizard
4th
Vitriolic Sphere
EvocationV, S, M
1 action
Instantaneous
150 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (a drop of giant slug bile)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You point at a location within range, and a glowing 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

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

Tags: 5e Classes: SorcererWizard
4th
Wall of Fire
EvocationV, S, M
1 action
1 minute
120 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a small piece of phosphorus)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

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

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

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

Tags: 5e Classes: DruidSorcererWizard
4th
Watery Sphere
ConjurationV, S, M
1 action
1 minute
90 feet
  • Level

    4th

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (a droplet of water)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.

Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Tags: 5e Classes: DruidSorcererWizard
4th
Wristblade
ConjurationV, S, M*
1 bonus action
Instantaneous
10 feet
  • Level

    4th

  • Casting Time

    1 bonus action

  • Range

    10 feet

  • Components

    V, S, M (a silver bracelet worth at least 200Lv))

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You conjure a blade from thin air, striking forth with a large, translucent Greatsword which disappears as quickly as it’s summoned. Make a melee spell attack against a target within range. On a hit, you deal 3d8 + your spellcasting ability modifier force damage.

Tags: custom Classes: MysticSorcererWizard
4th
Zeal
EnchantmentV, S, M
1 Action
1 Minute
Self
  • Level

    4th

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (a pinch of lemon, lime, or, orange zest)

  • Duration

    1 Minute

  • Spell School

    Enchantment

For the duration of this spell, all Saving Throws are made rolling a d30 instead of a d20, including concentration checks and Death Saves.

Should the creature be awarded advantage or disadvantage by any means, the other die rolled must be a d20; take the appropriate result.

This spell fades if you are healed by at least 1 hit point by a spell other than Regeneration.

Tags: custom Classes: BardClericPaladinShaman
5th
Aegis of Light
AbjurationV, S, M
1 action
1 Minute
Self
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a shield)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Abjuration

You extend your shield ethereally in a 10-foot, 120-degree cone behind you. Each creature behind your shield is considered to be behind three-quarters cover. Aerial attacks or attacks from the rear ignore this cover. Hostile creatures who pass through the shield wall on their turn must succeed on a Dexterity Saving Throw or take 5d8 radiant damage.

Tags: custom Classes: ClericPaladin
5th
Animate Objects
TransmutationV, S
1 action
1 minute
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

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.

Animated Object Statistics

Size HP AC Attack Str Dex

Tiny 5 18 +6 to hit, 5 damage 4 18

Small 20 16 +6 to hit, 1d8 + 2 damage 6 14

Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12

Large 50 10 +6 to hit, 2d10 + 2 damage 14 10

Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Tags: 5e Classes: ArtificerBardSorcererWizard
5th
Animus Reconstruction
AnimancyV, S, M*
4 Hours
Instantaneous
Touch
  • Level

    5th

  • Casting Time

    4 Hours

  • Range

    Touch

  • Components

    V, S, M (a body with a soul that does not belong to the target of the spell, consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Animancy

You reconstruct the body of a creature whose soul you have captured, destroying another living person's body to create this vessel. Doing this restores the target to life with 1 hit point.

Tags: weavebreakingcustomuncommon Classes: DruidShamanSorcererWizard
5th
Antilife Shell
AbjurationV, S
1 action
1 hour
Self (10-foot radius)
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Self (10-foot radius)

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Abjuration

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Tags: 5e Classes: Druid
5th
Arcane Hand
EvocationV, S, M
1 action
1 minute
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (an eggshell and a snakeskin glove)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Tags: 5e Classes: ArtificerSorcererWizard
5th
Arcane Overload
EvocationV, S, M*
1 action
Instantaneous
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (ARCANET transmitter, 2 strips of tungsten worth 500Lv each)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You choose a creature within range. That creature must succeed on a Charisma Saving Throw against the caster’s spell save DC or become overcharged. The creature’s next spell increases in power level by 1d6 levels. When that creature casts their overcharged spell, they take 5 hit points for the total level of the spell.

If this spell would bring the spell’s level to 11th level or higher, the creature is also stunned until they make a successful saving throw at the start of their turns

Tags: weavebreakingcustom Classes: SorcererShaman
5th
Arcane Pursuit
DivinationV, S, M
1 bonus action
10 Minutes
30 feet
  • Level

    5th

  • Casting Time

    1 bonus action

  • Range

    30 feet

  • Components

    V, S, M (a scrap of bloodhound fur)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Divination

You set a mark on a creature within range that you wish to take down, making it harder for that creature to escape from your pursuit. Choose a target to whom you have dealt damage; that creature must make a Wisdom Saving Throw. If the creature is below half of their maximum hit points, they have disadvantage on the save. On a failed save, the target becomes branded with your mark.

While branded, you always know the amount of feet between you and the target, and are made aware every time the creature uses teleportation or relocation magic. Additionally, the creature gains no benefit from spells or effects which would render it unseen. While this spell is active, you have disadvantage on attack rolls against creatures other than the target of this spell.

As a bonus action on subsequent turns, you can teleport to an unoccupied space that you can see within 5 feet of the creature. You can also use a bonus action to highlight the target's recent trail, revealing arcane tracks which lead you to the target until the end of your next turn.

Finally, if the creature has teleported or relocated within the last minute, you can use 1 action to teleport to the destination of their teleport, if the location of this teleport is less than 1 mile.

When this spell is cast using a spell slot of 6th level or higher, you increase the range that your teleportation follows. At 6th level, you can chase up to 200 miles. At 7th level, you can travel anywhere on the same plane of existence. At 8th level or higher, you can follow them wherever they go.

Tags: customuncommon Classes: ClericPaladinRangerWarlock
5th
Awaken
TransmutationV, S, M*
8 hours
Instantaneous
Touch
  • Level

    5th

  • Casting Time

    8 hours

  • Range

    Touch

  • Components

    V, S, M (an agate worth at least 5000Lv, which the spell consumes)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Tags: 5e Classes: BardDruidRanger
5th
Banishing Smite
EvocationV
1 bonus action
1 minute
Self
  • Level

    5th

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Tags: 5e Classes: Paladin
5th
Circle of Power
AbjurationV
1 action
10 minutes
Self (30-foot radius)
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Self (30-foot radius)

  • Components

    V

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Abjuration

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Tags: 5e Classes: Paladin
5th
Cloudkill
ConjurationV, S
1 action
10 minutes
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Conjuration

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Tags: 5e Classes: SorcererWizard
5th
Commune
DivinationV, S, M
1 minute
1 minute
Self
  • Level

    5th

  • Casting Time

    1 minute (ritual)

  • Range

    Self

  • Components

    V, S, M (incense and a vial of holy or unholy water)

  • Duration

    1 minute

  • Spell School

    Divination

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

Tags: 5e Classes: ClericPaladin
5th
Commune with City
DivinationV, S
1 minute
Instantaneous
Touch
  • Level

    5th

  • Casting Time

    1 minute (ritual)

  • Range

    Touch

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Divination

You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

Terrain and bodies of water

Prevalent buildings, plants, animals, or intelligent creatures

Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead

Influences from other planes of existence

Electrical currents, wireless signals, and active transit lines and tracks

For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.

Tags: 5e Classes: ArtificerSorcererWarlockWizard
5th
Commune with Nature
DivinationV, S
1 minute
Instantaneous
Self
  • Level

    5th

  • Casting Time

    1 minute (ritual)

  • Range

    Self

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Divination

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

terrain and bodies of water

prevalent plants, minerals, animals, or peoples

powerful celestials, fey, fiends, elementals, or undead

influence from other planes of existence

buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Tags: 5e Classes: DruidRanger
5th
Conduct Flames
TransmutationS, M
1 action
1 hour
300 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    300 feet

  • Components

    S, M (a small igneous rock)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

Until the spell ends, you can conduct and manipulate flames within range inside an area that is a cube up to 100 feet on a side. You choose from any of the following effects when you cast this spell. As an action on Your Turn, you can repeat the same Effect or choose a different one.

Spread. You cause the flames to expand in the area by as much as 20 feet in each direction within the area, however, no more than double its current size. Each creature caught in the expansion of the flames must immediately make a Dexterity Saving Throw or take 1d10 fire damage. In addition the creature is on fire. Until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns. If there is no source of fuel in the new location, the flames diminish when the spell ends.

Flare. You cause all flames within the area momentarily increase in intensity. Each creature must make a Dexterity Saving Throw or take 5d8 fire damage.

Extinguish. You cause flames within the area to immediately extinguish. All creatures and objects which were on fire in the area are immediately put out. An area of smoke is created where the smoke remains. The radius of the smoke is reduced by 5 feet at the start of each of your turns. The smoke is dissipated by a strong wind.

Redirect. You can move flames from a certain area to another area of the same size within range.

Modify. While the flame burns, an area of the flames is modified as many of the following ways. You can double or halve the area of bright light and dim light cast by the flame, change its color and opacity, to a maximum of half visibility. Finally, you can form shapes out of the flames such as the vague form of a creature, an inanimate object, or location – to appear within the flames and animate as you like for the duration.

Tags: custom Classes: ChanterClericDruidRangerShamanWarlockWizard
5th
Cone of Cold
EvocationV, S, M
1 action
Instantaneous
Self (60-foot cone)
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Self (60-foot cone)

  • Components

    V, S, M (a small crystal or glass cone)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Tags: 5e Classes: DruidSorcererWizard
5th
Conjure Elemental
ConjurationV, S, M
1 action
1 hour
90 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Conjuration

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Tags: 5e Classes: DruidWizard
5th
Conjure Volley
ConjurationV, S, M
1 action
Instantaneous
150 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (one piece of ammunition or one thrown weapon)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Tags: 5e Classes: Ranger
5th
Contact Other Plane
DivinationV
1 minute
1 minute
Self
  • Level

    5th

  • Casting Time

    1 minute (ritual)

  • Range

    Self

  • Components

    V

  • Duration

    1 minute

  • Spell School

    Divination

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

Tags: 5e Classes: WarlockWizard
5th
Contagion
NecromancyV, S
1 action
7 days
Touch
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    7 days

  • Spell School

    Necromancy

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.

At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Tags: 5e Classes: ClericDruid
5th
Control Winds
TransmutationV, S
1 action
1 hour
300 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    300 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.

Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Tags: 5e Classes: DruidSorcererWizard
5th
Creation
IllusionV, S, M
1 minute
Special
30 feet
  • Level

    5th

  • Casting Time

    1 minute

  • Range

    30 feet

  • Components

    V, S, M (a tiny piece of matter of the same type of the item you plan to create)

  • Duration

    Special

  • Spell School

    Illusion

nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.

Creation

Material Duration

Vegetable matter 1 day

Stone or crystal 12 hours

Precious metals 1 hour

Gems 10 minutes

Adamantine or mithral 1 minute

Using any material created by this spell as another spell's material component causes that spell to fail.

When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Tags: 5e Classes: ArtificerSorcererWizard
5th
Danse Macabre
NecromancyV, S
1 action
1 hour
60 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Necromancy

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.

You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

Tags: 5e Classes: WarlockWizard
5th
Dawn
EvocationV, S, M*
1 action
1 minute
60 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a sunburst pendant worth at least 1000Lv)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Tags: 5e Classes: ClericWizard
5th
Destructive Wave
EvocationV
1 action
Instantaneous
Self (30-foot radius)
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Self (30-foot radius)

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Evocation

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

Tags: 5e Classes: Paladin
5th
Dispel Good and Evil
AbjurationV, S, M
1 action
1 minute
Self
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (holy water or powdered silver and iron)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Abjuration

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

Tags: 5e Classes: ClericPaladin
5th
Dominate Person
EnchantmentV, S
1 action
1 minute
60 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

Tags: 5e Classes: BardSorcererWizard
5th
Dragonskin
TransmutationV, S, M*
1 action
1 Hour
Touch
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a dragon scale)

  • Duration

    Concentration, up to 1 Hour

  • Spell School

    Transmutation

You touch a willing creature. Until the spell ends, the target’s skin has a tough, scale-like appearance, and the target’s AC can’t be less than 18, regardless of what kind of armor it is wearing.

Tags: customuncommon Classes: ClericSorcererDruidRangerShamanWarlock
5th
Dream
IllusionV, S, M
1 minute
8 hours
Special
  • Level

    5th

  • Casting Time

    1 minute

  • Range

    Special

  • Components

    V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)

  • Duration

    8 hours

  • Spell School

    Illusion

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

Tags: 5e Classes: BardWarlockWizard
5th
Electromagnetic Pulse
TransmutationV, S
1 action
1 minute
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.

Tags: 5emodern Classes: ArtificerSorcererWarlockWizard
5th
Enervation
NecromancyV, S
1 action
1 minute
60 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Necromancy

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Tags: 5e Classes: SorcererWarlockWizard
5th
Iwata's Expanding Ward
AbjurationV, S, M*
1 Action
1 Minute
Self
  • Level

    5th

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (an amulet with an quality aquamarine stone emplaced into it worth at least 4000Lv)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Abjuration

You invoke a powerful, transparent barrier which grows as time passes. You create a 60-foot high column with a 5-foot diameter centered on yourself. At the start of each of your turns, the radius of the column increases by 5 feet.

Creatures and objects cannot enter the barrier, but can freely exit the barrier. If the barrier grows into a creature's space, the creature takes 1d10 force damage and is shunted inside the barrier. A creature which is partially in the barrier is considered to be in the barrier.

Tags: customrare Classes: SorcererWizard
5th
Bejilidj's Extra Appendage
TransmutationV, S, M
1 Action
10 Minutes
Touch
  • Level

    5th

  • Casting Time

    1 Action

  • Range

    Touch

  • Components

    V, S, M (a live earthworm, killed upon use)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Transmutation

You instantly grow an extra arm of leg for the target of the spell. For the duration, the creature gains the advantage of said extra body part. Additionally, the creature is imbued with the ability to maintain their new body part, gaining advantage on Constitution Saving Throws.

Tags: rarecustom Classes: DruidMysticRangerShamanWarlockWizard
5th
Far Step
ConjurationV
1 bonus action
1 minute
Self
  • Level

    5th

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Tags: 5e Classes: SorcererWarlockWizard
5th
Geas
EnchantmentV
1 minute
30 days
60 feet
  • Level

    5th

  • Casting Time

    1 minute

  • Range

    60 feet

  • Components

    V

  • Duration

    30 days

  • Spell School

    Enchantment

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Tags: 5e Classes: BardClericDruidPaladinWizard
5th
Greater Restoration
AbjurationV, S, M*
1 action
Instantaneous
Touch
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (diamond dust worth at least 800Lv, which the spell consumes)

  • Duration

    Instantaneous

  • Spell School

    Abjuration

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

One effect that charmed or petrified the target

One curse, including the target's attunement to a cursed magic item

Any reduction to one of the target's ability scores

One effect reducing the target's hit point maximum

Tags: 5e Classes: ArtificerBardClericDruidShaman
5th
Hallow
EvocationV, S, M*
24 hours
Until Dispelled
Touch
  • Level

    5th

  • Casting Time

    24 hours

  • Range

    Touch

  • Components

    V, S, M (herbs, oils, and incense worth at least 10000Lv , which the spell consumes)

  • Duration

    Until Dispelled

  • Spell School

    Evocation

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

Courage. Affected creatures can't be frightened while in the area.

Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.

Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Everlasting Rest. Dead bodies interred in the area can't be turned into undead.

Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.

Fear. Affected creatures are frightened while in the area.

Silence. No sound can emanate from within the area, and no sound can reach into it.

Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

Tags: 5e Classes: Cleric
5th
Hold Monster
EnchantmentV, S, M
1 action
1 minute
90 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (a small, straight piece of iron)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. 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.

When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Tags: 5e Classes: BardSorcererWarlockWizard
5th
Holy Weapon
EvocationV, S
1 bonus action
1 hour
Touch
  • Level

    5th

  • Casting Time

    1 bonus action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Evocation

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Tags: 5e Classes: ClericPaladin
5th
Immolation
EvocationV
1 action
1 minute
90 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

Tags: 5e Classes: SorcererWizard
5th
Impote
KlaprymancyS, M*
1 action
Instantaneous
Touch
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    S, M (a small chunk of refined Klaprys worth about 2000Lv, consumed upon use, and a vial of infant saliva)

  • Duration

    Instantaneous

  • Spell School

    Klaprymancy

Choose one creature that you can touch within range, mixing the material components together into a viscous paste that burns to the touch. The target must attempt a Constitution Saving Throw or have their DNA shuffled in such a way that it makes it impossible for the creature to bear or produce children. Additionally, the effects of this transformation also cause 1d10 radiation damage and leave a permanent red scar on the place where they were touched.

On a successful Saving Throw, the target is immune to the effects of the Impote spell for 24 hours.

Additionally, a safer version of this spell can be cast, only using 20g worth of Klaprys without using the infant saliva. If the safe version of this spell is cast on a creature every 30 days for a 360-day year, the creature becomes immune to the harsher effects of this spell for 10 years.

Tags: uncommoncustom Classes: DruidClericShamanSorcererWarlockWizard
5th
Infernal Calling
ConjurationV, S, M*
1 action
1 hour
90 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (a ruby worth at least 9999Lv)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Conjuration

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command—such as "attack my enemies," "explore the room ahead," or "bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Tags: 5e Classes: WarlockWizard
5th
Insect Plague
ConjurationV, S, M
1 action
10 minutes
300 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    300 feet

  • Components

    V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Conjuration

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Tags: 5e Classes: ClericDruidSorcerer
5th
Invade Thoughts
EnchantmentV, S, M*
1 Action
1 Minute
Self
  • Level

    5th

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (a pound of refined illium worth 2500Lv)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Enchantment

For the duration, you can infest the thoughts of certain creatures. When you cast the spell and as your action of each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You can initially overrule the surface thoughts of the creature, making them decide on their turn’s actions at the usage of your action. You learn what their intended action is, and they cannot change it.

As a further action to a creature whose surface thoughts you are already plaguing, you can probe deeper into their mind. The creature must make an Intelligence Saving Throw against the spell. On a failed save, the creature suffers one of the following effects based on the malady you implant in its mind.

Discord. The target bickers and argues with other creatures until the end of its next turn. During this time it is incapable of meaningful communication and has disadvantage on Ability Checks and Attack Rolls.

Fear. The target becomes frightened until the end of its next turn. While frightened in this way, the target drops whatever it is holding and must move 30 feet away from you on its turn.

Hopelessness. The target becomes overwhelmed with despair until the end of its next turn. During this time, it can’t Attack or target any creature with harmful Abilities, Spells, or Magical Effects.

Insanity. The target becomes insane until the end of its next turn. An insane creature cannot take Actions, can’t understand what other creature’s say, can’t read, and only speaks in gibberish. The DM controls its movement, which is erratic.

Void. The target becomes devoid of any thought until the end of its next turn. A creature devoid of thought cannot take actions, becomes stunned, and is unaware of their surroundings in any meaningful way. A creature does not remember its time devoid of thought and this time cannot be restored to its memory without the use of a wish spell.

Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can attempt to shunt you out of its mind as an action. Make a contested Intelligence check. If the target succeeds, the spell ends.

Tags: psiomancycustom Classes: BardSorcererMysticWarlock
5th
Legend Lore
DivinationV, S, M*
10 minutes
Instantaneous
Self
  • Level

    5th

  • Casting Time

    10 minutes

  • Range

    Self

  • Components

    V, S, M (incense worth at least 1250Lv, which the spell consumes, and four ivory strips worth at least 500Lv each)

  • Duration

    Instantaneous

  • Spell School

    Divination

Name or describe a person, place, or object. The spell brings your mind to the Biblio Infinitum, the realm of Nova, and presents you with a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."

Tags: 5e Classes: ArtificerBardClericWizard
5th
Maelstrom
EvocationV, S, M
1 action
1 minute
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (paper of leaf in the shape of a funnel)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

Tags: 5e Classes: Druid
5th
Mass Cure Wounds
EvocationV, S
1 action
Instantaneous
60 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d10 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Tags: 5e Classes: BardClericDruid
5th
Ichihara's Max Defend
AbjurationV, S, M*
1 action
10 Minutes
Touch
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (200Lv worth of silver powder, consumed upon use)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Abjuration

You construct a series of red, translucent shields which completely surround a target within range. For the duration, this shield wards the creature against incoming damage. Whenever the affected creature would take damage, they take no damage and the spell ends.

While the spell is active, the creature appears to have a series of very prominent spinning shields surrounding them, making it very plain that there is some warding spell on the creature.

When this spell is cast using a spell slot of 8th level or higher, the duration of this spell becomes '10 Minutes'

Tags: customrare Classes: WizardSorcerer
5th
Citticom's Mirror Plane
TransmutationV, S, M*
1 Minute
Instantaneous
5 feet
  • Level

    5th

  • Casting Time

    1 Minute

  • Range

    5 feet

  • Components

    V, S, M (An sheet of refractive emerald emplaced into a hand mirror worth at least 15000Lv)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You and up to 4 creatures of your choice within range can walk into a mirrored plane to the plane that you are currently in. For instance, if you are on the material plane, you can travel to the Feywild, the Shadowfell, and many other planes. You arrive on the new plane in a positionally equivalent place.

Tags: weavebreakingcustomrare Classes: DruidRangerShamanWizard
5th
Mislead
IllusionS
1 action
1 hour
Self
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Illusion

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Tags: 5e Classes: BardWarlockWizard
5th
Modify Memory
EnchantmentV, S
1 action
Instantaneous
30 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Enchantment

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration spell cast on the target restores the creature's true memory.

If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

Tags: 5e Classes: BardWizard
5th
Negative Energy Flood
NecromancyV, M
1 action
Instantaneous
60 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, M (a broken bone and a square of black silk)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

Tags: 5e Classes: WarlockWizard
5th
O' Wicked Winds of Winter
EvocationV, M*
1 action
1 minute
Self
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, M (an aquamarine gem worth at least 5000Lv)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

You summon a torrential blizzard in the area around you which remains centered on you. This torrent blows in a 30-foot radius around you, excluding the area within a 15-foot radius of you. While in the torrent, the area is considered difficult terrain. Furthermore, each creature which starts it turn in the area of effect or moves into the area of the torrent on its turn must make a Strength Saving Throw. On a failed save, the creature takes 6d6 cold damage and is knocked prone, taking half as much on a successful save.

Additionally ranged attacks which pass in or out of the torrent are at disadvantage, and automatically miss if the shot was already at disadvantage.

Additionally, for the purposes of dispersing effects which could be dispersed by a strong wind, this torrent blows at 40 miles per hour.

At Higher Levels: When this spell is cast using a spell slot of 6th level or higher, this spell deals an additional 1d6 cold damage for each spell slot above 5th.

Tags: custom Classes: Chanter
5th
Passwall
TransmutationV, S, M
1 action
1 hour
30 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M (a pinch of sesame seeds)

  • Duration

    1 hour

  • Spell School

    Transmutation

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Tags: 5e Classes: Wizard
5th
Phase Ward
AbjurationV, S, M
1 action
1 Minute
Touch
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a scrap of displacer beast hide)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Abjuration

Touch a willing creature to instill with this ward, making the air around them distort. For the duration, you may use your bonus action or reaction to teleport the creature 15 feet in any direction to an unoccupied space. If the creature is about to be struck by an attack, the attacking creature may take aim at another creature that is within its range if it does not have to move to do so, or else the attack is wasted.

Tags: uncommoncustom Classes: BardSorcererWizardWarlock
5th
Planar Binding
AnimancyV, S, M*
1 hour
24 hours
60 feet
  • Level

    5th

  • Casting Time

    1 hour

  • Range

    60 feet

  • Components

    V, S, M (a jewel worth an amount equal to at least 250Lv for each day you intend to bind the creature to your service, which the spell consumes)

  • Duration

    24 hours

  • Spell School

    Animancy

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Tags: 5e Classes: BardClericDruidWizard
5th
Raise Dead
NecromancyV, S, M*
1 hour
Instantaneous
Touch
  • Level

    5th

  • Casting Time

    1 hour

  • Range

    Touch

  • Components

    V, S, M (a diamond worth at least 3000Lv, which the spell consumes)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons 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.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Tags: 5e Classes: BardClericPaladin
5th
Scrying
DivinationV, S, M*
10 minutes
10 minutes
Self
  • Level

    5th

  • Casting Time

    10 minutes

  • Range

    Self

  • Components

    V, S, M (a focus worth at least 10000Lv, such as a crystal ball, a silver mirror, or a font filled with holy water)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Divination

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge of Target

Knowledge Save Modifier

Secondhand (you have heard of the target) +5

Firsthand (you have met the target) +0

Familiar (you know the target well) -5

Connection to Target

Connection Save Modifier

Likeness or picture -2

Possession or garment -4

Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Tags: 5e Classes: BardClericDruidWarlockWizard
5th
Seeming
IllusionV, S
1 action
8 hours
30 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    8 hours

  • Spell School

    Illusion

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Tags: 5e Classes: BardSorcererWizard
5th
Skill Empowerment
TransmutationV, S
1 action
1 hour
Touch
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect that doubles its proficiency bonus.

Tags: 5e Classes: ArtificerBardSorcererWizard
5th
Jet's Sonic Boom
EvocationV, S, M*
1 Action
Instantaneous
Sight
  • Level

    5th

  • Casting Time

    1 Action

  • Range

    Sight

  • Components

    V, S, M (a small tiger's eye stone worth at least 400Lv, reduced to dust by the spell)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You choose a point that you can see and cause a disturbance in the air and create a sonic boom. Each creature within a 600 foot radius of the point who is not deafened or covering their ears must succeed on a Constitution Saving Throw or take 3d8 thunder damage and be deafened for 1 minute. On a successful save, the target is not deafened and takes half damage.

Tags: uncommoncustom Classes: SorcererWarlockWizard
5th
Soul Wire
AnimancyV, S, M*
1 action
10 Minutes
Special
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Special

  • Components

    V, S, M (a silver cord, ARCANET transmitter)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Animancy

Choose a creature who you have seen in the last hour or whose private key you have been sent. That creature must make a Charisma Saving Throw or lose control of their body. For the duration, your soul possesses their body. The existing soul simply watches as a backseat driver.

Tags: ARCANETcustom Classes: ShamanSorcererWizardWarlock
5th
Staggering Implosion
EvocationV, S, M*
1 action
Instantaneous
Self (10-foot radius)
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Self (10-foot radius)

  • Components

    V, S, M (a disc of magnetic samarium cobalt worth at least 100Lv)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You create a wave of energy in the immediate vicinity of yourself, bring enemies to their knees before you. Each creature must make a Strength Saving Throw. On a failed saving throw, the creature is dragged forth to within 5 feet of you and is knocked prone. Additionally, the creature suffers 11d6 force damage. On a successful save, the creature takes half damage and is only knocked off-balance.

When this spell is cast using a spell slot of 6th level or higher, the damage increases by 2d6 for each level above 5th.

Tags: customgraviturgy Classes: MysticSorcererWarlockWizard
5th
Steel Wind Strike
ConjurationS, M
1 action
Instantaneous
30 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    S, M (a melee weapon)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Tags: 5e Classes: RangerWizard
5th
Swift Quiver
TransmutationV, S, M
1 bonus action
Instantaneous
Touch
  • Level

    5th

  • Casting Time

    1 bonus action

  • Range

    Touch

  • Components

    V, S, M (a quiver containing at least 1 piece of ammunition)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Tags: 5e Classes: Ranger
5th
Synaptic Static
EnchantmentV, S
1 action
Instantaneous
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Enchantment

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Tags: 5e Classes: BardSorcererWarlockWizard
5th
Telekinesis
TransmutationV, S
1 action
10 minutes
60 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 10,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability with a point of advantage contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Tags: 5e Classes: MysticSorcererWizard
5th
Telepathic Bond
DivinationV, S, M
1 action
1 hour
30 feet
  • Level

    5th

  • Casting Time

    1 action (ritual)

  • Range

    30 feet

  • Components

    V, S, M (piecers of eggshell from two different kinds of creatures)

  • Duration

    1 hour

  • Spell School

    Divination

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Tags: 5e Classes: BardWizard
5th
Teleportation Circle
ConjurationV, M*
1 minute
1 round
10 feet
  • Level

    5th

  • Casting Time

    1 minute

  • Range

    10 feet

  • Components

    V, M (rare chalks and inks infused with precious gems worth 250Lv, which the spell consumes)

  • Duration

    1 round

  • Spell School

    Conjuration

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Tags: 5e Classes: ArtificerBardSorcererWarlockWizard
5th
Temporal Shunt
EvocationV, S
1 reaction
1 round
120 feet
  • Level

    5th

  • Casting Time

    1 reaction

  • Range

    120 feet

  • Components

    V, S

  • Duration

    1 round

  • Spell School

    Evocation

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.

Tags: chronurgyuncommon5e Classes: Mystic
5th
Transmute Rock
EvocationV, S, M
1 action
Until Dispelled
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (clay and water)

  • Duration

    Until Dispelled

  • Spell School

    Evocation

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.

Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.

The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Tags: 5e Classes: DruidWizard
5th
Tree Stride
ConjurationV, S
1 action
1 minute
Self
  • Level

    5th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Tags: 5e Classes: DruidRanger
5th
Wall of Force
EvocationV, S, M
1 action
10 minutes
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a pinch of powder made by crushing a clear gemstone)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Evocation

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Tags: 5e Classes: MysticWizard
5th
Wall of Light
EvocationV, S, M
1 action
Instantaneous
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a hand mirror)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

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

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Tags: 5e Classes: ClericSorcererWarlockWizard
5th
Wall of Stone
EvocationV, S, M
1 action
Instantaneous
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a small block of granite)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

Tags: 5e Classes: ArtificerDruidSorcerer
5th
Wrath of Nature
EvocationV, S
1 action
1 minute
120 feet
  • Level

    5th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

Tags: 5e Classes: DruidRanger
6th
Ace of Wands
TransmutationV, S, M*
1 action
1 Hour
Touch
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (an unenchanted wand worth no more than 100Lv)

  • Duration

    1 Hour

  • Spell School

    Transmutation

You transmute a typical wand into one of mastery, a wand which turns the most inept spellcaster into an archmage. Choose one of your cantrips to imbue within the wand. For the duration, a creature can use an action to use the wand to cast that cantrip as if they were 17th level. The wand uses the caster's spell attack bonus and spell save DC.

When this spell is cast using a spell of 7th level or higher, increase the healing rendered by 10 for each level above 6th

Tags: customuncommon Classes: BardDruidSorcerer
6th
Age/De-Age
KlaprymancyV, S, M*
1 action
Instantaneous
10 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V, S, M (a special component depending on the effect chosen.)

  • Duration

    Instantaneous

  • Spell School

    Klaprymancy

You choose a creature within range to cause them to age or de-age rapidly. An unwilling creautre may attempt a Wisdom Saving Throw. On a failed save, you choose one of the following two effects.

Age. The creature's body and soul begins rapidly aging. Roll up to 6d10, the target ages that many years. The special component is 2000Lv worth of klaprys for each d10 rolled. A target cannot be aged beyond twice its actual time lived.

De-Age. The creature's body and soul begin to rapidly de-age. The creature's age is cut by up to half. The special component is 5000Lv worth of chroturus herbs for each year the target is de-aged. A target cannot be reduced to younger than half its actual time lived.

Tags: chronurgycustom Classes: MysticWizard
6th
Arcane Gate
ConjurationV, S
1 action
10 Minutes
500 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    500 feet

  • Components

    V, S

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Conjuration

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

Tags: 5e Classes: SorcererWarlockWizard
6th
Blade Barrier
EvocationV, S
1 action
Instantaneous
90 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

Tags: 5e Classes: Cleric
6th
Boiling Breath
NecromancyV, S, M
1 action
Instantaneous
Self (30-foot cone)
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self (30-foot cone)

  • Components

    V, S, M (a stick of black licorice)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You cause the air around your breath to heat up and cause the skin of those caught in its way to begin to boil. Each creature within a 30-foot cone originating from yourself must make a Constitution Saving Throw. On a failed save, the target takes 5d8 necrotic damage and 5d8 fire damage and have disadvantage on Constitution Saving Throws until they regain at least 1 hit point from magical means. On a successful save, the target only takes half the damage and no other effects.

At Higher Levels: When this spell is cast using a spell slot of 7th level or higher, both the fire and necrotic damage increase by 1d8.

Tags: custom Classes: Chanter
6th
Bones of the Earth
TransmutationV, S
1 action
Instantaneous
120 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

Tags: 5e Classes: Druid
6th
Brave Soldier Boy
EnchantmentV, S, M
1 minute
1 hour
30 feet
  • Level

    6th

  • Casting Time

    1 minute

  • Range

    30 feet

  • Components

    V, S, M (a leaf on a vine)

  • Duration

    1 hour

  • Spell School

    Enchantment

You call upon the courage of ancient heroes to bestow an ally with the wherewithal to face their current predicament.

For the duration, the target is immune to the frightened and charmed conditions and can see through magical darkness of 5th level or lower. Additionally, when the creature starts their turn with 0 hit points, they can make a DC 10 Honor Saving Throw. On a successful save, the creature regains 1 hit point and may take their turn. Each time this feature is used, the DC for the Honor Save increases by 5.

Tags: custom Classes: Chanter
6th
Chain Lightning
EvocationV, S, M
1 action
Instantaneous
150 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Tags: 5e Classes: SorcererWizard
6th
Circle of Death
NecromancyV, S, M*
1 action
Instantaneous
150 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (the powder of a crushed black pearl worth at least 2500Lv)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Tags: 5e Classes: SorcererWarlockWizard
6th
Conjure Fey
ConjurationV, S
1 minute
1 hour
90 feet
  • Level

    6th

  • Casting Time

    1 minute

  • Range

    90 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Conjuration

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

Tags: 5e Classes: DruidWarlock
6th
Consign to Oblivion
ConjurationV, S, M*
24 Hours
Instantaneous
Touch
  • Level

    6th

  • Casting Time

    24 Hours

  • Range

    Touch

  • Components

    V, S, M (6000Lv worth of black sapphire dust for each hit die the creature has, consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

This ritual takes the captured soul of a creature and sends them to the lands beyond the Divine Planes known only as Oblivion to drift for eternity. At the end of the casting, the soul gets a chance to make a Charisma Saving Throw. On a failed save, the creature is consigned to oblivion and their soul cannot be recovered short of a true resurrection spell or finding their soul in oblivion via astral projection, On a successful save, the soul is instead released into the black mirror where spells with time limits such as revivify and raise dead begin at the time this ritual concludes. A consigned soul cannot be recovered with a wish, but a wish can reveal the location of the soul within oblivion.

Tags: restrictedcustom Classes: ClericShaman
6th
Contingency
EvocationV, S, M*
10 minutes
10 days
Self
  • Level

    6th

  • Casting Time

    10 minutes

  • Range

    Self

  • Components

    V, S, M (a statuette of yourself carved from ivory or platinum and decorated with gems worth at least 15000Lv)

  • Duration

    10 days

  • Spell School

    Evocation

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

When you cast this spell using a spell slot of 8th level or higher, you may choose a 6th level spell. When you cast this spell using a spell slot of 10th level, you may choose a 7th level spell.

Tags: 5e Classes: Wizard
6th
Create Homunculus
TransmutationV, S, M*
1 hour
Instantaneous
Touch
  • Level

    6th

  • Casting Time

    1 hour

  • Range

    Touch

  • Components

    V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 10000Lv)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.

The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.

You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

Tags: 5e Classes: Wizard
6th
Create Undead
NecromancyV, S, M*
1 minute
Instantaneous
10 feet
  • Level

    6th

  • Casting Time

    1 minute

  • Range

    10 feet

  • Components

    V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 750Lv black onyx stone for each corpse)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

Tags: 5e Classes: ClericWarlockWizard
6th
Cursed Waters
NecromancyV, S, M
1 action
1 minute
300 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    300 feet

  • Components

    V, S, M (a petrified bone of a long-dead sailor or a handful of lyremoss)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Necromancy

You call upon the energy which has claimed the lives of countless seafarers to drag those caught within it to join them below. Choose a point on the surface of a body of water which is at least 300 feet deep. You create a 20-foot radius, 300-foot-deep cylinder of black, inky energy. Each creature caught within the area must make a Strength Saving Throw to fight against the current dragging them below. On a failed save, the creature is dragged 10 feet below and their Strength is reduced by 1d4. This reduction lasts until the end of a long rest. When a creature is below cursed waters, it can only leave the radius of the cylinder by resurfacing. If the surface is obstructed, they can escape from the uppermost unobstructed point on the cylinder.

Tags: custom Classes: SorcererWarlock
6th
Death Transference
NecromancyV, S, M*
1 action
Instantaneous
Touch
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a void crystal worth at least 10000Lv)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You begin to channel your life force to destroy the life force of another creature. Make a melee spell attack. On a hit, you may attempt transfer a wave of negative energy from yourself to that creature. Choose an amount of damage no more than your current hit points. The creature makes a Constitution Saving Throw. On a failed save, the creature takes the amount of damage you chose, taking half on a successful save. Regardless of success, you take an amount of damage equal to the amount of hit points you chose.

If this spell reduces another creature to 0 hit points, the creature is instantly killed.

Tags: custom Classes: Sorcerer
6th
Disintegrate
TransmutationV, S, M
1 action
Instantaneous
60 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a lodestone and a pinch of dust)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

Tags: 5e Classes: SorcererWizard
6th
Druid Grove
AbjurationV, S, M
10 minutes
24 Hours
Touch
  • Level

    6th

  • Casting Time

    10 minutes

  • Range

    Touch

  • Components

    V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)

  • Duration

    24 Hours

  • Spell School

    Abjuration

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.

The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.

Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.

Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.

Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:

A constant gust of wind in two locations of your choice

Spike growth in one location of your choice

Wind wall in two locations of your choice

To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

Tags: 5e Classes: Druid
6th
Elemental Lucidity
TransmutationV, S, M*
8 hours
Instantaneous
5 feet
  • Level

    6th

  • Casting Time

    8 hours

  • Range

    5 feet

  • Components

    V, S, M (a ratrecenian fragment worth at least 50000Lv, consumed upon use, or a sunshard, drained 20% on use.)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

This process allows one to connect with their own soul more deeply, unlocking hidden potential within. Target one weavebroken creature of 10th level or higher who remains within range of the spell for the entire duration. During the casting time of this spell, the creature becomes stunned.

When the spell finishes and is cast, the creature can see the changing of elemental and primal energy throughout their travels, granting a deeper understanding of the interconnectedness of their existence

The creature and gains 1 level in Druid and their level cap becomes 21. Additionally, the creature can choose one druid cantrip which is always known and does not count against your cantrips known. This cantrip is cast as if the target were 17th level. When the creature reaches 17th level, they may choose to cast a version of this cantrip quicker, but less potently: The cantrip can be cast as a bonus action, but only gain the effects as if the caster was 5th level.

Tags: customweavebreakingrare Classes: ShamanDruidWizard
6th
Expeditious Decay
KlaprymancyV, S, M*
1 action
Instantaneous
60 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a pinch of refined Klaprys and a pearl worth at least 1000Lv)

  • Duration

    Instantaneous

  • Spell School

    Klaprymancy

Choose one creature within range that you can see. The creature’s body begins rapidly aging as vital parts of their body accelerate in age faster than others. The creature must succeed on a Constitution Saving Throw or take 6d10+30 radiation damage and be aged 1d10+7 years.

Tags: custom Classes: DruidWizard
6th
Eyebite
NecromancyV, S
1 action
1 Minute
Self
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Necromancy

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

Tags: 5e Classes: BardSorcererWarlockWizard
6th
Find the Path
DivinationV, S, M*
1 Minute
1 day
Self
  • Level

    6th

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 1000Lv or an ARCANET Transmitter and ARCANET Receiver, and an object from the location you wish to find)

  • Duration

    Concentration, up to 1 day

  • Spell School

    Divination

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Tags: 5e Classes: BardClericDruid
6th
Finger of Death
EvocationV, S
1 action
Instantaneous
60 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

When you cast this spell using a spell slot of 7th level or higher, you can icnrease the damage by 1d8 for each level above 6th

Tags: modified Classes: SorcererWarlockWizard
6th
Forbiddance
AbjurationV, S, M*
10 Minutes
1 day
Touch
  • Level

    6th

  • Casting Time

    10 Minutes (ritual)

  • Range

    Touch

  • Components

    V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 10000Lv)

  • Duration

    1 day

  • Spell School

    Abjuration

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

Tags: 5e Classes: Cleric
6th
Fortune Word Glory
EvocationV, S
1 Action
Instantaneous
30 feet
  • Level

    6th

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose one creature within range who you can see. Make a ranged spell attack against that creature. On a hit, the creature takes 1d120 radiant damage

Tags: fortunecustom Classes: ClericWizardSorcererWarlock
6th
Freezing Globe
EvocationV, S, M
1 action
Instantaneous
300 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    300 feet

  • Components

    V, S, M (a small crystal sphere)

  • Duration

    Instantaneous

  • Spell School

    Evocation

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Tags: 5e Classes: SorcererWarlockWizard
6th
Ghostly Armada
ConjurationV, S, M*
1 Hour
24 Hours
Sight
  • Level

    6th

  • Casting Time

    1 Hour

  • Range

    Sight

  • Components

    V, S, M (a realistic ship in a bottle worth at least 1000Lv for each ship in the armada and a small black diamond worth 5000Lv)

  • Duration

    24 Hours

  • Spell School

    Conjuration

Choose an unoccupied space on water which can accommodate up to 3 gargantuan ships. You create up to 3 ghostly translucent ships which last for the duration. The lead ship is a galleon while the other armada ships are warships. These can be used as regular ships with resistance to fire, cold, and lightning damage, but only half as many hit points. A cloud of fog follows the ship making the ship heavily obscured to other ships. You may cast this spell again before the duration runs out to increase the duration by another 24 Hours.

At higher Level: When this spell is cast using a spell slot of 7th level or higher, you may add 2 additional longships for every level above 6th if you have the appropriate material components.

Tags: customrare Classes: WizardWarlockSorcererClericChanter
6th
Globe of Invulnerability
AbjurationV, S, M
1 action
1 minute
Self (10-foot radius)
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self (10-foot radius)

  • Components

    V, S, M (a glass or crystal bead that shatters when the spell ends)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Abjuration

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

Tags: 5e Classes: SorcererWizard
6th
Gravity Fissure
EvocationV, S, M
1 action
Instantaneous
Self (100-foot line)
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self (100-foot line)

  • Components

    V, S, M (a fistful of iron filings)

  • Duration

    Instantaneous

  • Spell School

    Evocation

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Tags: graviturgy5e Classes: Mystic
6th
Guards and Wards
AbjurationV, S, M*
10 minutes
24 Hours
Touch
  • Level

    6th

  • Casting Time

    10 minutes

  • Range

    Touch

  • Components

    V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 100Lv)

  • Duration

    24 Hours

  • Spell School

    Abjuration

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and wards creates the following effects within the warded area.

Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.

Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.

Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.

Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.

Place magic mouth in two locations.

Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.

Place a constant gust of wind in one corridor or room.

Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.

The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.

You can create a permanently guarded and warded structure by casting this spell there every day for one year.

Tags: 5e Classes: BardWizard
6th
Hand of Damnation
EvocationV, S
1 Action
Instantaneous
60 feet
  • Level

    6th

  • Casting Time

    1 Action (ritual)

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose a creature that is not unconscious within range to damn them to an afterlife that you and your God believe would most accurately punish a creature for its crime. Point your hand at a creature within range who must succeed on an Honor Saving Throw (Charisma if in a non-honor campaign setting). On a failed save, the creature takes 50 radiant damage. On a successful save, the creature takes 25 radiant damage but cannot be reduced below 1 hit point. If this spell is used on a creature whose actions or ideas are in direct conflict with your God, and the damage reduces that creature to 0 hit points, they are instantly killed. If they are killed in this manner on their home plane of existence, they are sent to said afterlife immediately, bypassing the Black Mirror. For the purposes of resurrection, a creature killed by this effect cannot be resurrected with the spells revivify, raise dead, or reincarnate.

Tags: custom Classes: Cleric
6th
Harm
NecromancyV, S
1 action
Instantaneous
60 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Tags: 5e Classes: Cleric
6th
Heal
EvocationV, S
1 action
Instantaneous
60 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Tags: 5e Classes: ClericDruidShaman
6th
Heroes' Feast
ConjurationV, S, M*
10 minutes
Instantaneous
30 feet
  • Level

    6th

  • Casting Time

    10 minutes

  • Range

    30 feet

  • Components

    V, S, M (a gem-encrusted bowl worth at least 10000Lv, which the spell consumes all the gems)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

Tags: 5e Classes: ClericDruid
6th
Instant Summons
ConjurationV, S, M*
1 action
Until Dispelled
Touch
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a sapphire worth 10000Lv)

  • Duration

    Until Dispelled

  • Spell School

    Conjuration

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.

Tags: 5e Classes: Wizard
6th
Investiture of Air
TransmutationV, S
1 action
10 minutes
Self
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

Until the spell ends, wind whirls around you, and you gain the following benefits:

Ranged weapon attacks made against you have disadvantage on the attack roll.

You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Tags: 5e Classes: DruidSorcererWarlockWizard
6th
Investiture of Flame
TransmutationV, S
1 action
10 minutes
Self
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:

You are immune to fire damage and have resistance to cold damage.

Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Tags: 5e Classes: DruidSorcererWarlockWizard
6th
Investiture of Ice
TransmutationV, S
1 action
10 minutes
Self
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

Until the spell ends, ice rimes your body, and you gain the following benefits:

You are immune to cold damage and have resistance to fire damage.

You can move across difficult terrain created by ice or snow without spending extra movement.

The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.

You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Tags: 5e Classes: DruidSorcererWarlockWizard
6th
Investiture of Stone
TransmutationV, S
1 action
10 minutes
Self
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.

You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

Tags: 5e Classes: DruidSorcererWarlockWizard
6th
Irresistible Dance
EnchantmentV
1 action
1 minute
30 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Enchantment

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Tags: 5e Classes: BardWizard
6th
King of Swords
EvocationV, S, M*
1 action
Instantaneous
Self (15-foot cone, special)
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self (15-foot cone, special)

  • Components

    V, S, M (a set of gilded tarot cards worth at least 1000Lv)

  • Duration

    Instantaneous

  • Spell School

    Evocation

Summoning forth the power and might of the King of Swords, you are granted a brief moment of sword mastery and an awe-inspiring, golden sword to match. Each creature within a 105 degree, 15-foot cone is sliced with a magnificent golden, spectral greatsword summoned forth from your deck of cards, taking 3d8 slashing damage. This attack always critically hits.

When you cast this spell using a spell slot of 7th level or higher, you deal an extra 1d8 damage for each level above 6th

Tags: customuncommon Classes: ArtificerBardSorcerer
6th
Amata's Lock and Load
EnchantmentV, S, M*
1 Action
10 Minutes
Touch
  • Level

    6th

  • Casting Time

    1 Action

  • Range

    Touch

  • Components

    V, S, M (a drop of the target's blood and a rare fractal lily worth 1000Lv)

  • Duration

    10 Minutes

  • Spell School

    Enchantment

You imbue a clip of ammunition or quiver of arrows with the ability to lock onto a specific target. If the target is not behind total cover, your attack automatically hits the target. If the attack roll would have disadvantage, you must roll the attack as usual. The ammunition is now considered magical if it was not previously.

Tags: uncommoncustom Classes: Wizard
6th
Magic Jar
NecromancyV, S, M*
1 minute
Until Dispelled
Self
  • Level

    6th

  • Casting Time

    1 minute

  • Range

    Self

  • Components

    V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 5000Lv)

  • Duration

    Until Dispelled

  • Spell School

    Necromancy

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.

Tags: 5e Classes: Wizard
6th
Major Alteration
TransmutationV, S
1 Minute
24 Hours
Self
  • Level

    6th

  • Casting Time

    1 Minute

  • Range

    Self

  • Components

    V, S

  • Duration

    24 Hours

  • Spell School

    Transmutation

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last until the spell is dispelled. While the spell lasts, you may use a bonus action to drop the spell; you may only have one alteration at a time.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Aerial Adaptation. You adapt your body to an aerial environment, sprouting wings of the likeness of any animal on your back. You can attack while flying with no penalty and gain a flying speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can appear as a creature of a different size than you, excluding creatures of huge or larger; if you're bipedal, you could use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic, and you have a +2 bonus to the attack and damage rolls you make using it.

Unhindered Movement. You adapt your body to allow yourself to be unhindered by the various types of terrain that would slow your movement. Your internal sense of balance is shifted so that you no longer have to walk carefully. You may ignore difficult terrain.

Other. You may also use this spell to alter yourself in any other way that you can think of, within reason. When you present this idea to your DM, they may choose to implement as much or as little of your idea as their discretion permits.

This spell will be ended if the creature enters into an anti-magic field or is dispelled.

When this spell is cast using a spell slot of 9th level or higher, the alteration lasts until dispelled.

Tags: uncommoncustom Classes: DruidShamanSorcererWizard
6th
Martial Transformation
TransmutationV, S, M
1 action
10 minutes
Self
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a few hairs from a bull)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Transmutation

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:

You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.

You have advantage on attack rolls that you make with simple and martial weapons.

When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.

You have proficiency with all armor, shields, simple weapons, and martial weapons.

You have proficiency in Strength and Constitution saving throws.

You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

Tags: 5e Classes: BardWizard
6th
Mass Exsanguination
NecromancyV, S, M
1 Action
Instantaneous
30 feet
  • Level

    6th

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S, M (a dried cat's paw and a pinch of blood dust)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

All targets of your choice within range must make a Constitution Savings Throw. On a failed save, the target has their blood drained from their body and takes 6d12 necrotic damage. For every two numbers the target is below the savings throw, they take an additional d8 of necrotic damage. If the creature targeted does not have blood nor ichor, this spell has no effect on them. On a successful save, the creature takes no damage.

Tags: custom Classes: SorcererWizardWarlockOccarist
6th
Mass Suggestion
EnchantmentV, M
1 action
24 Hours
60 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)

  • Duration

    24 Hours

  • Spell School

    Enchantment

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

Tags: 5e Classes: BardSorcererWarlockWizard
6th
Mental Prison
IllusionS
1 action
1 minute
60 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Illusion

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

Tags: 5e Classes: SorcererWarlockWizard
6th
Mortimer's Metaphysical Lucidity
IllusionV, S, M*
8 hours
Instantaneous
5 feet
  • Level

    6th

  • Casting Time

    8 hours

  • Range

    5 feet

  • Components

    V, S, M (a charged Essolodym catalyst, drained upon use)

  • Duration

    Instantaneous

  • Spell School

    Illusion

This process allows one to connect with their own soul more deeply, unlocking hidden potential within. Target one weavebroken creature of 10th level or higher who remains within range of the spell for the entire duration. During the casting time of this spell, the creature becomes stunned.

When the spell finishes and is cast, the creature is able to fully interact with their direct connection to the Weave, allowing them to pick the best thread of magic to use and form direct connections with magical runes.

The creature doubles their attunement slots and gains 1 level in Sorcerer and their level cap becomes 21.

Tags: customweavebreakingrare Classes: ShamanWizard
6th
Move Earth
TransmutationV, S, M
1 action
2 Hours
120 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)

  • Duration

    Concentration, up to 2 Hours

  • Spell School

    Transmutation

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

Tags: 5e Classes: DruidSorcererWizard
6th
Mystical Lucidity
TransmutationV, S, M*
8 hours
Instantaneous
5 feet
  • Level

    6th

  • Casting Time

    8 hours

  • Range

    5 feet

  • Components

    V, S, M (an untapped Myrn Fragment, drained upon use)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

This process allows one to connect with their own soul more deeply, unlocking hidden potential within. Target one weavebroken creature of 10th level or higher who remains within range of the spell for the entire duration. During the casting time of this spell, the creature becomes stunned.

When the spell finishes and is cast, the creature is able to fully interact with magical energy not generated from the weave, seeing the unexplained forces which construct the world and interact with the interplay between different forms energy in the universe

The creature and gains 1 level in Mystic and their level cap becomes 21. Additionally, the creature can prepare an additional 10 spells per day.

Tags: customweavebreakingrare Classes: ShamanMysticWizard
6th
Napalm Stream
ConjurationV, S, M*
1 Action
1 Minute
Self (60-foot line)
  • Level

    6th

  • Casting Time

    1 Action

  • Range

    Self (60-foot line)

  • Components

    V, S, M (a vial of styrofoam dissolved in gasoline and a fire opal worth at least 3000Lv)

  • Duration

    1 Minute

  • Spell School

    Conjuration

You create a stream of fire from the palms of both of your hands, shooting out a 60-foot line of napalm in two directions, one from each hand. Each creature within range must make a Dexterity Saving Throw. On a failed save, the creature takes 8d8 fire damage and the creature is covered in napalm. On a successful save, the creature takes half damage and is not covered in napalm.

A creature covered in napalm takes 4d8 fire damage at the start of their turn. They must find a way to get the napalm off themselves such as smothering it in water or a chemical extinguisher, or wait until the spell ends.

Napalm also coats the land of the affected area, dealing 4d8 fire damage to a creature which moves into the area on their turn or starts their turn in the area.

Tags: customuncommon Classes: SorcererWizard
6th
Otherworldly Guise
TransmutationV, S, M*
1 bonus action
1 minute
Self
  • Level

    6th

  • Casting Time

    1 bonus action

  • Range

    Self

  • Components

    V, S, M (an amulet which has been to a non-material plane, worth at least 5000Lv)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).

You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).

Spectral wings appear on your back, giving you a flying speed of 40 feet.

You have a +2 bonus to AC.

All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

Tags: 5e Classes: SorcererWarlockWizard
6th
Oxidize
EvocationV, S, M
1 Action
Instantaneous
150 feet
  • Level

    6th

  • Casting Time

    1 Action

  • Range

    150 feet

  • Components

    V, S, M (an oxidized piece of copper)

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose a point within range to create an area of momentary intense oxidization. From that point, a vertical column erupts with a 20-foot radius, 40-foot-high cylinder. Each creature must make a Constitution Saving Throw; A creature with medium or heavy armor on must make the Saving Throw with disadvantage. On a successful saving throw, the creature takes half damage and no further effects. On a failed saving throw, the creature takes 20d4 acid damage. Any non-magical plants and metal becomes extremely corroded to the point of being unusable, including armor being worn.

Tags: custom Classes: DruidShamanSorcererWizard
6th
Page of Pentacles
DivinationV, S, M*
1 action
8 Hours
Touch
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (two coins or discs of significant value worth at least 500Lv each.)

  • Duration

    8 Hours

  • Spell School

    Divination

You inscribe invisible runes onto two discs or coins of your choice. For the duration, you know the direction and distance of each of the marked discs. Additionally, you can set a trigger which can cause a pentagram to glow from one of the coin's surfaces. When casting this spell, you can choose how much light these coins emanate when triggered, choosing up to 30 feet of bright light and double as much dim light

Additionally, if you are holding one of the coins, you can use your action to view the world from the perspective of the other infused disc, seeing through it with the same senses which you possess. If a creature grasps the other coin in their hand tightly, you can instead use the coin to view the world from the person grasping the coin's perspective if the creature is willing.

Finally, if you are touching one of the coins, you can use your action to teleport to the location of the other coin if it is on the same plane of existence, appearing in an unoccupied space within 5 feet of the coin. Once you have used the coins in this way to travel a distance greater than 500 feet, you cannot repeat this use for another hour.

When casting this spell using a spell slot of 7th level or higher, increase the duration to 24 Hours. At 8th level, the duration becomes 48 Hours. At 9th level or higher, the duration becomes 7 days

Tags: customuncommon Classes: BardSorcererWizard
6th
Petrify
TransmutationV, S, M
1 action
1 Minute
60 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a pinch of lime, water, and earth)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Transmutation

You attempt to turn one creature that you can see within range into stone. 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 stone 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.

Tags: 5e Classes: WarlockWizard
6th
Pinpoint Soul
DivinationV, S, M*
1 Minute
10 Minutes
Unlimited
  • Level

    6th

  • Casting Time

    1 Minute

  • Range

    Unlimited

  • Components

    V, S, M (ARCANET transmitter, 5000Lv worth of arcanuum consumed upon use)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Divination

Choose a creature whose TIMS ID that you have. You may attempt to find their location by projecting their weave location to a material location. The targeted creature may make a Charisma Saving Throw to resist the pinpointing of their soul. On a failure, if the creature is one the same plane of existence as you, you know their exact location for the duration. If the creature is on another plane, the equivalent point in space on the plane you are on is registered as the location for this spell.

Tags: weavebreakingcustom Classes: ClericShamanSorcererWizard
6th
Planar Ally
ConjurationV, S
1 action
Instantaneous
60 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.

Tags: 5e Classes: Cleric
6th
Primordial Ward
AbjurationV, S
1 action
1 Minute
Self
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Abjuration

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

Tags: 5e Classes: Druid
6th
Programmed Illusion
IllusionV, S, M*
1 action
Until Dispelled
120 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a bit of fleece and jade dust worth at least 250Lv)

  • Duration

    Until Dispelled

  • Spell School

    Illusion

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Tags: 5e Classes: BardWizard
6th
Queen of Cups
ConjurationV, S, M*
1 action
1 Minute
Touch
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a set of gilded tarot cards worth at least 1000Lv)

  • Duration

    1 Minute

  • Spell School

    Conjuration

You create a chalice in your hand which when imbibed, imbues the imbiber with the resolve to fight on. This chalice continues to fill with the most delectable fortified wine. As an action, a creature can drink from the chalice. When they do, the creature regains 30 hit points and gains advantage on their next Saving Throw within the next Minute. This chalice can only be drunk from once per round, refreshing at the start of each of your turns. The drink created is alcoholic and does cause drunkenness as if it were a fortified wine.

The chalice has an AC of 10 and 10 hit points. It is immune to psychic and necrotic damage. If the chalice takes poison damage, the drink becomes soured and deals 40 poison damage and grants the poisoned condition to any imbibers for the duration.

When this spell is cast using a spell of 7th level or higher, increase the healing rendered by 10 for each level above 6th

Tags: customuncommon Classes: BardClericSorcerer
6th
Righteous Rebuff
AbjurationV, S, M
1 Action
1 Minute
60 feet
  • Level

    6th

  • Casting Time

    1 Action

  • Range

    60 feet

  • Components

    V, S, M (a pinch of chalk and an apricot pit)

  • Duration

    1 Minute

  • Spell School

    Abjuration

Create a 60 foot cone of divine energy. Each enemy creature must succeed on a Strength Saving Throw or be pushed out of the cone at the nearest possible point. You and all friendly creatures within the cone at the time of casting receive a full body shield which grants 15 temporary hit points. When that creature is hit with a melee attack while they have these hit points, the assailant takes 15 radiant damage.

Tags: uncommoncustom Classes: Cleric
6th
Scatter
ConjurationV
1 action
Instantaneous
30 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Conjuration

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

Tags: 5e Classes: SorcererWarlockWizard
6th
Soul Cage
AnimancyV, S, M*
1 reaction
Instantaneous
60 feet
  • Level

    6th

  • Casting Time

    1 reaction

  • Range

    60 feet

  • Components

    V, S, M (a tiny silver cage worth 1000Lv)

  • Duration

    Instantaneous

  • Spell School

    Animancy

As a reaction to a humanoid you can see within 60 feet of you dies, this spell snatches the soul of that humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.

Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Borrow Experience. You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.

Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

Tags: 5e Classes: WarlockWizard
6th
Spell Chain
EvocationV, S, M*
1 Action
Special
Self
  • Level

    6th

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (ARCANET Transmitter, 2 strips of tunsten worth 500Lv each)

  • Duration

    Special

  • Spell School

    Evocation

Choose a spell alongside this spell and remove that level spell slot. You are holding this spell in a chain to go off with your next spell. When you cast your next spell, combine the effects of the held spell and the cast spell against the same target(s), taking the minimum number of targets between the two spells and the range of the next spell cast.

Tags: rarecustom Classes: MysticShamanWizard
6th
Mortimer's Spirit Nexus: Charge Catalyst
AnimancyV, S, M*
1 Hour
Special
Self
  • Level

    6th

  • Casting Time

    1 Hour

  • Range

    Self

  • Components

    V, S, M (an uncharged Essolodym Catalyst and the following soul types: kith, wilder, a beast of the land, a beast of the sky, and any other soul, shredded, recoalesced, and infused into the Essolodym Catalyst )

  • Duration

    Special

  • Spell School

    Animancy

Performing a ritual using the souls of the different types of species and creatures of Tar, you bind the souls together to charge an incredibly powerful and versatile catalyst, however, for the effect to take place, you must be a place of significant altitude. From a location of 15000ft or higher, you undergo a turbulent ritual of coalescing energy to charge an inert Essolodym Catalyst.

When this spell is cast using a spell slot of 7th level or higher, you bypass one phase of turbulence for each level above 6th.

Tags: customrestrictedspirit nexusweavebreaking Classes: SorcererWarlockWizard
6th
Sunbeam
EvocationV, S, M
1 action
1 Minute
Self (60-foot line)
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self (60-foot line)

  • Components

    V, S, M (a magnifying glass)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Evocation

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

Tags: 5e Classes: ClericDruidSorcererWizard
6th
Tether Essence
AnimancyV, S, M*
1 action
1 Hour
60 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a spool of platinum cord worth at least 2500Lv)

  • Duration

    Concentration, up to 1 Hour

  • Spell School

    Animancy

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.

Tags: weavebreaking5e Classes: MysticWizard
6th
The Fallen Face Their Foes
NecromancyV, M*
1 action
Instantaneous
Self (30-foot cone)
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Self (30-foot cone)

  • Components

    V, M (2500Lv worth of crystalized diamonds, consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You inspire those who have fallen before you to get back up and fight. Each creature of your choice in a 30-foot cone originating from you who is dead, or unconscious, is brought back to life with 1 hit point and can use their reaction to stand up. A create revived in this way does not suffer the effects of Death Fatigue until the current encounter ends.

Tags: custom Classes: Chanter
6th
Transmogrify
TransmutationV, S, M*
2 Hours
Permanent
30 feet
  • Level

    6th

  • Casting Time

    2 Hours

  • Range

    30 feet

  • Components

    V, S, M (20000Lv worth of everfrost and a black sapphire worth at least 50000Lv, both consumed upon casting)

  • Duration

    Permanent

  • Spell School

    Transmutation

Choose a kith creature to undergo this ritual. You may transform them from one kith race to another. In performing this ritual, you destroy the original body, transferring their body into a hardened simulacrum which cannot be dispelled. Due to this rigorous process, there is a 5% chance of failure. For each time the creature has changed forms, add 5% to this chance of failure.

Upon completion, the creature loses all their racial features from the old race and gains the traits from the new races. If this would lower the target’s ability score for a multiclass below the minimum threshold, that creature retains the abilities of the class, but cannot take any further levels.

Not all traits transfer, which is entire up to your DM. For instance, creatures who become elves do gain the ability to trance, but when they do, their visions are nightmarish as their soul retains their original race.

Tags: rarecustom Classes: DruidClericShamanWizard
6th
Transport via Plants
ConjurationV, S
1 action
1 round
10 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V, S

  • Duration

    1 round

  • Spell School

    Conjuration

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

Tags: 5e Classes: Druid
6th
Tim's Transportation
ConjurationV, S, M*
1 Minute
Instantaneous
Unlimited
  • Level

    6th

  • Casting Time

    1 Minute

  • Range

    Unlimited

  • Components

    V, S, M (ARCANET transmitter)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

Utilizing the arcane telecommunication, you and up to 10 creatures may ride the weave to the location of a known ARCANET receiver whose private key you have.

Tags: ARCANETcustomuncommon Classes: ShamanSorcererWizard
6th
Truesight
DivinationV, S, M*
1 action
1 Hour
Touch
  • Level

    6th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (an ointment for the eyes that costs 100Lv; is made from mushroom powder, saffron, and fat; and is consumed by the spell)

  • Duration

    1 Hour

  • Spell School

    Divination

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Tags: 5e Classes: BardClericSorcererWarlockWizard
6th
Kesh's Unheal
NecromancyV, S
1 Action
Instantaneous
Touch
  • Level

    6th

  • Casting Time

    1 Action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Necromancy

Choose a creature that you can touch. Make a melee spell attack. On a hit, that creature must make a Constitution Saving Throw. On a failure, a surge of negative energy washes through the creature, causing it to take 70 necrotic damage. On a failure, this spell also grants the target blindness, deafness, and reduces the creature's max hit points by 70 hit points until the end of their next short rest. This spell has no effect on constructs or undead. Creatures that are plants have disadvantage on the saving throw.

Tags: uncommoncustom Classes: ClericWizardSorcererWarlock
6th
Wall of Ice
EvocationV, S, M
1 action
10 Minutes
120 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a small piece of quartz)

  • Duration

    Concentration, up to 10 Minutes

  • Spell School

    Evocation

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

Tags: 5e Classes: Wizard
6th
Wall of Thorns
ConjurationV, S, M
1 action
10 minutes
120 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a handful of thorns)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Conjuration

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

Tags: 5e Classes: Druid
6th
Wind Walk
TransmutationV, S, M
1 minute
8 hours
30 feet
  • Level

    6th

  • Casting Time

    1 minute

  • Range

    30 feet

  • Components

    V, S, M (fire and holy water)

  • Duration

    8 hours

  • Spell School

    Transmutation

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.

Tags: 5e Classes: Druid
6th
Word of Recall
ConjurationV
1 action
Instantaneous
5 feet
  • Level

    6th

  • Casting Time

    1 action

  • Range

    5 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.

Tags: 5e Classes: Cleric
7th
Ancient Instruments of Death
ConjurationV
1 action
10 minutes
30 feet
  • Level

    7th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Conjuration

You summon three spiritual weapons at unoccupied points within range that you can see. Choose three of the following five spiritual weapons to summon. As a bonus action, you can move each instrument up to 30 feet and make a single attack with each one. Each weapon has an AC of 10 and an amount of hit points equal to half your maximum hit points. When making an attack with a weapon, use your spellcasting attack modifier.

Bow. This bow has a range of (80/320) feet and deals 2d10 piercing damage.

Sword. This sword has a range of 5 feet and deals 6d6 slashing damage and knocks the target off-balance.

Halberd. This halberd attacks all creatures within a 10-foot radius and deals 2d12 slashing damage.

Whip. This whip attacks all creatures in a 15-foot cone and deals 6d4 force damage.

Trident. This trident attacks all creatures in a 20-foot line, dealing 3d8 piercing damage and dashing forward as it attacks.

At Higher Levels: When this spell is cast using a spell slot of 9th level or higher, you gain one additional weapon of your choice summoned.

Tags: custom Classes: Chanter
7th
Arcane Mirage
IllusionV, S
10 Minutes
10 days
Sight
  • Level

    7th

  • Casting Time

    10 Minutes

  • Range

    Sight

  • Components

    V, S

  • Duration

    10 days

  • Spell School

    Illusion

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

Tags: 5e Classes: BardDruidWizard
7th
Assassin's Doorway
AbjurationV, S, M
1 Action
10 Days
Touch
  • Level

    7th

  • Casting Time

    1 Action

  • Range

    Touch

  • Components

    V, S, M (a pinch of tumeric)

  • Duration

    10 Days

  • Spell School

    Abjuration

You walk through a doorframe, infusing the doorway with abjuration runes. Upon shutting the door, you infuse it with a spell to prevent entry. The next creature who opens the door and walks through the doorway must make a Charisma Saving Throw or be sucked into a torture chamber. The chamber can be visited via a plane shift spell, a demiplane spell, or other similar magics and lasts for the duration. The caster can also walk through the doorway again from the other side after its been triggered to make their way to the torture chamber.

Within this chamber, the target is restrained and it is also incapacitated until it is unwillingly subjected to a saving throw or attack roll. The chamber is replete with torture implements and the target of the spell cannot lie.

Tags: rarecustom Classes: WizardWarlockWizard
7th
Jet's Bloodpact
ConjurationV, S, M*
1 Minute
1 Hour
60 feet
  • Level

    7th

  • Casting Time

    1 Minute

  • Range

    60 feet

  • Components

    V, S, M (60 gallons of kith blood within range, consumed upon use)

  • Duration

    Concentration, up to 1 Hour

  • Spell School

    Conjuration

Taking the ichor from your fallen friends and foes (approximately 50 medium creatures), you create a bloodpact with a powerful ally from the Abyss who is summoned within range. For the duration, you physically control a CR 13 fiend with the demon tag. While you are controlling this fiend, your body is effected with the paralyzed condition. At any point, you can drop your concentration to exit this pactbody. When you drop concentration, you no longer control this creature and it will pick its targets arbitrarily for 1d6 founds before it returns to the Abyss, keeping also the blood of the creatures it slew.

Tags: rarecustom Classes: WarlockWizard
7th
Conjure Celestial
ConjurationV, S
1 minute
1 Hour
90 feet
  • Level

    7th

  • Casting Time

    1 minute

  • Range

    90 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 Hour

  • Spell School

    Conjuration

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

Tags: 5e Classes: Cleric
7th
Corporeal Distortion
TransmutationV, S
1 Action
1 Minute
30 feet
  • Level

    7th

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Transmutation

You choose a creature within range and hold them aloft in the air, slowly crushing their body in a telekinetic grasp. The creature must make a Strength Saving Throw. On a failed save, the creature is lifted into the air 5 feet and is restrained. At the start of their turn, the creature must make a Strength Saving Throw. On a failed save, the creature takes 6d12 force damage. As an action, the restrained creature may make a Strength (Pry) check to attempt to free themselves from the spell against the spell save DC of the caster. On a successful ability check, the creature is freed and the spell ends. When a creature is killed by this spell, the body collapses in on itself and is compacted to a fourth of its original size.

Tags: psiomancygraviturgycustom Classes: Mystic
7th
Counterflect
AbjurationV, S
1 reaction
Instantaneous
60 feet
  • Level

    7th

  • Casting Time

    1 reaction

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Abjuration

You attempt to redirect the energy of a creature in the process of Casting a Spell. If the creature is Casting a Spell using a spell slot of 5th level or lower, this spell automatically succeds. If the creature is casting a spell of 6th level or higher, make an ability check using your spellcasting ability modifier. The DC equals 10+the spell's level. On a success, the creature's spell fails. If the spell automatically succeeded, you then cast the spell from your location. If the spell has a range of touch, you gain a range of 30 feet with it. The spell retains the spell modifiers of the original caster, but if the spell is concentration, you must maintain concentration on it. You may decide not to reflect a spell and simply cause it to fail upon a success.

Tags: custom Classes: ShamanSorcererWarlockWizard
7th
Crown of Stars
EvocationV, S
1 action
1 Hour
Self
  • Level

    7th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    1 Hour

  • Spell School

    Evocation

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.

Tags: 5e Classes: ClericSorcererWarlockWizard
7th
Delayed Blast Fireball
EvocationV, S, M
1 action
1 minute
150 feet
  • Level

    7th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (a tiny ball of bat guano and sulfur)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

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

When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 2d6 for each slot level above 7th.

Tags: 5e Classes: SorcererWizard
7th
Depthcharge
TransmutationV, S, M*
1 action
Instantaneous
Sight
  • Level

    7th

  • Casting Time

    1 action

  • Range

    Sight

  • Components

    V, S, M (four steel balls filled with corranthium worth 40Lv each, consumed upon use))

  • Duration

    Concentration, up to Instantaneous

  • Spell School

    Transmutation

You imbue four beads of your choice with the ability to create underwater shockwaves to disrupt underwater creatures and vessels. Set the depth at which these charges go off and the charges are dropped from any point within your sight. When a depth charge goes off, it affects each vessel and creature within a 60-foot radius. Each creature or vessel with range must make a Constitution Saving Throw or take 7d6 thunder damage. If a creature is hit by more than one depth charge, they take an additional 2d6 for each depth charge they are hit by, objects take the full damage of each charge.

When this spell is cast using a spell slot of 8th level or higher, the damage of each depth charge increases by 1d6 thunder damage for each level above 7th level.

Tags: customuncommon Classes: SorcererWizard
7th
Citticom's Diminished Possibilities
AbjurationV, S, M
1 Action
1 Hour
120 feet
  • Level

    7th

  • Casting Time

    1 Action

  • Range

    120 feet

  • Components

    V, S, M (a pinch of silver dust)

  • Duration

    Concentration, up to 1 Hour

  • Spell School

    Abjuration

You choose a point within range to create an area of weakened lethal potency. The area loses some of its luster and vibrancy and extends out to a 20-foot radius. Each creature within the radius of the field of diminishing may treat damage rolls as having received the minimum amount of damage. Spells or attacks cast from this radius to a creature outside the field also gain this minimum damage property. For instance, a ranger fires a bow from inside the zone at a creature outside the zone, the attack, if it hits and deals 1d8+3 damage, it deals 4 damage.

Tags: rarecustom Classes: Wizard
7th
Divine Word
EvocationV
1 bonus action
Instantaneous
30 feet
  • Level

    7th

  • Casting Time

    1 bonus action

  • Range

    30 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Evocation

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

50 hit points or fewer: deafened for 1 minute

40 hit points or fewer: deafened and blinded for 10 minutes

30 hit points or fewer: blinded, deafened, and stunned for 1 hour

20 hit points or fewer: killed instantly

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.

Tags: 5e Classes: Cleric
7th
Dream of the Blue Veil
ConjurationV, S, M*
10 Minutes
6 Hours
20 feet
  • Level

    7th

  • Casting Time

    10 Minutes

  • Range

    20 feet

  • Components

    V, S, M (a magic item or a willing creature from the destination world)

  • Duration

    6 Hours

  • Spell School

    Conjuration

You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.

To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.

The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.

Tags: 5eweavebreakingrare Classes: BardSorcererWarlockWizard
7th
Etherealness
TransmutationV, S
1 action
8 Hours
Self
  • Level

    7th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S

  • Duration

    Concentration, up to 8 Hours

  • Spell School

    Transmutation

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Tags: 5e Classes: BardClericSorcererWarlockWizard
7th
Expunge Curse
AbjurationV, S, M*
1 Hour
Instantaneous
Unlimited
  • Level

    7th

  • Casting Time

    1 Hour

  • Range

    Unlimited

  • Components

    V, S, M (the anchor of the curse and 2500Lv worth of holy oils, consumed upon use.)

  • Duration

    Instantaneous

  • Spell School

    Abjuration

When casting this spell, choose whether you target a creature or an object.

If you target a creature, you choose a greater curse with which you or a creature with whom you are familiar is afflicted by. You release the creature from the curse and unattune them from the anchor of the curse.

If you target an object, you choose a cursed object and lift the curse from it. This causes it to lose its cursed properties for 24 hours. If there is a sentience resisting this spell, it may make a Charisma Saving Throw to resist the spell. If a sentience fails its saving throw, it may not reattempt one for 30 days. If you continue to cast this spell on the same object every day for 1 year and 1 day, the curse is completely removed. If there is a sentience behind this curse, it is released somewhere randomly into the Astral Sea. Subsequent castings do not require the costed component.

Tags: uncommoncustom Classes: ClericDruidShaman
7th
Fire Storm
EvocationV, S
1 action
Instantaneous
150 feet
  • Level

    7th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 9d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

Tags: 5e Classes: ClericDruidSorcerer
7th
Forcecage
EvocationV, S, M*
1 action
1 Hour
100 feet
  • Level

    7th

  • Casting Time

    1 action

  • Range

    100 feet

  • Components

    V, S, M (ruby dust worth 15000Lv)

  • Duration

    1 Hour

  • Spell School

    Evocation

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

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

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

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

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

This spell can't be dispelled by dispel magic.

Tags: 5e Classes: BardWarlockWizard
7th
Magnificent Mansion
ConjurationV, S, M*
1 minute
24 Hours
300 feet
  • Level

    7th

  • Casting Time

    1 minute

  • Range

    300 feet

  • Components

    V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 50Lv)

  • Duration

    24 Hours

  • Spell School

    Conjuration

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Tags: 5e Classes: BardWizard
7th
Plane Shift
ConjurationV, S, M*
1 action
Instantaneous
Touch
  • Level

    7th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a forked, metal rod worth at least 2500Lv, attuned to a particular plane of existence)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Tags: modified Classes: ClericDruidSorcererWarlockWizard
7th
Power Word Pain
EnchantmentV
1 action
Instantaneous
60 feet
  • Level

    7th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Enchantment

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Tags: 5e Classes: SorcererWarlockWizard
7th
Prismatic Spray
EvocationV, S
1 action
Instantaneous
Self (60-foot cone)
  • Level

    7th

  • Casting Time

    1 action

  • Range

    Self (60-foot cone)

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

1-Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

2-Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

3-Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

4-Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

5-Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

6-Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.

7-Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

8-Special. The target is struck by two rays. Roll twice more, rerolling any 8.

Tags: 5e Classes: BardSorcererWizard
7th
Project Image
IllusionV, S, M*
1 action
1 day
500 miles
  • Level

    7th

  • Casting Time

    1 action

  • Range

    500 miles

  • Components

    V, S, M (a small replica of you made from materials worth at least 50Lv)

  • Duration

    Concentration, up to 1 day

  • Spell School

    Illusion

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Tags: 5e Classes: BardWizard
7th
Regeneration
TransmutationV, S, M
1 action
1 Hour
Touch
  • Level

    7th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a prayer wheel and holy water)

  • Duration

    1 Hour

  • Spell School

    Transmutation

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. Additionally, all major injuries are cured at the end of the hour.

Tags: 5e Classes: BardClericDruid
7th
Resurrection
NecromancyV, S, M*
1 hour
Instantaneous
Touch
  • Level

    7th

  • Casting Time

    1 hour

  • Range

    Touch

  • Components

    V, S, M (a diamond worth at least 10000Lv, which the spell consumes)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Tags: 5e Classes: BardCleric
7th
Rethread
AnimancyV, S, M*
1 Minute
Instantaneous
60 feet
  • Level

    7th

  • Casting Time

    1 Minute

  • Range

    60 feet

  • Components

    V, S, M (ARCANET transmitter, an IV hooked up to 10000Lv worth of refinned arcanuum, consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Animancy

You choose a creature within range whose connection to the weave who has been severed. You reattach them to ARCANET and reset their connection to the weave.

The creature regains all of their spell slots of 4th level and lower when they are reset.

Tags: weavebreakingcustom Classes: ClericShaman
7th
Reverse Gravity
TransmutationV, S, M
1 action
1 minute
100 feet
  • Level

    7th

  • Casting Time

    1 action

  • Range

    100 feet

  • Components

    V, S, M (a lodestone and iron fillings)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Transmutation

This spell reverses gravity in a 50-foot-radius, 70-foot-high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

If this spell causes damage, the spell uses the rules the original fall damage rules.

Tags: modified Classes: DruidSorcererWizard
7th
Sacred Canopy
EvocationV, S
1 action
1 Minute
Self (100-foot radius)
  • Level

    7th

  • Casting Time

    1 action

  • Range

    Self (100-foot radius)

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Evocation

Channeling the reach of the Verendibel, you summon 300 feet above you a canopy which blots out of the sky in a 100-foot radius with spectacular, bioluminescent golden-brown leaves and greenish-brown branches.

When you cast this spell, at the time of casting designate as many creatures as you can see to be immune to the effects of this spell. For the duration, your speed is reduced to 0 as you act as a vessel through which to maintain the canopy. When you cast this spell, thousands of leaves rapidly descend from the canopy, streaking across the sky with a spectactular holy fire which does not damage the landscape, only creatures inhabiting it. Each creature with an Honor of 6 or higher underneath the canopy must make an Honor Saving Throw. On a failed save, a creature takes 8d8 radiant damage and has their speed halved until the end of their next turn, taking half damage on a successful save.

You must use your actions on subsequent turns to repeat this effect. If you do not use your action to reactivate this spell's effect, the spell ends early.

When this spell is cast using a spell slot of 8th level or higher, the damage increases by 2d8 radiant damage for each level above 7th.

Tags: customartifactverendibel Classes: DruidShaman
7th
Sequester
TransmutationV, S, M*
1 action
Until Dispelled
Touch
  • Level

    7th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 50000Lv, which the spell consumes)

  • Duration

    Until Dispelled

  • Spell School

    Transmutation

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

Tags: 5e Classes: Wizard
7th
Sever Soul
AnimancyV, S, M*
1 action
Instantaneous
Touch
  • Level

    7th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S, M (a small, silvered githyanki dagger infused with illium worth at least 5000Lv and a live butterfly, killed upon use)

  • Duration

    Instantaneous

  • Spell School

    Animancy

You attempt to rip the soul out of a creature before you. Your arm reaches into the ethereal plane and attempt to split the soul of a creature from its body. Make a melee spell attack against a target who has fewer maximum hit dice than you. On a hit, the creature must make a Charisma Saving Throw or have their soul torn from their body, killing them instantly.

Alternatively, if the creature is astrally projecting, you can use this spell to make a melee spell attack. On a hit, you sever the creature's silver cord.

Tags: weavebreakingrestrictedcustom Classes: MysticShamanSorcererWarlockWizard
7th
Shield of Enduring Faith
AbjurationV, S, M
1 bonus action
10 Minutes
60 feet
  • Level

    7th

  • Casting Time

    1 bonus action

  • Range

    60 feet

  • Components

    V, S, M (a shield)

  • Duration

    10 Minutes

  • Spell School

    Abjuration

You extend your shield’s benefits to your allies. Choose any number of friendly creatures that you can see within range and they gain the AC bonus, any passive enchantments from your shield, and 20 temporary hit points. When that creature has no temporary hit points remaining, that creature loses the shield.

Tags: uncommoncustom Classes: Cleric
7th
Shooting Star
EvocationV, S, M*
1 Action
1 Minute
Self
  • Level

    7th

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S, M (a fragment of Ratrecenian Glass worth at least 1000Lv)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Evocation

Choose a creature or unoccupied space that you can see within 30 feet of you between which you can create an unimpeded line. You dash there in an instant with the power of a comet behind you, leaving a trail of cosmic energy in your path. If you target a creature, they must make a Dexterity Saving Throw. On a failed save, the creature takes 8d10 radiant damage and must make a Strength Saving Throw if the creature is Huge or smaller. On a failed saving throw, the creature is pushed back an amount of feet equal to the distance charged into them. If you miss the melee spell attack or do not aim for a target, you go flying another 30 feet in the direction of the line.

Additionally, you leave behind you a fissure of cosmic energy in your path which flares up to 10 feet high. Any creature that starts its turn in the wall’s space or enters its space for the first time takes 3d10 radiant damage and is blinded until the start of their next turn.

Tags: rarecustom Classes: WarlockWizard
7th
Simulacrum
IllusionV, S, M*
12 Hours
Until Dispelled
Touch
  • Level

    7th

  • Casting Time

    12 Hours

  • Range

    Touch

  • Components

    V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 15000Lv, sprinkled over the duplicate and consumed by the spell)

  • Duration

    Until Dispelled

  • Spell School

    Illusion

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

Tags: 5e Classes: Wizard
7th
Drakenbern's Spirit Nexus: Power
AnimancyV, S, M*
1 Hour
Special
Special
  • Level

    7th

  • Casting Time

    1 Hour

  • Range

    Special

  • Components

    V, S, M (15000Lv worth of arcanuum consumed upon use and the souls of 8 unique kith races, rent upon use and cast to the Shadowfell)

  • Duration

    Special

  • Spell School

    Animancy

Performing a ritual using the souls of the different kith races of Tar, you bind the souls together to enhance your magical prowess and versatility. All casters of this spell gain access to every spell list and can cast any spell using a spell slot, requiring no material components, even if it is not prepared. When you kill a creature, roll a d6. Any one creature of your choice within 120 feet who aided in casting this spell can regain a spell slot of that level or lower. However, the stress of casting this spell leaves your physical self in a vulnerable state. All casters gain vulnerability to bludgeoning, piercing, and slashing damage in this state. When you finish a long rest, the spell ends and you immediately gain 3 points of exhaustion.

When casting this spell using a spell slot of 9th level or higher, the exhaustion experienced after this spell's conclusion is only two points of exhaustion instead of three.

Tags: customrestrictedspirit nexusweavebreakinggrand rite Classes: ClericSorcererWarlockWizard
7th
Swordcloset
ConjurationV, S, M*
1 action
1 minute
120 feet
  • Level

    7th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a longsword with embedded lazulite or covellite worth at least 500Lv, consumed upon use)

  • Duration

    1 minute

  • Spell School

    Conjuration

You conjure forth a cylindrical metal tube that has a 5-foot diameter and stands just under 12 feet tall in a space which can fit this summon. This tube has holes scattered throughout its exterior, from which large blades emerge at your command.

This summon appears at the start of your next turn. It has 100 hit points, and is immune to poison and necrotic damage, and is also immune to spells and effects which deal fire damage of 6th level or lower, while being vulnerable to fire damage of 7th level or higher.

As a reaction, you can trigger the sword closet, forcing each creature within a 10-foot radius to make a Dexterity Saving Throw. Each creature that fails the save takes 15d6 piercing damage.

This effect cannot be dispelled by spells of 6th level or lower.

Tags: custom Classes: BardClericWarlockWizard
7th
Symbol
EvocationV, S, M*
1 minute
Until Dispelled or Triggered
Touch
  • Level

    7th

  • Casting Time

    1 minute

  • Range

    Touch

  • Components

    V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 2500Lv, which the spell consumes)

  • Duration

    Until Dispelled or Triggered

  • Spell School

    Evocation

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.

Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.

Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.

Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

Tags: 5e Classes: BardClericWizard
7th
Tears of a Forgotten Winter
TransmutationV, S, M
1 action
Instantaneous
Self
  • Level

    7th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (A few ounces of tears)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You transmute the tears of a creature’s pain and manifest it into retributive energy. In each orthogonal and diagonal direction, you fire a 5-foot-wide, 120-foot-long blast of icicles at all creatures in its path. Each creature must make a Dexterity Saving Throw or take 11d6 cold damage.

At Higher Levels: When this spell is cast using a spell slot of 8th level or higher, this spell’s damage increases by 3d6 cold damage for each level above 7th.

Tags: custom Classes: Chanter
7th
Teleport
ConjurationV
1 action
Instantaneous
10 feet
  • Level

    7th

  • Casting Time

    1 action

  • Range

    10 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Conjuration

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

Teleportation

Familiarity Mishap Similar Area Off Target On Target

Permanent circle — — — 01–100

Associated object — — — 01–100

Very familiar 01–05 06–13 14–24 25–100

Seen casually 01–33 34–43 44–53 54–100

Viewed once 01–43 44–53 54–73 74–100

Description 01–43 44–53 54–73 74–100

False destination 01–50 51–100 — —

Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.

"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target. You and your group (or the target object) appear where you want to.

Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Tags: 5e Classes: BardSorcererWizard
7th
Temple to the Gods
ConjurationV, S, M*
1 hour
24 Hours
120 feet
  • Level

    7th

  • Casting Time

    1 hour

  • Range

    120 feet

  • Components

    V, S, M (a holy symbol worth at least 50Lv)

  • Duration

    24 Hours

  • Spell School

    Conjuration

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.

Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.

Tags: 5e Classes: Cleric
7th
Temporal Acceleration
TransmutationV, S, M
1 Action
5 rounds
30 feet
  • Level

    7th

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S, M (an entire licorice root)

  • Duration

    Concentration, up to 5 rounds

  • Spell School

    Transmutation

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +3 bonus to AC, it has advantage on Dexterity saving throws and ability checks, and it gains an additional two actions on each of its turns. Those actions can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target is stunned for 5 rounds, as a wave of lethargy crashes into the target as it reconnects to the regular speed of time.

Tags: chronurgycustom Classes: SorcererWizard
7th
Whirlwind
EvocationV, M
1 action
1 Minute
Touch
  • Level

    7th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, M (a piece of straw)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Evocation

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

Tags: 5e Classes: DruidSorcererWizard
7th
Zealous Brigade
EnchantmentV, S, M
1 Action
1 Minute
30 feet
  • Level

    7th

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S, M (a pinch of lemon, lime, or, orange zest)

  • Duration

    1 Minute

  • Spell School

    Enchantment

Choose up to 4 creatures within range, which can include yourself.

For the duration of this spell, all Saving Throws are made rolling a d30 instead of a d20, including concentration checks and Death Saves.

Should the creature be awarded advantage or disadvantage by any means, the other die rolled must be a d20; take the appropriate result.

This spell fades on a creature if they are healed by at least 1 hit point by a non-regenerative effect.

Tags: custom Classes: BardClericShaman
8th
Animal Shapes
TransmutationV, S
1 action
24 hours
30 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 24 hours

  • Spell School

    Transmutation

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

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

Tags: 5e Classes: Druid
8th
Antimagic Field
AbjurationV, S, M
1 action
1 hour
Self (10-foot radius)
  • Level

    8th

  • Casting Time

    1 action

  • Range

    Self (10-foot radius)

  • Components

    V, S, M (a pinch of powdered iron or iron fillings)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Abjuration

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

Tags: 5e Classes: ClericWizard
8th
Antipathy/Sympathy
EnchantmentV, S, M
1 hour
10 Days
60 feet
  • Level

    8th

  • Casting Time

    1 hour

  • Range

    60 feet

  • Components

    V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)

  • Duration

    10 Days

  • Spell School

    Enchantment

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.

Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.

If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Tags: 5e Classes: DruidWizard
8th
Tim's Chaos Sphere
ConjurationS
1 action
Instantaneous
60 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    S

  • Duration

    Instantaneous

  • Spell School

    Conjuration

Fire a sphere of chaotic energy at a creature within range. The creature must make six saving throws, one of each variety.

On a failed Strength Saving Throw, the creature is knocked prone. On a failure of 5 or more, the creature also becomes enfeebled, dealing half damage with melee weapons that use Strength.

On a failed Dexterity Saving Throw, the creature takes 4d8 acid damage. On a failure of 5 or more, the creature takes double.

On a failed Constitution Saving Throw, the creature takes one point of exhaustion. If they failed the save by more than 5, the creature is instantly petrified.

On a failed Intelligence Saving Throw, the creature can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its Movement, which is erratic. If the creature fails the save by more than 5, they are stunned for 1 minute.

On a failed Wisdom Saving Throw, the creature becomes blinded and deafened for 1 minute. On a failure of 5 or more, the creature also becomes dominated.

On a failed Charisma Saving Throw, the creature becomes frightened of you. On a failure of 5 or more, the creature is instead inflicted with despair. During this time, it can't Attack or target any creature with harmful Abilities, Spells, or other magical Effects.

Any effect that has an ongoing effect, the creature may reattempt the Saving Throw at the end of their turn.

Tags: uncommoncustom Classes: BardSorcererWizard
8th
Clone
NecromancyV, S, M*
1 hour
Instantaneous
Touch
  • Level

    8th

  • Casting Time

    1 hour

  • Range

    Touch

  • Components

    V, S, M (Burning incense and bits of earth and wood mixed in water)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

This spell grows an inert duplicate of a living, Medium creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

Tags: 5e Classes: Wizard
8th
Cloud Strike
TransmutationV, S, M
1 Action
Instantaneous
Sight
  • Level

    8th

  • Casting Time

    1 Action

  • Range

    Sight

  • Components

    V, S, M (a pinch of rimefrost)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You choose a cloud you can see overhead and freeze it solid. The cloud begins to descend rapidly, striking an area on the ground below it. Each creature within a 10 foot radius of the cloud must make a Dexterity Saving Throw. On a failed save, the creature takes 6d10 bludgeoning damage and 6d10 cold damage, taking half as much damage on a successful save. Afterwards, the cloud shatters into ice crystals, which fly out in all directions. Each creature within a 40 foot radius of the strike, excluding those already affected, must make a Dexterity Saving Throw, or take 4d10 cold damage, or half as much on a successful save. The area remains difficult terrain.

Tags: customrare Classes: DruidShaman
8th
Control Weather
TransmutationV, S, M*
10 minutes
8 hours
Self (5-mile radius)
  • Level

    8th

  • Casting Time

    10 minutes

  • Range

    Self (5-mile radius)

  • Components

    V, S, M (burning incense and bits of earth and wood mixed in water)

  • Duration

    Concentration, up to 8 hours

  • Spell School

    Transmutation

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation

Stage Condition

1 Clear

2 Light clouds

3 Overcast or ground fog

4 Rain, hail, or snow

5 Torrential rain, driving hail, or blizzard

Temperature

Stage Condition

1 Unbearable heat

2 Hot

3 Warm

4 Cool

5 Cold

6 Arctic cold

Wind

Stage Condition

1 Calm

2 Moderate wind

3 Strong wind

4 Gale

5 Storm

Tags: 5e Classes: Wizard
8th
Dark Star
EvocationV, S, M*
1 action
1 minute
150 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

Tags: 5egraviturgy Classes: MysticShaman
8th
Demiplane
ConjurationS*
1 action
1 hour
60 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    S

  • Duration

    1 hour

  • Spell School

    Conjuration

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

Tags: 5e Classes: MysticWarlockWizard
8th
Dismiss
EvocationV, S, M*
1 Action
Instantaneous
60 feet
  • Level

    8th

  • Casting Time

    1 Action

  • Range

    60 feet

  • Components

    V, S, M (a diamond worth at least 1500Lv, consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose a point within range to create a brief buffer against false life. Each undead creature within 10 feet of the point must succeed on a Charisma Saving Throw or be sent to the Shadowfell. If the creature has a higher CR than your level, they automatically succeed on the saving throw.

Tags: customuncommon Classes: Cleric
8th
Dominate Monster
EnchantmentV, S
1 action
1 hour
60 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    1 hour

  • Spell School

    Enchantment

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

Tags: 5e Classes: BardChanterSorcererWarlockWizard
8th
Drown
ConjurationV, S
1 action
1 minute
150 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You begin rapidly conjuring a stream of water within the breathing tube of a large or smaller creature you can see within range. The creature begins to rapidly drown without an opportunity to hold their breath and will die in a number of rounds equal to 1 + their Constitution modifier. You must your action on subsequent turns to continue to conjure water, so long as you can see the creature.

Tags: customuncommon Classes: ClericDruidShamanSorcererWarlock
8th
Earthquake
EvocationV, S, M
1 action
1 minute
500 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    500 feet

  • Components

    V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the DM.

Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

Tags: 5e Classes: ChanterClericDruidSorcerer
8th
Dewyldnys's Exodus
ConjurationV, S, M*
1 action
1 Minute
Unlimited
  • Level

    8th

  • Casting Time

    1 action

  • Range

    Unlimited

  • Components

    V, S, M (an artifact from the location of the destination portal and a hand mirror made out of Ratrecenian glass worth at least 10000Lv)

  • Duration

    1 Minute

  • Spell School

    Conjuration

You create a link between two points on the same plane of existence. You open a 20-foot portal on both sides and can specify up to 1000 creatures that can move through it. For the duration, those creatures can move between the two points.

Tags: custom Classes: BardSorcererWizard
8th
Feeblemind
EnchantmentV, S, M
1 action
Instantaneous
150 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (a handful of clay, crystal, glass, or mineral spheres)

  • Duration

    Instantaneous

  • Spell School

    Enchantment

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal, or wish.

Tags: 5e Classes: BardDruidWarlockWizard
8th
Flaming Chariots
IllusionV, S, M*
1 action
Instantaneous
150 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (two bars of gold worth at least 2000Lv each)

  • Duration

    Instantaneous

  • Spell School

    Illusion

You create two golden, flaming chariots at a point within range. These golden, flaming chariots have flaming steeds which begin to charge in a 60-foot line in a direction of your choice. You may choose a different direction for each chariot. Each creature in the line of one of these Chariots must attempt a Dexterity Saving Throw. On a failed save, the creature is knocked prone and takes 7d6 fire damage and 7d6 bludgeoning damage. On a successful save, the creature takes half damage and is not knocked prone. If a creature would be in the path of both chariots, they only take damage once but have disadvantage on the saving throw.

Tags: custom Classes: ChanterClericWarlock
8th
Fleshrend
TransmutationV, S
1 Action
Instantaneous
60 feet
  • Level

    8th

  • Casting Time

    1 Action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You begin to tear the muscle flesh off of a part of a creature of your choice within range. Choose an appendage, excluding a creature's head. The creature must make a Strength Saving Throw. On a failed save, the body part is ripped off and immediately disintegrated. An affected creature also takes 5d10 force damage which cannot reduce the creature below 1 hit points. On a successful save, the appendage remains attached and the target only suffers half damage.

Tags: uncommoncustom Classes: Mystic
8th
Skuld's Gentle Darkness
EvocationV, S
1 Action
1 round
30 feet
  • Level

    8th

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 round

  • Spell School

    Evocation

You call forward your spirit to slow and damage those around you, dispersing a field of twilight with tendrils and hands of shadow and plant matter surrounding those within. Choose up to 4 creatures who within range must make a Wisdom Saving Throw. On a failed save, the creature takes 8d8 necrotic damage and is paralyzed until the end of their next turn while concentration is maintained. A creature who succeeds on their save takes half damage. A paralyzed creature at the start of their turn must make another Wisdom Saving Throw or be knocked prone and blinded indefinitely.

Tags: rarecustom Classes: DruidShaman
8th
Glibness
TransmutationV
1 action
1 hour
Self
  • Level

    8th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V

  • Duration

    1 hour

  • Spell School

    Transmutation

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Tags: 5e Classes: BardWarlock
8th
Half Life
KlaprymancyV, S, M*
1 action
Instantaneous
60 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a chunk of refined Klaprys worth 4000Lv consumed upon use and a vial of quicksilver)

  • Duration

    Instantaneous

  • Spell School

    Klaprymancy

Choose one creature within range that you can see. That creature must make a Constitution Saving Throw. On a failed save, half the cells in that creature’s body have a even chance of dying instantly, halving the creature’s current and max HP.

Additionally, regardless of success or failure, the creature still takes 4d8 radiation damage.

Tags: custom Classes: ClericDruid
8th
Holy Aura
AbjurationV, S, M*
1 action
1 minute
Self
  • Level

    8th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a tiny reliquary worth at least 10000Lv containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Abjuration

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Tags: 5e Classes: Cleric
8th
Abi-Dalzim's Horrid Wilting
TransmutationV, S, M
1 action
Instantaneous
150 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (a bit of sponge)

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.

Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly.

Tags: 5e Classes: SorcererWizard
8th
Illusory Dragon
IllusionS
1 action
1 minute
120 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Illusion

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

Tags: 5e Classes: Wizard
8th
Incendiary Cloud
ConjurationV, S
1 action
1 minute
150 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Tags: 5e Classes: SorcererWizard
8th
Maddening Darkness
EvocationV, M*
1 action
10 minutes
150 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, M (a drop of pitch mixed with a drop of mercury)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Evocation

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

Tags: 5e Classes: WarlockWizard
8th
Jet's Mass Exhaustion
KlaprymancyV, S, M*
1 Hour
Instantaneous
1 mile
  • Level

    8th

  • Casting Time

    1 Hour

  • Range

    1 mile

  • Components

    V, S, M (a bit of sponge and 1500Lv worth of Klaprys, consumed by the spell)

  • Duration

    Instantaneous

  • Spell School

    Klaprymancy

You prepare a ritual that exhausts the will of all foes who oppose you. Each creature within 1 mile who does not bear your mark/emblem must make a Constitution Saving Throw or gain 1 point of exhaustion, have their food and thirst needs tripled until their exhaustion goes away, and lose their reactions until their exhaustion is remedied.

Tags: rarecustom Classes: SorcererWarlockWizard
8th
Maze
ConjurationV, S
1 action
10 minutes
60 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Conjuration

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Tags: 5e Classes: Wizard
8th
Melting Frost Ram
EvocationV, S, M*
1 action
Instantaneous
60 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a chunk of iceflex worth at least 10000Lv)

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose a creature within range. You fire a battering ram made out of ice at a creature which homes in on the creature’s position. The creature must make a Strength Saving Throw to hold off the ram or the ram explodes, impaling the creature with shards of ice which begin to seep ice into the bloodstream of the creature. The creature takes 18d8 cold damage on a failed save, or half as much on a successful save. If this spell reduces the target to 0 hit points, their body becomes a puddle.

Tags: uncommoncustom Classes: ShamanSorcererWarlockWizard
8th
Mighty Fortress
ConjurationV, S, M*
1 minute
Instantaneous
1 mile
  • Level

    8th

  • Casting Time

    1 minute

  • Range

    1 mile

  • Components

    V, S, M (a diamond worth at least 5000Lv, which the spell consumes)

  • Duration

    Instantaneous

  • Spell School

    Conjuration

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

Tags: 5e Classes: Wizard
8th
Mind Blank
AbjurationV, S
1 action
24 hours
Touch
  • Level

    8th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    24 hours

  • Spell School

    Abjuration

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

Tags: 5e Classes: BardMysticShamanWizard
8th
Ezrin's Mutating Missiles
TransmutationV, S
1 Action
1 Minute
120 feet
  • Level

    8th

  • Casting Time

    1 Action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Transmutation

You fire out three dazzling missiles of gold and purple energy at three creatures within range. The targets immediately become a CR 0 creature of their choice which lacks a fly speed. While transformed, the target is ethereal and intangible. The target remains this way for the duration or until a creature or another spell effect moves within 5 feet of the target.

Tags: rarecustom Classes: BardDruidShamanSorcerer
8th
Power Word Stun
EnchantmentV
1 action
Instantaneous
60 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Enchantment

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.

The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Tags: 5e Classes: BardChanterMysticWarlockWizard
8th
Reality Break
ConjurationV, S, M*
1 action
1 minute
60 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a crystal prism worth at least 5000Lv)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.

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

Reality Break Effects

d10 Effect

1-2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.

3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.

6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.

9-10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

Tags: 5echronurgy Classes: Mystic
8th
Sip from the Marrow
NecromancyV
1 action
Instantaneous
Self (15-foot radius)
  • Level

    8th

  • Casting Time

    1 action

  • Range

    Self (15-foot radius)

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You command the spirits around you to bring the vitality of nearby creatures to you. Each creature within a 15-foot radius of yourself must make a Constitution Saving Throw. On a failed save, the creature takes 9d8 necrotic damage and you heal for half of the damage dealt for each creature you affect. After you cast this spell, you gain two points of exhaustion.

At Higher Levels: When this spell is cast using a spell slot of 9th level or higher, you deal an extra 3d8 damage for each spell slot above 8th.

Tags: custom Classes: Chanter
8th
Soul Rain
ConjurationV, S, M*
1 Action
1 Minute
600 feet
  • Level

    8th

  • Casting Time

    1 Action

  • Range

    600 feet

  • Components

    V, S, M (a tuning fork worth at least 2500Lv attuned to the Shadowfell)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Conjuration

You choose a point in space to erupt a column of lost souls which rain from the sky, harrying everyone in their path. This column of purplish black energy stretches 1 mile tall and has a 60 foot radius and is considered difficult terrain. Each creature within this radius and who moves into this radius is blinded and must make a Charisma Saving Throw. On a failure, the creature inflicted with despair. During this time, it can't Attack or target any creature with harmful Abilities, Spells, or other magical effects. At the end of each of its turns, the creature may reattempt the saving throw. On a successful save, or upon leaving the soul stream, the effect ends. Creatures within the Soul Stream are heavily obscured. Additionally, a creature who starts their turn in the Soul Stream with 50 hit points or fewer must make a Charisma Saving Throw at the start of their turn. On a failed save, the creature dies instantly, joining the souls in the soul stream.

Tags: uncommoncustom Classes: Warlock
8th
Tim's Split Consciousness
AnimancyV, S, M
1 Minute
1 Hour
Touch
  • Level

    8th

  • Casting Time

    1 Minute

  • Range

    Touch

  • Components

    V, S, M (a gram of menthol and aspirin)

  • Duration

    Concentration, up to 1 Hour

  • Spell School

    Animancy

Touch a willing creature whose body you’d like to co-occupy. You gain full motor control of that creature’s body, you can hear their thoughts, and you can hear theirs. While inside their body, you can use their spell slots as your own, and they can use your spell slots as theirs, combining spell lists temporarily. Additionally, all Intelligence checks are made at advantage, skill proficiencies are merged, and the highest ability score for each stat is used except for Constitution. Finally, for the purposes of being charmed or frightened, both souls need to be frightened to apply the condition. While the caster is co-habiting the other soul, their body remains limp where they cast the spell.

Tags: rarecustom Classes: ShamanSorcererWarlockWizard
8th
Sunburst
EvocationV, S, M*
1 action
Instantaneous
150 feet
  • Level

    8th

  • Casting Time

    1 action

  • Range

    150 feet

  • Components

    V, S, M (fire and a piece of sunstone)

  • Duration

    Instantaneous

  • Spell School

    Evocation

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell.

Tags: 5e Classes: ClericDruidSorcerer
8th
Telepathy
EvocationV, S, M*
1 action
24 hours
Unlimited
  • Level

    8th

  • Casting Time

    1 action

  • Range

    Unlimited

  • Components

    V, S, M (a pair of linked silver rings or earrings)

  • Duration

    24 hours

  • Spell School

    Evocation

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

Tags: 5e Classes: BardChanterWizard
8th
Tsunami
ConjurationV, S*
1 minute
6 rounds
Sight
  • Level

    8th

  • Casting Time

    1 minute

  • Range

    Sight

  • Components

    V, S

  • Duration

    Concentration, up to 6 rounds

  • Spell School

    Conjuration

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.

Tags: 5e Classes: DruidWizard
8th
Volatile Recovery
AnimancyV, S, M*
1 Minute
Instantaneous
Touch
  • Level

    8th

  • Casting Time

    1 Minute

  • Range

    Touch

  • Components

    V, S, M (the soul of a CR 15 or greater creature trapped in a soul gem and 8 ounces of platinum dust (worth 10000Lv), both consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Animancy

Choose a wiling creature within range whose localized time you wish to expedite. The creature can gain the benefits of a long rest instantaneously.

When you cast this spell, roll a d100. On a 41 or higher, there is no further effect.

If the number rolled is 40 or less, the creature ages that many years.

If the target of the spell is weavebroken, the creature must roll the d100 twice.

Tags: chronurgycustomrare Classes: Wizard
9th
ARCANET Repository
DivinationV, S, M*
24 Hours
Instantaneous
Special
  • Level

    9th

  • Casting Time

    24 Hours

  • Range

    Special

  • Components

    V, S, M (500,000Lv worth of arcanuum or a sunshard, either consumed upon use, and any gemstone worth at least 100,000Lv)

  • Duration

    Instantaneous

  • Spell School

    Divination

You create a repository of information which can be accessed via ARCANET Terminal Stations of via ARCANET spells. Upon the casting of this spell, you can designate whether the repository is public, whitelisted, password-protected, or private, and set the central server as the gem provided in the spell's components. Additionally, you can designate tiers of access to different members of this network. You can additionally cast this spell again without material components and modify these network settings using its gem.

Tags: restrictedARCANETcustom Classes: Wizard
9th
Astral Projection
NecromancyV, S, M*
1 hour
Special
10 feet
  • Level

    9th

  • Casting Time

    1 hour

  • Range

    10 feet

  • Components

    V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 10000Lv and one ornately carved bar of silver worth at least 1000Lv, all of which the spell consumes)

  • Duration

    Special

  • Spell School

    Necromancy

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Tags: 5e Classes: ClericMysticWarlockWizardMonk
9th
Atomic Fission
KlaprymancyV, S, M*
1 action
Instantaneous
1 mile
  • Level

    9th

  • Casting Time

    1 action

  • Range

    1 mile

  • Components

    V, S, M (20000Lv worth of refined Klaprys consumed upon use and a shaving of Americium)

  • Duration

    Instantaneous

  • Spell School

    Klaprymancy

You infuse a streak of energy to rend a point in space. A tear of energy in the world expands from a point within range. Each creature in a 240-foot radius must succeed on a Constitution Saving Throw.

On a failed save, each creature within 60 feet of the center of the sphere takes 9d10 fire damage and 9d10 radiation damage. Creatures between 60-120ft take 6d10 fire and 6d10 radiation, and creatures between 120-240ft take 4d10 radiation damage. On a successful save, the creature takes half damage.

A creature that has full cover gets advantage on the saving throw and takes half fire damage if farther than 60 feet away.

All structures within 60 feet are destroyed instantly and the effect of the Klaprys lingers for 50 years. Creatures who first enter the area takes 1d10 radiation damage and are poisoned for 1 day. The creature retakes, stacking, for each minute they remain inside.

Tags: restrictedcustom Classes: DruidWizard
9th
Blade of Disaster
ConjurationV, S*
1 bonus action
1 minute
60 feet
  • Level

    9th

  • Casting Time

    1 bonus action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a wall of force.

Tags: 5e Classes: SorcererWarlockWizard
9th
Blessing of the Phoenix
NecromancyV, S, M*
1 Action
10 Minutes
Touch
  • Level

    9th

  • Casting Time

    1 Action

  • Range

    Touch

  • Components

    V, S, M (a phoenix feather)

  • Duration

    10 Minutes

  • Spell School

    Necromancy

You imbue the power of a phoenix’s feather into a living creature of your choice. That creature gains a ward that protects them against death. At the start of each of the creature’s turn, if the creature is dead or at 0 hit points, it returns to consciousness with 25 hit points and stands up.

Tags: rarecustom Classes: ClericShamanSorcerer
9th
Fox's Enslaving Servant
EnchantmentV, S, M*
1 action
Until Dispelled
Sight
  • Level

    9th

  • Casting Time

    1 action

  • Range

    Sight

  • Components

    V, S, M (something valuable which the target would find desirable)

  • Duration

    Until Dispelled

  • Spell School

    Enchantment

Choose a humanoid creature within sight. That creature must make a Wisdom Saving Throw or become charmed by you. If the creature cannot be charmed, this spell has no effect. This charm can force a creature to receive mental commands from the caster as a bonus action. If a command is given by the caster which would bring itself harm or is extremely against its nature, it may reattempt the Saving Throw with advantage.

This spell is unaffected by Dispel Magic, Remove Curse, and Greater Restoration. Only a heal spell or a wish may end this effect.

Tags: restrictedcustom Classes: BardSorcererWizard
9th
Kesh's Extropy
NecromancyV, S
Special
Special
Touch
  • Level

    9th

  • Casting Time

    Special

  • Range

    Touch

  • Components

    V, S

  • Duration

    Special

  • Spell School

    Necromancy

This spell messes with the fundamental theory of entropy allowing a brief window of extropy. It can be used in one of the following ways.

Clone Form. You may cast the clone spell, using all the required material components except for a cubic inch of flesh.

Cancerous Growth. You inflict a creature with an irreversible growth in their body. The creature must succeed on a Constitution Saving Throw or have a portion of their cells begin to multiply. Over the course of the next few months, the creature will become weaker. Every month, the creature will lose 2 points of Constitution until they hit 0. The creature can only be cured by transferring bodies. A wish will not fix the cancer.

Hollow Thrall. You touch a dead creature and begin to rebuild its cells. This creature becomes your permanent thrall until it dies. If the creature is resurrected by normal means, the soul is returned to the body but acts as a passenger.

Consume Essence. You choose a creature who has been dead no longer than 10 days and consume their still usable cells. You regain hit points equal to the creature’s max hp. If you have all your hit points, then these hit points become temporary hit points up to a max of 100 temporary hit points. These temporary hit points last until your next rest.

Replicate. This spell can replicate the effects of any necromancy spell of 7th level or lower without need for material components.

Tags: restrictedcustom Classes: ShamanWizard
9th
Foresight
DivinationV, S, M
1 minute
8 hours
Touch
  • Level

    9th

  • Casting Time

    1 minute

  • Range

    Touch

  • Components

    V, S, M (a hummingbird feather)

  • Duration

    8 hours

  • Spell School

    Divination

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends.

Tags: 5e Classes: BardDruidMysticShamanWarlockWizard
9th
Fortune Word Destroy
EvocationV, S
1 Action
Instantaneous
30 feet
  • Level

    9th

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Choose one creature within range who you can see who has less than 1000 hit points. Roll a d20. On a natural 1, the creature is killed instantly. A creature with legendary resistances can choose for you to fail instead before the roll is made.

Tags: fortunecustomrare Classes: BardClericWizardSorcererWarlock
9th
Gate
ConjurationV, S, M*
1 action
1 minute
60 feet
  • Level

    9th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S, M (a diamond worth at least 50000Lv)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Tags: 5e Classes: ClericMysticShamanSorcererWarlockWizard
9th
Jet's Hellscape
EvocationV, S, M
1 Minute
1 Minute
1 Mile
  • Level

    9th

  • Casting Time

    1 Minute

  • Range

    1 Mile

  • Components

    V, S, M (a wad of bat guano, red phosporus, and sulfur)

  • Duration

    Concentration, up to 1 Minute

  • Spell School

    Evocation

Choose 30 points within your sight to erupt geysers of molten rock. Each creature within a 10 foot radius of these points must succeed on a Dexterity Saving Throw or take 9d10 fire damage. Each place where the geyser erupted leaves a 40 foot hole which each creature who fails falls into. As an action on subsequent turns, you may reflare one hellhole and creatures must reattempt the save.

Tags: rarecustom Classes: SorcererWarlockWizard
9th
Hymn of the Hero
EnchantmentV, S, M*
1 action
Instantaneous
Self (15-foot radius)
  • Level

    9th

  • Casting Time

    1 action

  • Range

    Self (15-foot radius)

  • Components

    V, S, M (a gem-encrusted trumpet made out of gold worth at least 10000Lv and a special elixir made from rare components worth at least 10000Lv, consumed upon use)

  • Duration

    Instantaneous

  • Spell School

    Enchantment

You play an ancient, rousing rhythm which bolsters the resolve of those who hear its soft melody. Each creature regains one use every class, racial, or feat feature, excluding features which would return a spell slot of 6th level or higher.

Tags: custom Classes: Chanter
9th
Imprisonment
AbjurationV, S, M*
1 minute
Until Dispelled
30 feet
  • Level

    9th

  • Casting Time

    1 minute

  • Range

    30 feet

  • Components

    V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 5000Lv per Hit Die of the target)

  • Duration

    Until Dispelled

  • Spell School

    Abjuration

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.

Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

The special component for this version of the spell is a small mithral orb.

Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.

The special component for this version of the spell is a fine chain of precious metal.

Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special component for this version of the spell is a miniature representation of the prison made from jade.

Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.

The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

Slumber. The target falls asleep and can't be awoken.

The special component for this version of the spell consists of rare soporific herbs.

Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Tags: 5e Classes: ClericMysticWarlockWizard
9th
Invulnerability
AbjurationV, S, M*
1 action
10 minutes
Self
  • Level

    9th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a small piece of adamantine worth at least 5000Lv, which the spell consumes)

  • Duration

    Concentration, up to 10 minutes

  • Spell School

    Abjuration

You are immune to all damage until the spell ends.

Tags: 5e Classes: Wizard
9th
Kesh's Limitless Potential
TransmutationV, S, M
1 Hour
Special
Self
  • Level

    9th

  • Casting Time

    1 Hour

  • Range

    Self

  • Components

    V, S, M (An item which holds a bound kith soul)

  • Duration

    Special

  • Spell School

    Transmutation

You call on the potential of hundreds of your lost timelines simultaneously. Create a list of numbers between 1 and 20. You may replace a roll you would have to make with a number from the list and cross it off. You may also replace an attack against you, or a save an enemy has to make with a number from this list. You reduce your max hit points by 5 for each number you use off this list. This untapped potential lasts until the end of your next short rest. You regain your lost max HP at the end of your next long rest.

Tags: rarecustom Classes: ShamanWizard
9th
Manhandle
TransmutationV, S
1 Action
Instantaneous
30 feet
  • Level

    9th

  • Casting Time

    1 Action

  • Range

    30 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You choose a creature within range and begin to violently fling the creature around the area, smashing the creature into surrounding surfaces nearby. The sheer speed at which you move the creature and change directions causes the creature to experience multiple units of G-force. The target takes 13d10 bludgeoning damage and is moved to a space within range.

Tags: psiomancygraviturgycustom Classes: Mystic
9th
Mass Heal
EvocationV, S
1 action
Instantaneous
60 feet
  • Level

    9th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Tags: 5e Classes: Cleric
9th
Mass Polymorph
TransmutationV, S, M
1 action
1 hour
120 feet
  • Level

    9th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S, M (a caterpillar cocoon)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

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

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

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

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

Tags: 5e Classes: BardSorcererWizard
9th
Meteor Swarm
EvocationV, S
1 action
Instantaneous
1 mile
  • Level

    9th

  • Casting Time

    1 action

  • Range

    1 mile

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

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

Tags: 5e Classes: ChanterSorcererWizard
9th
Miracle
EvocationV
1 action
Instantaneous
Self
  • Level

    9th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Evocation

Miracle is the mightiest beseechment a mortal creature can make of divinity. By simply praying aloud, you can call upon a fragment of divinity to do your bidding.

The basic use of this spell is to duplicate any other cleric spell of 8th level or lower, or any spell of 7th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice.

Remove a curse from up to 100 creatures of your choice within 1 mile.

Raise 30 creatures of your choice who you can see from the dead who have been dead for no longer than 1 day

Instantly transport yourself and up to 100 creatures of your choice to a sanctuary you have set up previously via the Word of Recall spell.

End an occuring natural disaster such as an earthquake, a volcano, a floor, or another major natural disaster.

You allow up to twenty creatures that you can see to regain all Hit Points, and you end all Effects on them described in the Greater Restoration spell.

You might be able to achieve something beyond the scope of the above examples. State your prayer to the DM as precisely as possible. The DM has full discretion as to the successfulness of your miracle. You may receive part of your request or even perhaps none.

Regardless, a request that is out of line with a deity's nature or alignment is refused. If your request is refused, it still counts for the purposes of casting again, but additionally, you lose all your xp for the current level and lose any boons you may have received from that deity.

The impact of casting this spell to produce any effect other than duplicating another spell requires much prayer and worship. After using a miracle in this way, you must wait a year and a day to use it in this way again. You also gain 1d4 points of exhaustion if the spell was used in this way.

Tags: custom Classes: Cleric
9th
Mortimer's Planar Dissociation
AbjurationV, S, M*
1 minute
4 hours
10 feet
  • Level

    9th

  • Casting Time

    1 minute

  • Range

    10 feet

  • Components

    V, S, M (a charged Essolodym catalyst, drained upon use and 5000Lv worth of emerald dust, the dust is consumed upon use)

  • Duration

    4 hours

  • Spell School

    Abjuration

This spell guards you and up to 12 creatures of your choice from the pull of planar forces. Each creature who is unwilling must make a Charisma Saving Throw against your spell save DC to resist the effects of the spell.

For the duration, each creature is immune to the effects of any spell which would banish them or permanently send them to another plane, such as the Banishment and Plane Shift spells, and are immune to effects which deal force damage and force movement.

Additionally, the creature is no longer associated with any specific plane of existence and can freely walk between mirror planes of existence. Consequently, the creature can see between the planes of existence and thus can target creatures in planes of existence.

At the end of the duration of this spell, each creature who was affected by this spell gains 2 points of exhaustion.

Tags: customrare Classes: MysticSorcererWizard
9th
Power Word Heal
EvocationV, S
1 action
Instantaneous
Touch
  • Level

    9th

  • Casting Time

    1 action

  • Range

    Touch

  • Components

    V, S

  • Duration

    Instantaneous

  • Spell School

    Evocation

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

Tags: 5e Classes: BardChanterCleric
9th
Power Word Kill
EnchantmentV
1 action
Instantaneous
60 feet
  • Level

    9th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Enchantment

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

Tags: 5e Classes: BardChanterClericSorcererWarlockWizard
9th
Prismatic Wall
AbjurationV, S
1 action
10 minutes
60 feet
  • Level

    9th

  • Casting Time

    1 action

  • Range

    60 feet

  • Components

    V, S

  • Duration

    10 minutes

  • Spell School

    Abjuration

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall.

Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.

Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.

While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.

Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Tags: 5e Classes: BardWizard
9th
Psychic Scream
EnchantmentS
1 action
Instantaneous
90 feet
  • Level

    9th

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    S

  • Duration

    Instantaneous

  • Spell School

    Enchantment

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

Tags: 5e Classes: BardChanterSorcererWarlockWizard
9th
Ravenous Void
EvocationV, S, M*
1 action
1 minute
1000 feet
  • Level

    9th

  • Casting Time

    1 action

  • Range

    1000 feet

  • Components

    V, S, M (a small, nine-pointed star made of iron)

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

Tags: 5egraviturgy Classes: Mystic
9th
Relativity
TransmutationV, S, M*
1 Minute
Special
10 feet
  • Level

    9th

  • Casting Time

    1 Minute

  • Range

    10 feet

  • Components

    V, S, M (50000Lv worth of diamond dust in an hour glass, consumed upon use)

  • Duration

    Special

  • Spell School

    Transmutation

You and 8 creatures of your choice within range become transported to the edge of the astral sea to a land where time is relative to the flow of the universe.

While in this harmless demiplane, you can choose to speed up or slow down your relative time to the Material Plane. Choose one of the following options. You must remain in the demiplane for the full duration, otherwise there is a 33% chance your soul gets cast permanently into oblivion.

Extremely Hastened Time. Spending an hour in the demiplane, 1d100*1d100 days will pass on the material plane.

Hastened Time. Spending an hour in the demiplane, 1 day will pass on the material plane.

Regular Time. Spending 12 Hours of time in the demiplane, 12 hours will pass on the material plane.

Slowed Time. Spending 12 Hours in the demiplane, 1 Hour will pass on the material plane.

Extremely Slowed Time. Spending 1d10 years stuck in the demiplane, 1 Minute will pass in the material plane. There is a cumulative 10% chance for each time you've cast this spell when you reemerge, you will rapidly age 10 times the amount of years you remained in the demiplane.

Tags: rarechronurgycustom Classes: ShamanWizard
9th
Shapechange
TransmutationV, S, M*
1 action
1 hour
Self
  • Level

    9th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V, S, M (a jade circlet worth at least 15000Lv, which you must place on your head before you cast the spell)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

Tags: 5e Classes: DruidWizard
9th
Song of Carnage
EvocationV
1 action
1 minute
Self (15-foot radius)
  • Level

    9th

  • Casting Time

    1 action

  • Range

    Self (15-foot radius)

  • Components

    V

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Evocation

You awaken a series of words and noises thought to have been erased from history due to their destructive nature. Each creature besides the caster who is not deafened which starts their turn within the song’s radius or enters the song’s radius for the first time on their turn with less than 40 hit points must make a Charisma Saving Throw. On a failed save, the creature dies instantly.

Tags: custom Classes: Chanter
9th
Storm of Vengeance
ConjurationV, S
1 action
1 minute
Sight
  • Level

    9th

  • Casting Time

    1 action

  • Range

    Sight

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Conjuration

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.

Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.

Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Tags: 5e Classes: Druid
9th
Time Ravage
NecromancyV, S, M*
1 action
Instantaneous
90 feet
  • Level

    9th

  • Casting Time

    1 action

  • Range

    90 feet

  • Components

    V, S, M (an hourglass filled with diamond dust worth at least 10000Lv, which the spell consumes)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

Tags: 5echornurgy Classes: Mystic
9th
Time Stop
TransmutationV
1 action
Instantaneous
Self
  • Level

    9th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Transmutation

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Tags: 5echornurgy Classes: MysticShamanSorcererWizard
9th
True Polymorph
TransmutationV, S, M
1 action
1 hour
30 feet
  • Level

    9th

  • Casting Time

    1 action

  • Range

    30 feet

  • Components

    V, S, M ( drop of mercury, a dollop of gum arabic, and a wisp of smoke)

  • Duration

    Concentration, up to 1 hour

  • Spell School

    Transmutation

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.

This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.

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

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

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

Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

Tags: 5e Classes: BardShamanWarlockWizard
9th
True Resurrection
NecromancyV, S, M*
1 hour
Instantaneous
Touch
  • Level

    9th

  • Casting Time

    1 hour

  • Range

    Touch

  • Components

    V, S, M (a sprinkle of holy water and diamonds worth at least 250,000Lv , which the spell consumes)

  • Duration

    Instantaneous

  • Spell School

    Necromancy

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Tags: 5e Classes: ClericDruidShaman
9th
Weird
IllusionV, S
1 action
1 minute
120 feet
  • Level

    9th

  • Casting Time

    1 action

  • Range

    120 feet

  • Components

    V, S

  • Duration

    Concentration, up to 1 minute

  • Spell School

    Illusion

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

Tags: 5e Classes: ChanterWarlockWizard
9th
Wish
ConjurationV
1 action
Instantaneous
Self
  • Level

    9th

  • Casting Time

    1 action

  • Range

    Self

  • Components

    V

  • Duration

    Instantaneous

  • Spell School

    Conjuration

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:

You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.

You grant up to ten creatures that you can see resistance to a damage type you choose.

You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.

You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Tags: 5e Classes: SorcererWarlockWizard
epic
Mortimer's Heightened Simulation
IllusionV, S, M*
1 minute
10 minutes
Special
  • Level

    epic

  • Casting Time

    1 minute

  • Range

    Special

  • Components

    V, S, M (an ARCANET Transmitter)

  • Duration

    10 minutes

  • Spell School

    Illusion

For the duration, you create a suitable, virtual environment to test out the limits of the magic of up to 4 creatures of your choice. This simulation takes place within a demiplane you have created via the Demiplane spell. The limits of this simulation are up to your DM, however, there are a few general limits to the simulation:

- You can emulate up to 9th level magic, limited by knowledge.

- Any spell cast of 6th level or higher in the Simulation must be supplemented by a spell slot equal to 5 levels lower than the spell level cast. If the creature casting the spell is unable to produce a spell slot, the creature gains a point of Exhaustion instead.

- You can only simulate enemies which you have encountered before and only give them abilities and tactics you have either seen before or know yourself.

- Consumable items are not recovered at the end of the simulation.

- To regain uses of magical items at the end of a simulation, you must have attuned to the specific rune before.

- When you are killed within the simulation, you can choose to exit the demiplane or move to the spectator’s box. Revive spells cannot return you to the simulation.

At the end of the simulation, the creature returns to the state they were in prior to the simulation, excluding the rules mentioned above.

Tags: customtechnomancyrestricted Classes: Wizard
epic
Midnight Rime
ConjurationV, S, M*
1 Action
24 Hours
Sight
  • Level

    epic

  • Casting Time

    1 Action

  • Range

    Sight

  • Components

    V, S, M (a tuning fork worth at least 2500Lv attuned to the Rimelands and a baby salamander encased in ice)

  • Duration

    Concentration, up to 24 Hours

  • Spell School

    Conjuration

You open a portal to the Rimelands which flurries in a blizzard of night and frost. Each creature within a 40-foot-radius, 200-foot-high cylinder must make a Constitution Saving Throw. On a failed save, the creature takes 10d8 cold damage and 6d8 bludgeoning damage; Movement costs 4 feet for every 1 foot of movement made. A creature inside the rimefrost is inside magical darkness. If a creature can see through the darkness, everything more than 10 feet away inside the rimefrost is still considered heavily obscured. A creature that is killed inside the rimefrost is frozen in place.

Tags: weavebreakingcustom Classes: SorcererWizard
epic
Sacred Tree
EvocationV, S
1 action
8 Hours
1000 feet
  • Level

    epic

  • Casting Time

    1 action

  • Range

    1000 feet

  • Components

    V, S

  • Duration

    8 Hours

  • Spell School

    Evocation

Channeling the full energy of the Verendibel, you summon forth an echo of the true Verendibel, summoning a tree at a point on fertile earth within range. This tree is 1200 feet tall and its canopy extends to a radius of 500 feet.

Each creature within 60 feet of the point where the tree is summoned must make a Dexterity Saving Throw against the rapidly sprouting tree. On a failed save, the creature takes 11d10 force damage and is shoved outside of the radius, knocked off-balance. On a successful save, the creature is not knocked off-balance and takes half the damage.

For the duration, the tree's trunk occupies a 60-foot radius around the point where it was summoned.

All creatures within a 500-foot radius of tree gain the following features...

[THE EFFECTS OF THE TREE ARE UNKNOWN]

Tags: customartifactverendibel Classes: Druid
epic
Shield of the Dead
NecromancyV, S
1 Action
1 Hour
Self
  • Level

    epic

  • Casting Time

    1 Action

  • Range

    Self

  • Components

    V, S

  • Duration

    1 Hour

  • Spell School

    Necromancy

Using the souls of creatures which have died recently throughout the universe, you can delay their death and use the raw energy of the souls to protect yourself. You gain 125 temporary hit points for the duration.

Tags: uncommoncustom Classes: SorcererWarlockWizard
epic
Wrath of Ilidryn
EvocationV, S, M*
1 action
Instantaneous
Sight
  • Level

    epic

  • Casting Time

    1 action

  • Range

    Sight

  • Components

    V, S, M (a stone which has moved through the effects of a Time Stop)

  • Duration

    Instantaneous

  • Spell School

    Evocation

Streaking orbs of astral energy plummet towards 3 points that you can see within range. Each creature in a 50-foot radius sphere centered on each point you choose must make an Intelligence Saving Throw. The sphere spreads around corners. A creature takes 18d6 thunder damage and 18d6 psychic damage on a failed save, or half as much on a successful one. Additionally, on a failed saving throw, the creature is yanked violently towards the center of the sphere. A creature in the area of more than one sphere is only affected by the closest blast.

Finally, when you cast this spell, until the start of your next turn, any spell with a casting time of 1 action now has a casting time of 1 bonus action and you have an additional reaction.

Tags: customrestricted Classes: ChanterClericSorcererWarlockWizard