FANDOM


Cantrips Edit

Bolt of Decay Edit

  • Level: 0 (Warlock, Wizard, Sorcerer)
  • School: Necromancy
  • Time: 1 Action
  • Range: 80ft
  • Components: V, S
  • Duration: Instantaneous

You hold out an extended finger and fire a bolt of sickly black energy at a target within range. Roll a Ranged Spell Attack and you deal 1d10 Necrotic Damage on a successful hit.

At Higher Levels: Bolt of Decay deals 2d10 Damage at 5th Level, 3d10 Damage at 11th Level and 4d10 Damage at 17th Level.

--------------------------------------------------------------------------------------------------------------------------------------------------

Booming Shout Edit

  • Level: 0 (Bard, Sorcerer, Wizard)
  • School: Evocation
  • Time: 1 Action
  • Range: Self (10 ft Radius)
  • Components: V
  • Duration: Instantaneous

You shout out a word of power that roars in the ears of those around you. All creatures within 10 ft of the caster must succeed on a Constitution Saving Throw or take 1d6 Thunder Damage. The words spoken during the shout can be heard clearly out to a range of 100ft and can consist of up to 15 words.

At Higher Levels: Booming Shout deals 2d6 Damage at 5th Level, 3d6 Damage at 11th Level and 4d6 Damage at 17th Level.

--------------------------------------------------------------------------------------------------------------------------------------------------

Slag Bolt Edit

  • Level: 0 (Wizard, Sorcerer, Druid)
  • School: Evocation
  • Time: 1 Action
  • Range: Touch or 30ft
  • Components: V, S
  • Duration: Instantaneous

You touch or point towards a target sending waves of superheated flame into them. Choose a creature or object within range and make either a Melee or Ranged Spell Attack, dealing 1d8 Fire Damage on a successful hit. Objects and structures hit by this Spell take double damage.

At Higher Levels: This Spell deals 2d8 Damage at 5th Level, 3d8 Damage at 11th Level and 4d8 Damage at 17th Level.

--------------------------------------------------------------------------------------------------------------------------------------------------

Velonar's Wound Closure Edit

  • Level: 0 (Warlock, Wizard)
  • School: Necromancy
  • Time: 1 Action
  • Range: 20ft
  • Components: V, S
  • Duration: 1 Round

You send a mote of golden light into a creature within range to heal their minor wounds. The target of this Spell gains 1 Temporary Hit Point. The target of this Spell must be below half their Hit Point Maximum for this Spell to affect them and they cannot be Undead or a Construct. If the target was Unconscious when this Spell is cast on them they stabilize and become conscious until the Spell ends or they lose their Temporary Hit Point to Damage in which case they fall Unconscious and begin taking Death Saving Throws again until Stabilized.

At Higher Levels: Velonar's Wound Closure grants 2 Temporary Hit Points at 5th Level, 3 Temporary Hit Points at 11th Level and 4 Temporary Hit Points at 17th Level.

Level 1 Spells Edit

Broken Mirror's Tangled Toes Edit

  • Level: 1 (Bard, Sorcerer, Wizard)
  • School: Transmutation
  • Time: 1 Bonus Action
  • Range: 60 ft
  • Components: S, M (A wad of string, rope or chain)
  • Duration: Concentration, Up to 1 minute

You throw out a wad of string rope or chain that magically animates itself to trip your foes. Choose up to three creatures of medium size or smaller within 5ft of each other to target with the spell forcing them to make a Dexterity Saving Throw or be tripped and knocked prone. For any creature that fails the Saving Throw and knocked prone by the spell has their legs tied up by the animated rope preventing them from standing up till the ropes are cut off or the spell ends. String has an AC: 6 and 4HP, Rope has AC: 8 and 10HP, Chain has AC: 10 and 20HP if used as the spell component.

At Higher Levels: When cast with a 3rd level Spell slot you can target two additional creatures within range and at 5th level you can target up to eight creatures within range.

--------------------------------------------------------------------------------------------------------------------------------------------------

Detect Caster Edit

  • Level: 1 (Wizard, Warlock, Cleric)
  • School: Divination
  • Ritual: YES
  • Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 1 Minute

You wave a hand over your eyes and mutter an incantation to detect the presence of Spellcasters within 30ft. Creatures with the Spellcasting or Innate Spellcasting Feature are outlined by a faint aura of light in your vision. If the creature is a Wizard or uses the Wizard's Spell List the light is blue, Sorcerers have a pale orange aura, Bards have a light purple aura, Warlocks have a faint green aura, Paladins and Clerics have a golden aura, Druids and Rangers have an earthy brown aura. Psionic creatures give off no aura.

--------------------------------------------------------------------------------------------------------------------------------------------------

Heatwave Edit

  • Level: 1
  • School: Evocation
  • Time: 1 Action
  • Range: Evocation
  • Self (15ft Radius)
  • Components: V, S
  • Duration: Instantaneous

You hold out both hands to your sides and shout the incantation aloud causing flame and superheated air to rush from your body. All creatures within the radius other than the caster must succeed on a Dexterity Saving Throw, taking 2d8 Fire Damage on a failed Saving Throw or half as much on a successful Saving Throw. On a failed Saving Throw the Target is also ignited and burns for the next minute or until they use an Action to extinguish the flames. At the end of their turn, if they are still burning, the targets take an additional 1d8 Fire Damage.

At Higher Levels: For every level above 1 st Heatwave deals an additional 1d8 Damage, including Burning Damage.

--------------------------------------------------------------------------------------------------------------------------------------------------

Hellfire Orb Edit

  • Level: 1
  • School: Evocation
  • Time: 1 Action
  • Range: 60ft
  • Components: V, S, M (A Vial of Blood From an Innocent Being)
  • Duration: Instantaneous

You bark out harsh words in a Fiendish tongue before hurling a swirling ball of blackened flame. Make a Ranged Spell Attack at a creature within range that deals 1d8 Fire and 1d8 Necrotic Damage on a successful hit. Good Aligned Creatures take an additional 1d8 Fire and Necrotic Damage from this Spell while Evil Aligned Creatures take half damage from this Spell.

At Higher Levels: For every level above 1st that this Spell is cast at the Spell deals an extra 1d8 Fire or Necrotic Damage (Your choice) for every level above 1st.

Level 2 Spells Edit

Galthorn's Elemental Conversion Edit

  • Level: 2 (Wizard, Sorcerer)
  • School: Transmutation
  • Time: 1 Bonus
  • Range: Self
  • Components: V, S, M (A Small Piece of Velvet Inscribed With Runes Worth 5GP)
  • Duration: 1 Minute

You hold out your hand and fill it with elemental power. For the next minute Spells the caster casts that deal Fire, Force, Lightning, Thunder, Cold or Acid Damage can be changed to another one of these Elemental types of the casters choice.

--------------------------------------------------------------------------------------------------------------------------------------------------

Healing Word (Revised) Edit

  • Level: 2 (Bard, Cleric, Druid)
  • School: Evocation
  • Time: 1 Bonus Action
  • Range: 30ft
  • Components: V
  • Duration: Instantaneous

A creature you designate within Range has their natural healing accelerated. You force them to spend one Hit Die and regain Hit Points equal to the number rolled plus their Constitution Modifier or your own Spellcasting Ability Modifier (Whichever is Higher). The Spell has no effects on creatures with a Regeneration effect, active Temporary Hit Points or who are Constructs or Undead. A creature cannot benefit from this Spell from the same caster for one round after casting. At Higher Levels: For every level this Spell is cast past 2nd the target creature regains an additional 1d4 Hit Points.

--------------------------------------------------------------------------------------------------------------------------------------------------

Rebuking Force Edit

  • Level: 2 (Wizard, Sorcerer, Warlock)
  • School: Evocation
  • Time: 1 Action
  • Range: 60ft
  • Components: V, S
  • Duration: Instantaneous

You hold out a hand and release a lance of magical force at a target within range. The caster must make a Ranged Spell Attack, dealing 4d8 Force Damage on a Hit. A creature of Huge Size or smaller must also succeed on a Strength Saving Throw or be pushed 10 ft back and be knocked Prone.

At Higher Levels: For every level above 2nd this Spell deals an additional 2d8 Damage.

--------------------------------------------------------------------------------------------------------------------------------------------------

Soothing Radiance Edit

  • Level: 2 (Cleric)
  • School: Necromancy
  • Time: 1 Bonus Action
  • Range: Self
  • Components: V, S, M (A Small Bundle of Silk Etched in Gold Thread Worth 1 5GP)
  • Duration: 1 Minute

You open the bundle of silk and utter a prayer as you begin emitting a gentle radiance. The caster emits Bright Light our to a radius of 10ft and Dim Light for an additional 10ft for the Duration. Any allied creature within the radius of the light that is at 0 Hit Points is stabilized at the beginning of their turn. The caster can end this Spell early as an Action.

Level 3 Spells Edit

Ilfang's Broken Earth Edit

  • Level: 3 (Wizard, Sorcerer, Druid)
  • School: Evocation
  • Ritual: YES
  • Time: 1 Minute
  • Range: Self (30ft Radius)
  • Components: V, S, M (A Small Lead Hammer and a Small Crystal Vase Both Worth 50GP That Are Consumed By the Spell)
  • Duration: Instantaneous

You strike the small crystal vase with a lead hammer and cause the ground around yourself to shatter. All stone, crystal or glass within 30ft of the caster that isn't being carried or worn is shattered into lumps and jagged shards. Any ground made of that material within the radius becomes Difficult Terrain that deals 1d4 Piercing Damage to any creature that moves more than 5ft per turn through the jagged stones.

--------------------------------------------------------------------------------------------------------------------------------------------------

Inspire resolve Edit

  • Level: 3 (Bard, Cleric, Paladin)
  • School: Enchantment
  • Time: 1 Reaction
  • Range: 60ft Components: V
  • Duration: Instantaneous

You shout out words of encouragement and inspire a falling friend to stand tall. When an allied creature within 60ft of the caster fails a Saving Throw the caster may use their Reaction to add their Charisma Modifier to their Saving Throw possibly making them succeed. If the target of the Spell succeeds on a Saving Throw to reduce the amount of damage they have taken by half they instead take one fourth the amount of damage they would have normally taken.

--------------------------------------------------------------------------------------------------------------------------------------------------

Lance of faith Edit

  • Level: 3 (Cleric, Paladin)
  • School: Conjuration
  • Time: 1 Action
  • Range: 120ft
  • Components: V, S
  • Duration: Instantaneous

You call forth a burning pole of blinding light that you hurl at your foes. Roll a Ranged Spell Attack against one target within range, dealing 5d6 Radiant Damage on a hit. Undead and Fiends take 5d8 Radiant Damage instead of the normal damage of the Spell. An Evil Aligned Creature must also succeed on a Constitution Saving Throw or become Blinded until the end of the casters next turn.

At Higher Levels: For every level above 3rd that this Spell is cast it deals an additional 2d6 Radiant Damage, or 2d8 against Undead or Fiends.

--------------------------------------------------------------------------------------------------------------------------------------------------

Pronouncement of Guilt Edit

  • Level: 3 (Cleric, Paladin, Bard)
  • School: Enchantment
  • Time: 1 Action
  • Range: 90ft
  • Components: V
  • Duration: Concentration, 1 Minute

You call to the target to admit to their sins. The target must succeed on a Charisma Saving Throw, taking 3d10 Psychic Damage on a failed Saving Throw or half as much Damage on a successful Saving Throw. A creature that fails their Saving Throw and isn't of Good Alignment is also wracked by guilt and despair, rendering them Stunned for the duration of the Spell. This is considered a Charm Effect and the target can repeat their Saving Throw at the end of each of their turns or whenever another creature deals Damage to them, ending the effect on themselves early on a success.

At Higher Levels: For every Level above 3rd that this Spell is cast it can target an additional creature within range.

--------------------------------------------------------------------------------------------------------------------------------------------------

Sticks to snakes Edit

  • Level: 3 (Cleric, Druid)
  • School: Transmutation
  • Time: 1 Action
  • Range: 30ft Radius
  • Components: V, S, M (An Oak Staff or Totem Carved to Resemble a Serpent)
  • Duration: Instantaneous

You utter a Divine command that transforms sticks into violent serpents. All lengths of wood within range of the casters choice become Poisonous Snakes based on their length. Wood with a length of 1-3 feet become Poisonous Snakes, those with a length of 4-6 feet become Giant Poisonous Snakes. The caster may also choose to turn a bundle of about ten 1-3 foot lengths of wood into a Swarm of Poisonous Snakes. If the wood being selected is magical or is larger than the sizes listed it has no effect. These snakes are loyal to the caster for 1 Hour after which they become ordinary wild snakes. If slain or if their magic is Dispelled the snakes revert into the wood that formed them, shattered and broken if they reverted due to damage, otherwise they continue to exist and act.

Level 4 Spells Edit

Kasharit's Molten Mire Edit

  • Level: 4 (Druid, Sorcerer, Wizard)
  • School: Transmutation
  • Time: 1 Action
  • Range: 60ft
  • Components: V, S, M (A pinch of ash and a chip of obsidian)
  • Duration: Concentration, Up to 10 Minutes

You select a location within range of the Spell that is flat to the ground and reduce it to a pit of molten slag 10ft in diameter and up to 15ft deep. A creature in the area of the Spell when it is cast or who enters the Spells effect for the duration must succeed on a Dexterity Saving Throw, taking 3d10 Fire Damage on a successful Saving Throw or half as much on a successful Saving Throw. The pit is difficult terrain to walk across and if a creature ends their turn in the radius of the effect they sink 5ft deeper into the slag and take an additional 2d10 Fire Damage per 5ft they are submerged. When the Spell ends the slag cools into a cylinder of obsidian filling the pit and entombing any creatures submerged within. The obsidian has AC 10+Spellcasting Ability Modifier of the caster and 10 Hit Points per 5ft of obsidian. The obsidian is an inanimate object and thus Immune to Poison and Psychic Damage and Resistant to Fire Damage.

At Higher Levels: The diameter and depth of the pit increases by 5ft when cast at 5th, 6th and 7th Level.

--------------------------------------------------------------------------------------------------------------------------------------------------

Mass healing words (revised) Edit

  • Level: 4 (Bard, Cleric, Druid)
  • School: Evocation
  • Time: 1 Bonus Action
  • Range: 30ft
  • Components: V
  • Duration: Instantaneous

You shout words of healing that Target up to six creatures within range. These targets spend one Hit Die and regain Hit Points equal to the number rolled plus their Constitution Modifier or your own Spellcasting Ability Modifier (Whichever is higher). Creatures with a Regeneration effect, active Temporary Hit Points or who are Constructs or Undead are unaffected. A creature can only benefit from this Spell from a given caster once every other round. At Higher Levels: For every level above 4th this Spell is cast the target creatures regain an additional 1d4 Hit Points.

--------------------------------------------------------------------------------------------------------------------------------------------------

Pillar of light Edit

  • Level: 4 (Cleric, Paladin)
  • School: Evocation
  • Time: 1 Action
  • Range: 80ft
  • Components: S
  • Duration: Concentration, Up to 1 Minute

You reach up a hand before rapidly throwing it downwards as you pull a pillar of holy light from the skies. The caster selects one creature within 60ft that it can see and attempts to pierce them with a pillar of light, the target must succeed on a Dexterity Saving Throw or take 8d6 Radiant Damage and become Prone and Restrained as the pillar of holy light knocks them to the ground and pins them there for the Duration. The pillar of light gives off Bright Light out to a range of 30ft and Dim Light for another 30ft and is 40ft tall and 15ft wide. Any creature larger than the radius of the pillar cannot be knocked Prone or Restrained by this Spell but still take the damage if they fail their Saving Throw.

--------------------------------------------------------------------------------------------------------------------------------------------------

Spell mantle Edit

  • Level: 4 (Bard, Wizard, Sorcerer)
  • School: Abjuration
  • Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, Up to 10 Minutes

You call up a subtle shroud of energy to protect yourself from harmful magic and assault. For the Duration of the Spell the caster gains a +2 Bonus to their AC and has Advantage on Saving Throws against Spells and Spell Like Effects. In addition the caster is Immune to the Magic Missile Spell for the Duration. At Higher Levels: When this Spell is cast using a Spell Slot of 6th Level or higher the caster may also select one School of Magic and gain an additional +5 Bonus to Saving Throws and their Armor Class against Spells from that School for the Duration of this Spell.

Level 5 Spells Edit

Mark of Justice Edit

  • Level: 5 (Cleric, Paladin)
  • School: Abjuration
  • Ritual: YES
  • Time: 1 Minute
  • Range: Touch
  • Components: V, S, M (A Sapphire Blessed By a Being of Law Worth 500GP That Is Consumed By The spell)
  • Duration: Until Dispelled

You brand a sigil of power on the flesh of the target that punishes wicked actions. When cast the target must succeed on a Charisma Saving Throw or be branded by a Mark of Justice. While marked in this way you must then claim which crimes the Mark will punish (Such as theft, cold blooded murder or lying) and may even select a command word that will trigger the Mark when spoken by you or a creature you designate while within 120ft of the Marked creature. When the creature breaks the commands of the Mark or it is otherwise triggered the Marked creature takes 4d8 Psychic Damage and must succeed on a Charisma Saving Throw or become Stunned until the end of their next turn. This effect

--------------------------------------------------------------------------------------------------------------------------------------------------

Mass Elemental Weapon Edit

  • Level: 5 (Wizard, Cleric, Paladin)
  • School: Transmutation
  • Ritual: YES
  • Time: 1 Action
  • Range: Self (30ft Radius)
  • Components: V, S, M (A Dragon Scale Appropriate to the Chosen Element Worth 250GP That is Consumed By the Spell)
  • Duration: Concentration, Up to 1 Minute

You release a pulse of elemental energy that empowers the weapons of your friends with magical power. One Weapon of your choice being held by you and up to five other creatures within Range deal an additional 1d4 Fire, Cold, Acid, Lightning or Poison Damage for this Spells Duration (Chosen when the Spell is cast).

Level 6 Spells Edit

Opalescent Glare Edit

  • Level: 6 (Cleric)
  • School: Evocation
  • Time: 1 Bonus Action
  • Range: 60ft Cone (Self)
  • Components: S
  • Duration: Instantaneous

Your gaze blazes with divine fury that desires nothing more than the destruction of evil. You project magical sunlight in a 60ft cone from your eyes that banishes any magical darkness not created by a Spell or effect of 7th level or higher. In addition any Fiend, Undead or Aberration caught within the cone must succeed on a Constitution Saving Throw, taking 8d8 Radiant Damage on a Failed Saving Throw, Or half as much Damage on a successful Saving Throw. A creature reduced to 0 Hit Points by this spell is killed and their body Petrifies, being turned into a statue of salt that crumbles to powder at even a light blow.

Community content is available under CC-BY-SA unless otherwise noted.