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Alicorn Lance Chant

2nd-level conjuration 3rd-level enchantment


Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (30-foot radius)
Components: V, S, M (a facsimile of a unicorn horn) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
A silver-hued, partially ethereal lance shoots from You sing a magical chant that affects all who hear
your hand towards a target in range. Make a ranged you. Creatures friendly to you in range of the spell
spell attack against the target. On a hit, the target add a d4 to their attack and damage rolls.
takes 2d8 force damage. Creatures hostile to you in range of the spell must
Although the lance dissipates after it strikes, it make a Wisdom saving throw. On a fail, for the
leaves a silvery radiance around the target it hit. duration of the spell, whenever they make an attack
While you maintain concentration on this spell, you roll or damage roll, they must roll d4 and subtract
add a d4 to attack rolls made against that creature. that number from their rolls.
At Higher Levels. When you cast this spell using a Classes: Bard, Cleric, Druid
spell slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd. Chaotic Commands
Classes: Bard, Druid 5th-level enchantment
Casting Time: 1 action
Champion's Strength Range: 30 feet
6th-level transmutation Components: V, S
Duration: Concentration, up to 10 minutes
Casting Time: 1 action You place a protective barrier inside a creature's
Range: Self mind. Choose one creature you can see within
Components: V, S, M (a golden circlet worth at range; while under the effect of this spell, that
least 100 gp) creature is immune to the charmed, frightened and
Duration: Concentration, up to 10 minutes stunned conditions, and gains resistance to psychic
You beseech your deity for a fraction of their divine damage.
power. Until the spell ends, you gain the following
benefits: Classes: Bard, Cleric, Druid
You gain 2d8 temporary hit points at the start of Circle of Bones
each of your turns. These disappear when the
spell ends if any remain; 2nd-level necromancy
You can use your spellcasting ability for your
attack and damage rolls with weapons with Casting Time: 1 action
which you are proficient; Range: Self (5-foot radius)
When you hit a target with a melee weapon Components: V, S, M (the bone of a recently slain
attack, that target takes an extra 1d8 radiant or creature)
necrotic damage (your choice when you cast this Duration: 1 minute
spell); You conjure a barrier of floating bones that
When you take the attack action, you can make rapidly spins around you. For the duration of the
one additional attack as part of the same action; spell, you gain a +1 bonus to your armor class, and,
when a creature first enters the area, or starts their
Classes: Cleric turn there, it must make a Dexterity saving throw.
On a fail, it takes 2d6 bludgeoning damage. On a
success, the damage is halved.
At Higher Levels. 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.
Classes: Druid, Ranger
Cloak of Fear Creeping Doom
4th-level necromancy 8th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (15-foot radius) Range: 120 feet
Components: V, S, M (a fresh drop of blood) Components: V, S, M (a crushed locust)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You emanate a frightening presence that disturbs You call forth a horde of venomous, biting and
those near you. When a hostile creature first enters stinging arachnids, insects, and myriapods. Choose
the 15-foot radius, or starts its turn there, they must a target within range that you can see. The swarm
make a Wisdom saving throw. On a fail, they creeps towards them and all hostile creatures
become frightened for the duration of the spell. within 30 feet of the target. Until the spell ends, all
affected creatures take 4d6 piercing damage at the
Once they leave the area, they can Wisdom saving start of their turns.
throws at the end of their turns, ending the
condition on a successful save. Creatures affected by this spell are unable to cast
spells with somatic components. At the start of an
Classes: Bard, Cleric, Paladin affected creature's turn, it must make a Constitution
saving throw. On a fail, it becomes incapacitated, as
Cloud of Pestilence it spends its turn furiously and desperately
scratching itself. On a success, a creature can take
6th-level transmutation an action or a bonus action, but not both, and it can't
make more than one attack on that turn.
Casting Time: 1 action
Range: 60 feet Classes: Druid
Components: V, S, M (a pinch of sulfur)
Duration: Concentration, up to 1 minute Defensive Harmony
You transform the air within range into sickening, 4th-level enchantment
grayish mists. Choose a point within range that you
can see; a cloud forms within a 15-foot-radius Casting Time: 1 action
sphere of that point. The cloud spreads around Range: Self (15-foot radius)
corners. Creatures that start their turn within the Components: V, S, M (an adorned silver bell)
cloud must make a Constitution saving throw. On a Duration: Concentration, up to 1 minute
fail, they suffer 2d8 necrotic damage, become
blinded, and have disadvantage on Strength and You bestow upon your allies and yourself an
Dexterity ability checks and saving throws. enchanted defensive coordination. Creatures
friendly to you (including yourself) gain a +2 bonus
As long as you remain concentrating on the spell, to their armor class. This bonus remains for the
the blindness and disadvantage on the rolls persists duration of the spell, even if your allies leave the 15-
once the creatures leave the area of the cloud. foot radius around you.
Affected creatures outside the cloud make
Constitution saving throws at the end of their turns, Classes: Bard, Cleric, Druid, Paladin
ending these effects on a successful save.
Classes: Druid
Destruction Ghoul Touch
7th-level necromancy 2nd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S, M (a holy symbol worth at least Components: S
500 gp) Duration: Instantaneous
Duration: Instantaneous Your hand becomes charged with foul, negative
A bolt of holy (or unholy) energy smites a creature magic. Make a melee spell attack against a target.
you can see within range, sundering their being. On a hit, they take 2d4 necrotic damage and must
Choose a creature within range that you can see. succeed on a Constitution saving throw. On a fail, it
That target must make a Constitution saving throw becomes paralyzed for 1 minute.
or take 70 points of radiant or necrotic damage The target can repeat the saving throw at the end of
(your choice when you cast this spell). On a each of its turns, ending this effect on a success.
successful save, the target takes 10d6 of that same
damage type instead. Classes: Warlock, Wizard
If a creature is reduced to 0 hit points by this spell,
its remains and all that it is carrying, except for Impervious Sanctity of
magic items, is consumed by divine fire. A creature Mind
slain by this spell can't be returned to life by any
means short of divine intervention, a true 9th-level abjuration
resurrection, or a wish spell.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a Range: Self
spell slot of 8th level or higher, the damage Components: V, S, M (a ring of lead that has been
increases by 20 points or 2d6 for each slot level subjected to the fire breath of a red dragon, which
above 7th. the spell consumes)
Duration: 8 hours
Classes: Cleric
You create an impenetrable psychic barrier in your
mind. You become immune to psychic damage, and
Fire Seeds you can't be affected by spells and abilities that
6th-level conjuration require you to make Intelligence, Wisdom, or
Charisma saving throws.
Casting Time: 1 action
Range: Self Classes: Cleric
Components: V, S, M (a handful of charred acorns)
Duration: 1 minute
You conjure four small pellets in your palm. These
pellets glow faintly and are warm to the touch. You
or someone else may use an action to throw one or
more of these pellets; someone capable of making
more than one attack per round can throw the same
number of pellets as the number of attacks it can
make. The range someone can throw these pellets
is 60 feet. Once thrown, the pellets explode when
they make contact with a surface or a creature.
Creatures within a 20-foot-radius sphere of where
the pellet hit must make a Dexterity saving throw or
take 4d8 fire damage; half as much on a successful
save.
Any pellets remaining after the duration of spell
become inert and no longer explode when thrown.
Classes: Druid
Larloch's Draining Miscast Magic
Touch 5th-level enchantment
1st-level necromancy Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action Components: V, S, M (a cracked gemstone worth at
Range: Touch least 50 gp)
Components: V, S Duration: Concentration, up to 1 minute
Duration: Instantaneous
You attempt to disrupt a creature's ability to tap into
You siphon the life force of others to invigorate your the weave. Choose a creature that you can see
own. Make a ranged spell attacks against a creature. within range. That creature must make a Charisma
On a hit that creature suffers 1d6 necrotic damage. saving throw or suffer the effects of this spell. While
As the life force seeps out of the target, it flows into under the influence of this spell, whenever that
you; you are healed for the amount of damage you creature attempts to cast a spell of 5th level or
dealt and your hit point maximum increases by that lower, they must first pass an ability check using
same amount. their Spellcasting ability. The DC for this ability
check is equal to your Spell save DC.
If you cast this spell while your hit point maximum Failing the check, the spell they were attempting to
has already been increased, this spell doesnt't add to cast fizzles out; the spell slot is expended, but the
your hit point maximum. Instead, your hit point spell has no effect, and the action, bonus action, or
maximum becomes the higher of the two values. reaction used to cast the spell is wasted.
Your hit point maximum returns to normal after 1 A creature can attempt to break free from the
minute. influence of this spell; as an action, the creature can
At Higher Levels. When you cast this spell using a choose to repeat the saving throw, ending this spell
spell slot of 2nd level or higher, the damage on a success.
increases by 1d6 for each slot level above 1st. At Higher Levels. When you cast this spell using a
Classes: Warlock, Wizard spell slot of 6th level or higher, the level of the spells
affected by this spell increases to that same spell
slot level.
Mass Invisibility
7th-level illusion Classes: Artificer, Bard, Cleric, Druid, Paladin,
Sorcerer, Wizard
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 hour
Choose any number of willing creatures within
range; they become invisible for the duration of the
spell.
This spell doesn't end if a creature affected by it
attacks or casts a spell. Instead, that creature leaves
behind a shimmering trail. A creature who sees this
trail may make an Intelligence (Investigation) check
against your Spell save DC to reveal the location of
the creature that attacked or cast the spell.
Classes: Bard, Sorcerer, Wizard
Mold Touch Negative Plane
3rd-level conjuration Protection
Casting Time: 1 action 4th-level abjuration
Range: Touch Casting Time: 1 action
Components: V, S Range: Touch
Duration: Concentration, up to 1 minute Components: V, S, M (holy water touch by a
You infect a creature you touch with a rapidly celestial)
spreading brown mold. Make a melee spell attack Duration: Concentration, up to 1 minute
against a creature within reach. On a hit, the target You ward a creature you touch against negative
takes 4d6 poison damage and becomes infected energy. A willing creature you touch becomes
with the mold. resistant to necrotic damage, has advantage on
At the start of that creature's turn, it must make a saving throws against spells from the necromancy
Constitution saving throw. On a fail, it takes 2d6 school of magic, and its hit point maximum cannot
poison damage and the mold spreads to another be lowered below its normal amount.
hostile creature within 15 feet of the infected Additionally, attacks made by undead creatures have
creature. This new creature becomes infected with disadvantage against a creature warded by this
the mold as well and must, in the same way, make spell.
Constitution saving throws at the start of its turn.
Classes: Artificer, Cleric, Paladin, Wizard
On a successful save, the damage is halved and the
mold disappears on the creature that successfully
saved. Oracle
5th-level divination
Classes: Druid, Ranger
Casting Time: 1 action
Moonblade Range: Self (120-foot radius)
Components: V, S, M (a silvered mirror worth at
3rd-level evocation least 250 gp)
Casting Time: 1 action Duration: Instantaneous
Range: Self Looking in the reflection of the mirror, you can
Components: V, S, M (the petal of a moonflower) distinguish reality from fiction. When you cast this
Duration: Concentration, up to 1 minute spell, illusion spells of 5th level or lower are
You summon a weightless, luminous beam of dispelled. You can choose which spells are dispelled
moonlight in your hand. This spell creates a +1 and which remain.
weapon that lasts for its duration. This weapon At Higher Level. When you cast this spell using a
counts as a simple melee weapon with which you spell slot of 6th level or higher, the level of the
are proficient, and it has the light and finesse illusion spells you can dispel increases to the level
properties. This weapon deals 2d12 radiant damage of the slot you used to cast this spell.
on a hit, and, once per turn, half as much on a miss.
When you hit a fey, fiend, or undead creature, this Classes: Bard, Cleric, Wizard
weapon deals an additional 1d12 radiant damage.
If you drop this weapon, it dissipates at the end of
the turn, Thereafter, while the spell persists, you can
use your bonus action to cause the sword to
reappear in your hand.
At Higher Levels. When you cast this spell using a
spell slot of 5th or 6th level, the weapon it creates is
a +2 weapon that deals 3d12 radiant damage;
casting this spell using a spell slot of 7th level or
higher creates a +3 weapon that deals 4d12 radiant
damage.
Classes: Cleric, Druid, Paladin, Ranger
Reflected Image Spell Sequencer
1st-level illusion 6th-level evocation
Casting Time: 1 action Casting Time: 10 minutes
Range: Self Range: Self
Components: V, S Components: V, S, M (an adamantine chain worth
Duration: Concentration, up to 1 minute at least 1000 gp)
Duration: Until discharged, up to 24 hours
An illusory duplicate of yourself appears in your
space, mirroring your movements and actions. For When you cast this spell, choose two spells of 3rd
the duration of the spell, when you are hit by an level of lower that don't require concentration. You
attack roll, roll a d20. On a 10 or lower, that attack expend the spells slots required to cast these spells
hits your duplicate instead of yourself. The duplicate as if you had cast them normally. These spells are
disappears once it is hit. stored in a sequencer (the adamantine chain).
The spell doesn't end once the duplicate disappears, For the duration of the spell, you can use an action
however; while you maintain concentration, you can on your turn to activate the sequencer, releasing the
use an action on your turn to summon another effects of both spells simultaneously. If one or both
duplicate. of these spells require you to choose targets or
points, you choose those targets or points when you
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard activate the sequencer.
Once activated, the adamantine chain loses the
Reflective Mirror magic you bestowed it, reverting to its original state.
6th-level conjuration You can only have one sequencer at a time. Casting
Casting Time: 1 action this spell while you are already in possession of a
Range: Self sequencer destroys that sequencer.
Components: V, S, M (a pouch of silver powder Classes: Sorcerer, Wizard
worth at least 200 gp, which the spell consumes)
Duration: Concentration, up to 1 minute
You create a translucent, silvery veil around your Shadow Door
person. For the duration of the spell, whenever you 4th-level illusion
are targeted by a ranged attack, you can use your
reaction to reflect that ranged attack back to the Casting Time: 1 action
creature that attacked you. Range: 120 feet
Components: S
Classes: Cleric, Sorcerer, Wizard Duration: Concentration, up to 10 minutes
When you cast this spell, the illusion of a portal
appears in your space. Choose an unoccupied space
you can see within range; a duplicate of yourself and
of the illusory portal appears in that space, seeming
as if you've teleported to that point. In reality, you've
become invisible in the space from which you've
cast the spell.
For the duration of the spell, the duplicate remains
in its space. A successful Intelligence (Investigation)
check against your Spell save DC reveals its illusory
nature. If the duplicate is attacked or interacted
with, it disappears.
You remain invisible for the duration of the spell,
even if the duplicate disappears. The spell ends if
you attack or cast a spell.
Classes: Bard, Sorcerer, Warlock, Wizard
Spell Immunity Spirit Armor
7th-level abjuration 4th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S Components: V, S, M (a pinch of bone meal)
Duration: Concentration, up to 1 minute Duration: 1 hour
You ward yourself against certain kinds of magic. You tap into a creature's life force in order to create
Choose a school of magic; for the duration of this a barrier around them. Touch a willing creature; if
spell, you are unaffected by the effects, harmful or their armor class is lower than 18, it becomes 18 for
helpful, of spells from the school you've chosen. the duration of the spell.
You can still be targeted by spells of the school When the creature affected by this spell suffers any
you've chosen, and you still must make saving damage, it can use its reaction to have the spiritual
throws against their effects if they require saving armor absorb the brunt of the damage. The creature
throws; when the spell ends, any effects of that becomes resistant to the damage type or types it
school of magic active on yourself affect you as suffered for that instance of damage. Using this
normal. reaction dissipates the armor.
Classes: Wizard When the armor dissipates or the spell ends, the
creature affected by this spell must succeed on a
Constitution saving throw. On a fail, they take 2d4
Sphere of Chaos necrotic damage as the magic that protected them
8th-level conjuration leaves their spirit, taking with it some of the life
force of the creature.
Casting Time: 1 action
Range: 120 feet Classes: Sorcerer, Warlock, Wizard
Components: V, S, M (a sphene gem worth at least
500 gp) Spiritual Lock
Duration: Concentration, up to 1 minute
8th-level enchantment
Choose a point you can see within range. A vibrant
and garish 30-foot-radius sphere of pure chaos Casting Time: 1 action
manifests itself centered on that point. A creature Range: 60 feet
that starts its turn inside the sphere must make a Components: V, S, M (an item of significance to the
Charisma saving throw. On a fail, roll a d8 and that targeted creature that it considers invaluable or
creature becomes affected by the effect irreplaceable, which the spell consumes)
corresponding to that roll. Duration: Concentration, up to 1 minute
Chaotic Effect A creature you choose within range must make a
d8 Effect Charisma saving throw or have its mind imprisoned
1 The creature is polymorphed into a frog
in a pocket dimension. If a creature fails its saving
throw against this spell, they become unconscious
2 The creature becomes charmed by you for its duration.
3 The creature burst into flames, suffering 6d8 fire
damage Classes: Bard, Druid
4 The creature becomes paralyzed
5 The creature suffers 10d6 + 40 force damage, being
disintegrated if this damage reduces it to 0 hit
points
6 The creature is healed for 20 hit points
7 The creature is teleported to a random location
within a 120-foot radius of the sphere
8 The creature gains the effects of the haste spell

Effects 3, 5, 6, and 7 are instant; the remainder last


for the duration of the spell.
Classes: Bard, Sorcerer
Star Metal Cudgel Wall of Moonlight
4th-level transmutation 4th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (a quarterstaff or a club, and a Components: V, S, M (a moonflower)
piece of metal fallen from the stars) Duration: Concentration, up to 1 minute
Duration: 1 minute A shimmering tapestry of moonlight appears in a
A quarterstaff or club that you are holding is imbued point that you can see within range. The wall
with a mystic, otherworldly power. For the duration appears in any orientation you choose, as a
of the spell, the weapon you cast this spell on horizontal or vertical barrier or at an angle. It can be
becomes a +2 weapon which deals 2d8 force free floating or resting on a solid surface. The wall
damage. You can use your spellcasting ability for can be up to 60 feet long, 10 feet high, and 1 inch
attack and damage rolls with this weapon instead of thick, and it emits dim light in an area of 120 feet.
Strength. Fey, fiend, and undead creatures that attempt to
When you hit a creature not native to the plane you pass through the wall must make a Constitution
are currently on with this weapon, that creature saving throw. On a fail, they are repelled by the wall
must make a Charisma saving throw. On a fail, that and take 5d10 radiant damage. On a success, the
creature is banished to its native plane. damage is halved, and they are able to pass through.
Whether or not they make the saving throw, fey,
The spell ends if you cast it again or if you let go of fiends, and undead creatures become blinded if they
this weapon. start their turn within 5 feet of the wall or they enter
the space it occupies for the first time on their turn.
Classes: Druid, Ranger The blindness lasts until the start of their next turn.
Vocalize At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage
2nd-level transmutation increases by 1d10 for each slot level above 4th.
Casting Time: 1 action Classes: Bard, Druid
Range: Self
Components: S
Duration: 1 minute
You enchant your vocal chords to resonate even in a
complete vaccum. For the duration of the spell, you
are able to cast spells with verbal components even
if you are unable to speak or are in the area-of-effect
of the silence spell.
Classes: Artificer, Bard, Warlock, Wizard
Wyvern Call
6th-level conjuration
Casting Time: 1 minute
Range: 120 feet
Components: V, S, M (the scales of a dragon)
Duration: Concentration, up to 1 hour
A magical call rings out, beckoning the presence of
a draconic creature. When you cast this spell, a
creature of the dragon type appears in a point that
you can see within range. The CR of this creature is
equal to or lower than the level of the spell slot used
to cast this spell.
The creature regards you and your allies as friendly
for the duration of the spell, it shares your initiative
and takes its turn directly after yours. If the
creature's Intelligence score is lower than 6, it will
follow your verbal commands (no action required to
issue them); if its Intelligence score is 7 or higher, or
if you don't command it, it attacks your enemies and
defends itself to the best of its ability.
If the creature drops to 0 hit points, it disappears
and the spell ends.
Once you drop concentration or the spell ends, if the
creature you summoned is still alive, it may become
hostile to you if it has an evil alignment. How the
creature behaves once the spell ends is determined
by your DM.
At Higher Levels. When your cast this spell using a
spell slot of 7th level or higher, the challenge rating
of the creature you can summon increases to the
level of the slot used to cast this spell.
Classes: Sorcerer, Wizard

Art Credits
Cover art is Bestiary #47, by Ausonia,
https://www.artstation.com/artwork/XBrGra

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