You are on page 1of 12

Kibbles' Generic Spells

1
Kibbles' Generic Spells
Generic Spells Acid
One of the common things I see folks at my table and across Widely features damage over time, acid deals damage with
the D&D Community looking for all the time is spells that smaller initial damage and typically deals its damage in
better fit elemental archetypes beyond fire. It feels as if the consistent d4s. Generally features Dexterity saving throws.
fire spell list was completed, and everything else got a few Level Spells
leftovers. This is the complete list that gives each element it's
own buffet. Cantrip acid splash, primal savagery
You can simple reflavor fire spells suit your needs - if that 1st caustic brew
works for and your table, great! However, in my experience 2nd acid arrow
over the years of doing exactly that, it tends to rob the
elements of the last vestige of unique flavor, subtle 3rd erodeK
differences, and as consequent the world setting which 4th vitriolic sphere
should feel deep, mysterious, and magical, starts to feel more
game-like, more formulic. 5th acid rainK
In providing this wave of new spells and their possibilities,
this document can help a world have that mystifying depth of Cold
magic that represents the true scope of elemental magic and
the touch of the thousands of wizards that have come before Cold spells deal less than other types of spells, often using d8
leaving behind the research, a true basis and complete damage dice they tend to debuff the target, slowing them,
system of generic elemental magic. restraining them, or leaving difficult terrain. They most often
feature Constitution saves.
Level Spells
Generic Spells License and Use
The new spells (marked with K presented here are Cantrip frostbite, ray of frost
meant to be as generic, universal, and generally 1st arctic breathK, entombK, ice knife,
useful as possible, and consequently are created
with the intention of open and free use. 2nd cold snapK
Feel free to use them with or without credit for 3rd flash freezeK
whatever you want. You can import them to your
VTT of choice, you can include them in your 4th ice storm, ice spikeK
supplements or character options or whatever you
want to use them for. 5th cone of cold
My only goal here is to provide additional spells
for 5e. If you want to credit or support me, I Earth
certainly welcome it, but do not require it.
In the unusual position of dealing a physical damage type
(bludgeoning) this type most often uses d10 damage and
This is a list of spells that do straight forward effects of the targets Dexterity saves, often having secondary elements
elements and only includes damaging effects. Some types of knocking targets around, creating difficult terrain, or creating
spells have control effects beyond their damaging application, obstacles and cover.
but those are not recorded here, as this just focuses on an Level Spells
alternative to retheming the same fire spells for each damage
type. Cantrips magic stone
1st earth tremor
Fire 2nd earth rippleK
Fire spells are largely complete in the default list, and
consequently get the fewest new items. Fire spells typically 3rd erupting earth
deal the most damage, and typically operate with consistent 4th orbital stonesK
d6 dice, and sometimes ignite for additional damage. 5th fissureK
Generally feature dexterity saves.
Level Spells
Cantrips create bonfire, firebolt, produce flame
1st burning hands, hellish rebuke
aganazzar's scorcher, flaming sphere,
2nd
scorching ray
3rd fireball, melf's minute meteors
4th fire shield, wall of fire
5th flame strike, immolation

2
Kibbles' Generic Spells
Force Poison
Force damage brings the ultimate in consistency, with most Offering high damage with high limitations, poison spells
spells offering no save or attack roll, but consequently dealing typically target Constitution and deal high variance d12
only moderate but consistent damage with d4s. damage, some having a chance to poison the target for an
ongoing effect.
Level Spells
Level Spells
Cantrip force boltK
Cantrips poison spray
1st magic missile
1st bad bloodK, nauseating poisonK
2nd seeking orbK, star dustK
2nd poison dartK, vicious vaporsK
3rd aether lanceK
3rd spider biteK, stinking cloud
4th force bladeK
4th stinging swarmK, poison puffK
5th aether stormK,
5th cloudkill
Lightning
Highly volitile damage spells, these often feature d12s with Water
high variance, and sometimes come with powerful status Water spells conjure and forcefully manipulate water, using it
effects, shocking targets or even stunning them, they come in as a medium to transfer kinetic energy, frequently moving
a mix of Constitution and Dexterity saving throws. targets or knocking them prone. They most often feature
strength or dexterity saves, and use reliable d6 damage dice.
Level Spells
Level Spells
Cantrip shocking grasp
Cantrips
1st lightning tendrilK,
1st crashing waveK, water blastK
2nd crackleK, lightning chargedK
2nd dancing waveK
3rd electrocuteK, call lightning, lightning bolt
3rd water cannonK
4th jumping joltK storm sphere
4th crashing waveK
5th sky burstK
5th pressure cutterK
Thunder
Exclusively area of effect spells, it tends to deal d8 damage Wind
dice on a Constitution saves, often with some element of Spells that deal damage typically involve manipulating into
knockback. intense bursts, blades of compressed force, or manipulating
into creating dangerous vortexes. It tends to deal slashing
Level Spells damage with d8s and have Dexterity saving throws.
Cantrips thunderclap
Level Spells
1st thunderpunchK, thunderwave
Cantrips windborne weaponK
2nd shatter
1st gale boltK
3rd thunder pulseK
2nd hurricane slashK
4th echoing lanceK
3rd vortex blastK
K
5th sonic shriek
4th aero barrageK, suffocateK
5th tornadoK

3
Kibbles' Generic Spells
Acid Entomb
1st-level transmutation
Erode
3rd-level conjuration Classes: Wizard
Casting Time: 1 action
Classes: Occultist, Wizard Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 20 feet Duration: Concentration, up to 1 minute..
Components: V, S
Duration: Instantaneous. You attempt to encase a Medium or smaller creature you can
see within ice. The creature must make a Strength saving
You blast a target with mass of acid. The target must make a throw or become restrained by ice for the duration. At the
Dexterity saving throw. On failure, the target takes 8d4 acid end of each of its turns, the target takes 1d8 cold damage and
damage immediately and becomes covered in acid. A target can make another Strength saving throw. On success, the
covered in acid takes 2d4 acid damage at the end of each of spell ends on the target.
its turns. The target or a creature within 5 feet of it can end If the creature takes more than 5 fire or bludgeoning
this damage by using its action to clear away the acid. On a damage from a single damage roll while restrained, the ice
success, the target takes half as much damage and is not breaks and the target is freed, ending the spell for the target.
covered in acid. At Higher Levels: When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for
slot of 4th level or higher, the damage (both initial and later) each slot level above 1st.
increases by 1d4 for each slot level above 3rd.
Cold Snap
Acid Rain 2nd-level evocation
5th-level conjuration Classes: Sorcerer, Wizard
Classes: Druid, Occultist, Wizard Casting Time: 1 action
Casting Time: 1 action Range: 90 ft (5 ft radius)
Range: 300 feet Components: V, S
Components: V, S Duration: Instantaneous.
Duration: Concentration, up to 1 minute.
A swirling burst of freeze wind erupts at a point you choose
Acid rain begins falling within a 40-foot-radius 60-foot-high within range. Each creature in a 5-foot-radius sphere
cylinder centered on a point you choose within range. When centered on that point must make a Constitution saving
a creature moves into the spell's area for the first time on a throw. On a failed save, a creature takes 3d8 cold damage
turn or starts its turn there, the creature must succeed on a and becomes stuck in the ice, reducing their movement
Dexterity saving throw or take 8d4 acid damage, and speed on their next turn by 10 feet. On a success, the target
becomes covered in acid. takes half as much damage and is not stuck in ice.
A creature takes 2d4 acid damage if it ends its turn while The ground in the area is covered with slick ice and snow,
covered with acid. A creature can clear the acid with an making it difficult terrain until the start of your next turn.
action. At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for
Cold each slot level above 2nd.
Arctic Breath Flash Freeze
1st-level conjuration 3rd-level evocation
Classes: Druid, Sorcerer, Wizard Classes: Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self (30 ft line) Range: Self(30-foot cone)
Components: V, S Components: V, S
Duration: Instantaneous. Duration: Instantaneous.
A line of freezing arctic wind 30 feet long and 5 feet wide A freezing wind ripples outward. Each creature in a 30-foot
blasts out from you in a direction you choose. Each creature cone must make a Constitution saving throw. On a fail save, a
in the line must make a Dexterity saving throw. On a failed creature takes 4d8 cold damage and is restrained by ice until
save, a creature takes 2d8 cold damage and their movement the start of your next turn. On a successful save, the target
speed is reduced by 10 feet until the end of their next turn. takes half as much damage and isn't restrained.
On a successful save, a creature takes half as much damage At Higher Levels: When you cast this spell using a spell
and isn't slowed. slot of 4th level or higher, the damage increases by 1d8 for
At Higher Levels. When you cast this spell using a spell each slot level above 3rd.
slot of 2nd level or higher, the damage increases by 1d8 for
each slot level above 1st.

4
Kibbles' Generic Spells
Ice Spike Stone Fist
4th-level evocation 1st-level transmutation
Classes: Sorcerer, Wizard Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 round.
You create lances of ice that shoot up from the ground to You turn your hand and forearm (or similar appendage) to
impale a creature within range. The target must make a stone until the start of your next turn. As part of casting the
Dexterity saving throw. The target takes 4d8 piercing damage spell, you can make a melee spell attack against one creature
and 4d8 cold damage on a failed save. The target takes only you can reach. On a hit, the target takes 2d10 bludgeoning
the 4d8 cold damage on a successful save. damage.
At Higher Levels. When you cast this spell using a spell Until the start of your next turn, you can use your reaction
slot of 6th or 7th level, you can create a second spike. When when you take slashing or piercing damage from an attack to
you cast this spell using a spell slot of 8th or 9th level, you can gain resistance to damage from that attack.
create a third spike. Additional spikes can target the same or At Higher Levels. When you cast this spell using a spell
different creatures. slot of 2nd level or higher, the damage increases by 1d10 for
each slot level above 1st.
Earth
Fissure
Force
5th-level transmutation Aether Lance
Classes: Druid, Sorcerer, Wizard 3rd-level evocation
Casting Time: 1 Action Classes: Sorcerer, Wizard
Range: Self (60 foot line) Casting Time: 1 Action
Components: V, S Range: Self (30-foot line)
Duration: Instantaneous Components: V, S
You rend asunder the earth in a 60-foot-long 5-feet-wide line, Duration: Instantaneous
targeting an area of dirt, sand, or rock at least 10 feet deep. You gather a raw aether in your hand and expel it in a lance of
Creatures in that line must make a dexterity save. On a raw power forming a line 30 feet long and 5 feet wide. Each
failure, a creature falls into a suddenly opened crevice in the creature in a line takes 8d4 force damage.
ground, falling into it before it snaps shut, crushing them. At Higher Levels. When you cast this spell using a spell
From the fall and crush, creatures that fail the saving throw slot of 4th level or higher, the damage increases by 1d4 for
take 6d10 bludgeoning damage. The creature is buried in 10 each slot level above 3rd.
feet of rubble, and creatures without a borrowing speed
require 30 feet of movement to extract themselves from the Aether Storm
loose rubble to return to where they failed the saving throw. If 5th-level evocation
they end their turn while buried, they take an additional 1d10 Classes: Sorcerer, Wizard
bludgeoning damage. Casting Time: 1 Action
Orbital Stones Range: 120 feet
4th-level transmutation Components: V, S
Duration: Concentration, up to 1 minute.
Classes: Druid, Sorcerer, Wizard You conjure a storm of aether erupting from a point of your
Casting Time: 1 action choice within range. The aether storm fills a 10-foot radius,
Range: Self 40-foot-high cylinder centered on a point. When the storm
Components: V, S appears, each creature within its area takes 8d4 force
Duration: Concentration, Up to 1 Minute. damage.
You lift three small to medium rocks or similar objects from A creature takes 1d4 force damage for each 5 feet they
within 10 feet of you, causing them to defy gravity and slowly move through the storm, and if a creature ends their turn
circle you. With all three stones, you have three quarters within the aether storm, they take 8d4 force damage. On your
cover. With at least one stone remaining, you have half cover. turn, you can move the storm 10 feet in any direction as a
As a bonus action while at least one stone remains in orbit, bonus action.
you can magically fling a stone at target within 60 feet. Make At Higher Levels. When you cast this spell using a spell
a ranged spell attack roll. On hit, the target takes 3d10 slot of 6th level or higher, the damage increases by 1d4 for
bludgeoning damage and is knocked backward 5 feet. each slot level above 5th.

5
Kibbles' Generic Spells
Seeking Orb Lightning
2nd-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 Action Shocked
Range: 5 feet Shocked is a pseudo condition used in many
Components: V, S Lightning spells that stuns a target until the start of
Duration: Concentration, up to 1 minute. their next turn. This effectively means they cannot
take reactions, is incapacitated (interrupting some
You create a tiny orb of pure arcane energy that hovers within effects such as concentration), automatically fail
range, and designate a target creature within 120 feet. For strength and dexterity saves, and attacks against
the duration of the spell, at the end of each of your turns, the them have advantage.
orb grows larger and moves 30 feet directly toward the This is a very powerful condition, but far less
creature. If the orb reaches the target, it will detonate dealing powerful than stunning them until the end of the
6d4 force damage and an additional 1d4 damage for each turn, which also makes them lose their action.
round since you cast the spell to the target. The spell ends Shocked will always be described inline (as
after it deals damage. If the orb does not reach the target "shocking the target, stunning them until the start
before the spell ends, it fades away without dealing damage. of the next turn").

Force Bolt
evocation cantrip Crackle
Classes: Sorcerer 2nd-level evocation
Casting Time: 1 Action Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Range: 120 ft. Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: Instantaneous Components: V, S
You hurl a mote of arcane energy at a creature or object Duration: Instantaneous
within range. Make a ranged spell attack against the target. You create three arcs of lightning striking targets in range.
On a hit, the target takes 2d4 force damage. You can direct them at one target or several.
This spell's damage increases by 2d4 when you reach 5th Make a ranged spell attack for each arc. On a hit, the target
level (4d4), 11th level (6d4), and 17th level (8d4). takes 1d12 lightning damage. If three or more arcs hit a
single target, they must make a Constitution saving throw or
Force Blade become shocked, stunning them until the start of their next
4th level evocation turn.
Classes: Sorcerer, Wizard At Higher Levels. When you cast this spell using a spell
Casting Time: 1 bonus action. slot of 3rd level or higher, you create one additional arc for
Range: Self (5 feet) each slot level above 2nd.
Components: V, S
Duration: Concentration, up to 1 minute. Electrocute
3rd-level evocation
You create an oversized blade of pure scintillating force
energy in your hand. For the duration of the spell, as an Classes: Sorcerer, Wizard
action, you can sweep the blade through on target within Casting Time: 1 action
reach, dealing 2d12 force damage. Range: 60 feet
Components: V, S
Star Dust Duration: Instantaneous.
2nd-level evocation A massive arc of lightning leaps from your hand to a target
Classes: Sorcerer, Wizard you can see within range. The target must make a
Casting Time: 1 Action Constitution saving throw. On a failed save, the target takes
Range: Self (30-foot cone) 4d12 lightning damage and is stunned until the start of your
Components: V, S next turn. On a successful save, the target takes half as much
Duration: Instantaneous damage and isn't stunned.
Evokes a burst of brilliant particles of force energy sweeping At Higher Levels: When you cast this spell using a spell
out in a 30-cone originating from you. Creatures in the radius slot of 4th level or higher, the damage increases by 1d12 for
take 3d4 force damage and the next attack roll made against each slot level above 3rd.
them before the start of your next turn has advantage.

6
Kibbles' Generic Spells
Electrify Sky Burst
1st-level evocation 5th-level evocation
Classes: Occultist, Sorcerer, Wizard Classes: Druid, Sorcerer, Wizard
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 120 feet
Components: V, S Components: V, S
Duration: 1 round. Duration: Instantaneous.
You channel lightning into your hands. The next time you Five bolts of lightning strike five points of your choice that
hit a creature with a melee attack (including a melee spell you can see within range. Each creature within 5 feet of the
attack) before the start of your next turn, the target takes chosen points must make a Dexterity saving throw. A
1d10 lightning damage and must make a Constitution saving creature takes 4d12 lightning damage on a failed save, or half
throw. On a failed save, the target becomes stunned until the as much on a successful one. A creature in the area of more
start of their next turn. than one lightning burst is affected only once.
The spell ends after dealing damage, or at the start of your At Higher Levels: When you cast this spell using a spell
next turn, whichever occurs first. For the duration of the spell, slot of 6th level or higher, you can call down an additional bolt
you can cast the spell shocking grasp. of lightning targeting another point within range for each slot
level above 5th.
Lightning Tendril
1st-level evocation
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: 20 feet
Components: V, S, M (a twig from a tree that has been struck
by lightning)
Duration: Concentration, up to 1 minute.
Crackling beams of blue energy leap from your hands. For
the duration of the spell, as an action, you can direct them
toward a creature within range, dealing 1d12 lightning
damage to that creature.
At Higher Levels. When you cast this spell using a 3rd- or
4th-level spell slot, the damage increases to 2d12 and the
range increases to 30 feet. When you cast it using a 5th- or
6th-level spell slot, the damage increases to 3d12 and the
range increases to 60 feet. When you cast it using a spell slot
of 7th level or higher, the damage increases to 4d12 and the
range increases to 120 feet.
Jumping Jolt
4th-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous.
You release an arc of lighting at a creature within range.
Make a ranged spell attack roll against the target. On hit, the
target takes 4d12 lightning damage, and you can cause the
spell to jump to another target within 20 feet of the first
target making a new attack roll for each target. The spell
cannot hit the same target twice, or jump to a target out of
the spells range. The spell can jump a maximum of five times.
On a miss, the target takes half as much damage and the
spell does not jump to a new target.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the starting damage increases by
1d12 for each slot level above 4th.

7
Kibbles' Generic Spells
Poison Poison Puff
4th-level transmutation
Bad Blood
1st-level necromancy Classes: Druid, Occultist, Warlock, Wizard
Casting Time: 1 action
Classes: Druid, Occultist, Warlock, Wizard Range: Self (30-foot cone)
Casting Time: 1 action Components: V, S
Range: 60 ft Duration: 1 round.
Components: V, S, M (a piece of rotten meat)
Duration: Concentration, up to 1 minute. You exhale a cloud of poison that quickly magically expands
to fill a 30 foot cone. Creatures in that area must make a
Targeting a creature you can see within range, you attempt to Constitution saving throw. On a failure, they take 4d12
corrupt it's blood. Creatures without blood are immune to poison damage and become poisoned until the start of their
this effect. The target must make a Constitution saving throw. next turn. On a success, the target takes half as much
On failure, they take 1d12 damage and become poisoned for damage and is not poisoned.
the duration. The area is lightly obscured until the start of your turn, and
At the end of each of its turns, the target can make another any creature that ends their turn within the area takes 2d4
Constitution saving throw. On a success, the spell ends on the poison damage.
target, on failure, they take an additional 1d4 poison as the
poison continues to ravage them. Stinging Swarm
At Higher Levels. When you cast this spell using a spell 4th-level conjuration
slot of 2nd level or higher, you can target one additional target Classes: Druid, Occultist, Warlock, Wizard
for each slot level above 2nd. The targets must be within 30 Casting Time: 1 action
feet of each other when you target them. Range: 60 ft
Nauseating Poison Components: V, S
1st-level necromancy Duration: Concentration, up to 1 minute.
Classes: Druid, Occultist, Warlock You conjure a magical swarm of flying insects within range
Casting Time: 1 bonus action which lasts for the duration. For the duration of the spell, the
Range: Self swarm is magically replenishing and cannot be destroyed. As
Components: V, S a bonus action, you can direct the swarm to move up to 30
Duration: 1 round. feet. If the swarm enters another creature's space, it stops
and swarms them, stinging repeatedly. The creature takes
You shroud your hand, a weapon you are holding, or a natural 2d4 piercing damage and must make a Constitution saving
weapon in dark ichorous miasma. The next time you hit a throw, taking 2d12 poison damage on failure.
creature with a melee attack (including a melee spell attack)
before the start of your next turn, the attack deals an extra Spider Bite
1d12 damage and the target must succeed on a Constitution 3rd-level transmutation
saving throw or be poisoned until the end of your next turn. Classes: Druid, Occultist, Warlock, Wizard
The spell ends after dealing damage, or at the start of your Casting Time: 1 action
next turn, whichever occurs first. Range: Touch
Poison Dart Components: V, S
2nd-level transmutation Duration: Instantaneous
Classes: Occultist, Warlock, Wizard You prick a target with a tiny magical fang of venom. Make a
Casting Time: 1 action melee spell attack against a creature within reach. On hit, the
Range: 60 ft target takes 4d12 modifier poison damage and must pass a
Components: V, S Constitution saving throw or becoming poisoned for 1
Duration: Instantaneous. minute. At the end of each of its turns, the target can make
another Constitution saving throw. On a success, the target is
You conjure a dart of pure poison and hurl it at a creature you no longer poisoned.
can see within range. Make a ranged spell attack. On hit, the If you miss your melee attack roll, you can concentrate (as
target takes 3d12 poison damage and must pass a if concentrating on a spell) to maintain the attack for another
Constitution saving throw or become poisoned until the start attempt until the end of your next turn.
of your next turn. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for
slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 3rd.
each slot level above 2nd.

8
Kibbles' Generic Spells
Vicious Vapors Thunder Pulse
2nd-level transmutation 3rd-level evocation
Classes: Druid, Occultist, Warlock, Wizard Classes: Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft Range: Self(15-foot cone)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute. Duration: Concentration, up to 1 minute.
You fill the air with poisonous vapors in a cube 5 feet on each You gather sonic energy and can expel it in shockwaves for
side. A creature must make a Constitution saving throw when the duration. Until the spell ends, you can use an action to
it enters the spell's area for the first time on their turn or emit a shockwave in a 15-foot cone. Each creature in that
starts its turn there. On a failed save, they take 1d12 poison area must make a Constitution saving throw, taking 3d8
damage and become poisoned until the end of their next turn. thunder damage and being knocked 10 feet away from you on
On a successful save, they take half as much damage and do a failed save, or half as much damage and not being knocked
not become poisoned. away on a successful one.
You can move the cloud of vapors up to 20 feet as a bonus At Higher Levels. When you cast this spell using a spell
action during your turn. slot of 3rd level or higher, the damage increases by 1d8 for
each slot level above 2nd.
Thunder Spells
Thunder Punch
Echoing Lance 1st-level evocation
4th-level evocation Classes: Sorcerer, Wizard
Classes: Occultist, Sorcerer, Wizard Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 60 feet Components: V, S
Components: V, S Duration: Instantaneous.
Duration: Concentration, up to 1 minute.
You charge your hand (or similar appendage) with thunder
You emit a targeted burst of intense sonic energy at a target power. Make a melee spell attack against the target. On a hit,
within range. The target must make a Constitution saving there is a thunderous crash audible from up to 300 feet of
throw. On failure, they take 3d8 thunder damage and you and the target takes 3d8 thunder damage, and is knocked
becomes deafened and stunned for the duration by the 10 feet away from you.
intense sound. On a successful save, the target takes half as At Higher Levels. When you cast this spell using a spell
much damage and is not stunned. slot of 2bd level or higher, the damage increases by 1d8 for
At the end of each of its turns, the target can make another each slot level above 1st.
Constitution saving throw. On a success, the spell ends on the
target, on failure, they take an additional 1d8 thunder from
the echoes within the mind.
Sonic Shriek
5th-level evocation
Classes: Bard, Occultist, Sorcerer, Wizard
Casting Time: 1 action
Range: Self(120-ft cone)
Components: V, S
Duration: Instantaneous.
You emit a sonic blast covering a huge area. Each creature in
a 120 foot cone must make a Constitution saving throw. On a
failed save, a creature takes 6d8 damage and is deafened if
they are within 60 feet of you, or 3d8 damage if they are
further than 60 feet from you. On a successful save, a
creature takes half as much damage. The spell emits a
ringing shriek audible out to 300 feet in the direction cast.
At Higher Levels. 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.

9
Kibbles' Generic Spells
Water Pressure Cutter
5th-level conjuration
Crashing Wave
1st-level conjuration Classes: Sorcerer, Wizard.
Casting Time: 1 Action
Classes: Druid, Sorcerer, Wizard. Range: Self (60 foot line)
Casting Time: 1 Action Components: V, S
Range: Self (15 foot cone) Duration: Instantaneous
Components: V, S
Duration: Instantaneous You unleash a blast of highly pressurized water in a 60 foot
long 15 foot wide line, slashing through everything in its path.
A wave of water sweeps out from you. Each creature in a 15- Each creature in the line must make a Dexterity saving throw,
foot cone must make a Strength saving throw. On a failed or take 10d6 slashing damage. On a successful save, a
save, a creature takes 2d6 bludgeoning damage and is creature takes half as much damage.
knocked 10 feet away from you. If a creature is knocked into At higher levels: When you cast this spell using a spell lot
a wall, another creature, or fails by 5 or more, it is of 6th level or higher, the damage increases by 1d6 for each
additionally knocked prone. On a successful save, the level above 5th.
creature takes half as much damage and is not knocked back.
If you have a source of water at least 5 cubic feet within 5 feet Water Blast
when you cast the spell, you can displace that water, 1st-level conjuration
increasing the range of the spell to a 25 foot cone. Classes: Druid, Occultist, Sorcerer, Wizard.
At higher levels: When you cast this spell using a spell lot Casting Time: 1 Action
of 2nd level or higher, the damage increases by 1d6 for each Range: 30 feet
level above 1st. Components: V, S
Dancing Wave Duration: Instantaneous
2nd-level conjuration You conjure a ball of water before hurling it at a target. Make
Classes: Druid, Occultist, Sorcerer, Wizard. a ranged spell attack against the target. On a hit, the target
Casting Time: 1 Action takes 3d6 bludgeoning damage and if it is Large or smaller
Range: 30 feet must make a Strength saving throw or be knocked prone.
Components: V, S At higher levels: When you cast this spell using a spell lot
Duration: Concentration, up to 1 minute. of 2nd level or higher, the damage increases by 1d6 for each
level above 1st.
You summon a surging mass of water into existence at a
point on the ground within range. The mass of water remains Water Cannon
cohesive filling a 5 foot radius, though only rises 3 feet from 3rd-level evocation
the ground. The area is difficult terrain for any creature Classes: Druid, Occultist, Sorcerer, Wizard.
without a swimming speed. Casting Time: 1 Action
For the duration of the spell, as a bonus action you can Range: Self (30 foot line)
move the wave of water up to 30 feet along a surface in any Components: V, S
direction. The first time the wave enters any creature's space Duration: Instantaneous
during a your turn, they must make a Strength saving throw
or take 1d6 bludgeoning damage and be knocked prone. A You unleash a spout of water that blasts out in line 30 feet
creature automatically fails the saving throw against this long and 5 feet wide line. Creatures in the area must make a
spell if they are prone. Strength saving throw, or take 6d6 bludgeoning damage and
be pushed to an open space at the end of the line away from
Geyser you. If there is no open space to move to (for example they
4th-level conjuration would move into a wall or another creature), they are pushed
Classes: Druid, Sorcerer, Wizard. to the closest space and take an additional 2d6 bludgeoning
Casting Time: 1 Action damage and are knocked prone. On a successful save, they
Range: 120 feet take half as much damage and are not pushed.
Components: V, S
Duration: Instantaneous
You cause a massive eruption of water to blast upwards from
the ground at a point within range. Creatures within 10 feet
of the point must make a Dexterity save or take 4d6
bludgeoning damage and be knocked 60 feet into the air. On
a successful save, creatures take half as much damage, and
are instead knocked their choice of 10 feet away from the
point or 10 feet upward.

10
Kibbles' Generic Spells
Wind At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, you can create an additional line of
Aero Barrage effect. A creature in the area of more than one slash is
4th-level transmutation affected only once
Classes: Sorcerer, Wizard. Suffocate
Casting Time: 1 Action 4th-level transmutation
Range: 120 feet
Components: V, S Classes: Occultist, Sorcerer, Wizard.
Duration: Instantaneous Casting Time: 1 Action
Range: 60 feet.
You create four lances of rapidly spinning condensed wind Components: V, S
and hurl them at targets within range. You can hurl them at Duration: Concentration, up to 1 minute.
one target or several.
Make a ranged spell attack for each lance. On a hit, the You create a whirling sphere of air around a target that
target takes 2d8 slashing damage and is knocked 10 feet causes them to struggle to breathe. The target must make a
backwards. Constitution saving throw. On failure, the target loses 5d8 hit
At Higher Levels: When you cast this spell using a spell points due to lack of air, has disadvantage on all ability
slot of 5th level or higher, you create one additional lance for checks, and cannot speak. On success, the target takes half
each slot level above 4th. as damage and suffers no other effects. For the duration, as
an action, you can force the creation to make a saving throw
Gale Bolt against the ability again.
1st-level evocation If a target fails their saving throw against this spell 3 times
in a row, they become incapacitated until they succeed on a
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard. save or the spell ends. If you don’t use your action to force the
Casting Time: 1 Action target to make a save, it counts as a success.
Range: 120 feet A creature that does not breathe the atmosphere is
Components: V, S unaffected by this spell.
Duration: Instantaneous
A blast of concentrated wind streaks toward a creature of Tornado
your choice within range. Make a ranged spell attack against 5th-level transmutation
the target. On hit, the target takes 2d8 bludgeoning damage Classes: Druid, Sorcerer, Wizard.
and is knocked 10 feet away from you if it is Large or smaller. Casting Time: 1 Action
At higher levels: When you cast this spell using a spell lot Range: 120 feet.
of 2nd level or higher, the damage increases by 1d8 for each Components: V, S
level above 1st. Duration: Concentration, up to 1 minute.
Windborne Weapon A whirling tornado erupts filling a 20-foot-radius, 40-foot-high
transmutation cantrip cylinder centered on a point within range.
Any creature that starts its turn within the tornado must
Classes: Druid, Sorcerer, Wizard make a Strength saving throw. On a failed save, the creature
Casting Time: 1 action takes 4d8 bludgeoning damage and is pushed 10 feet away
Range: 150 feet and 40 feet up. On a successful save, the creature takes half
Components: V, S as much damage and isn't pushed.
Duration: Instantaneous As a bonus action, you can move the tornado up to 30 feet
Make an attack with a weapon with the ammunition or in any direction. Any ranged weapon attack against a target
thrown property as part of the action used to cast this spell, within 20 feet of the tornado has disadvantage, and any
turning it into a ranged spell attack. This attack ignores cover. ranged attack that passes through it automatically misses.
On hit, it deals 1d8 damage of the weapon's damage type.
At higher levels: This spell's damage increases by 1d8 Vortex Blast
when you reach 5th level (2d8), 11th level (3d8), and 17th 3rd-level evocation
level (4d8). Classes: Occultist, Sorcerer, Wizard.
Casting Time: 1 Action
Hurricane Slash Range: Self (30 foot cone)
2nd-level evocation Components: V, S
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard. Duration: Instantaneous
Casting Time: 1 Action You create a sudden violent vortex that blasts outwards in a
Range: Self (30-foot line) cone, tossing characters and objects within the area.
Components: V, S Creatures take 2d6 bludgeoning damage and must make a
Duration: Instantaneous Strength saving throw. On a failed save be knocked 20 feet
You condense wind into a razor sharp blast that shreds a 30 backward and 40 feet upward.
foot long 5 feet wide line. Creatures in the area must make a At Higher Levels. When you cast this spell using a spell
Dexterity saving throw. A creature takes 3d8 slashing damage slot of 4th level or higher, the damage increases by 1d6 for
on a failed save and half as much on a success. each slot level above 3rd.

11
Kibbles' Generic Spells
SlippyGate
Supported By Solarfed
Creation is made possible by generous patrons: SonOfSofaman
SpectreCreations
Abeezy Suliman Adel
Abyssal Knight Thortron
Amara Tony Bucher
Andrew Keenan Richardson Verixa Okblek
Andrew Valenti Witasmott
AndrewRP8023 WitchDoctorXera
Angel Gomez Wraithkin
Austin Fox Zac McPherron
Bailey Halsall Zaubern
BenPriebe ...and many more!
Bigbird Want to support KibblesTasty in keeping this updated and
Billy Greene creating more homebrew like this? You can join them here on
Brandon Emory Lake Patreon.
Brendan Thank you!
C. Dobb
Cameron
Colin Reilly Fan Content Policy
CovertMuffin This work is unofficial Fan Content permitted
Dallas blanch under the Fan Content Policy. Not
David Santistevan approved/endorsed by Wizards. Portions of the
Dr. Arielpro materials used are property of Wizards of the
Drowrin Coast. ©Wizards of the Coast LLC.
Elijah McGowan
Ethan Hart
Fencing Bucket
FS-1414
Garion Pankievich
Art Credits
Garrí K Cover Image that Kibbles' definitely did not recycle from
Garth Ott Psion - Art by Adrytia45 - Copyright KibblesTasty
Gengoron
Glacirus
Glider Onair
GMBinder
herdsheep
Ihileath
Issac Dyne
Jake Sine
Jason Lasica
Johannes Wieland
Kainoa Pacrro
KnightOfAlcea
Kybernetes
Larry Eger
lastnamefirst
Meerkat Manor
Michael Ramage
Micheal Molik
Mitchell Baltosser
Nannette Groft
Nicholas Sherman
OrionSquared
Patrick Hart
Peter Steil
Prussi Antique
Robert White
Rory Collier
Sam B Spivey
Seffykun
Seranata

Kibbles' Generic Spells

You might also like