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Astrelan's Compendium of Spellwork

Volume I
From cantrips to ritual casting, this tome should be your
first recourse for spellcasting
By Joseph Holloway

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Joseph Holloway and published under the Community Content
Agreement for Dungeon Masters Guild.
Table Of Contents
1 Introduction
2 Cantrips
5 1st-level Spells
8 2nd-level Spells
11 3rd-level Spells
13 4th-level spells
14 5th-level Spells
15 6th-level Spells
16 7th-level spells
17 8th-level Spells
18 9th-level Spells
Introduction

G
reetings, aspiring scholar. Whoever you may
be, I applaud you for your endeavors in
opening this tome. As an aficionado of the
magical arts myself, I often struggle to find
tomes encompassing such a wide swathe of
spells and arcane magics as I would prefer to
have in my arsenal.
While I am a wizard myself, I often find myself studying the
works of other spellcasters, intrigued by their spells and
rituals. Attempting to analyze them, I have recorded my
learnings of some rather esoteric spells into this tome. It is
the first of hopefully many such volumes, but I daresay that it
has taken some time to come together.
You see, many spells overlap as to which particular
spellcasters may utilize them. On the other hand, some
esoteric spells require that only practitioners of a certain type
of magic may utilize such a spell. This leads to a rarefied
disparity between many schools of magic, all competing
amongst themselves. Some factions slide off and form little
groups together, forming deals and pacts between each other,
while other factions stay separate and divisive. As such,
knowing what type of spellcasters can wield a spell is an
important factor in understanding what the spell does. For
example, a spell that only a warlock can cast is likely to be
drawn purely from some dark eldrithc power, rather than
how a spell that only a cleric can cast will likely come from a
deity's divine radiance.
The sources of power often determine what a spell will
look like, but not always. For example, the spell ice knife is
very universal amongst druids, sorcerers, and wizards, and
its appearance can be traced directly to none of them, as all
of them use elemental magic rather profusely, whereas a
warlock's eldritch blast is very clearly a product of their
eldritch patron's supernatural power. Thus, one must always
study the rather inscrutable nature of the spell to know
exactly what effects it will produce.
As such, this book aims to enlighten its reader on the
usage of spells of each level, and endeavors to show what
spells can be used by what spellcasters, and in what ways
they can be used, to the best of my ability.

Chapter 1 | Introduction 1
Cantrips

T
he simplest of magic, cantrips are ingrained in Combust
one's mind through repeated use and Evocation cantrip
memorization. There is no doubt, however, Casting Time: 1 action
that the simple cantrip is truly the bread and Range: 60 feet
butter in even the most powerful wizard's Components: V, S
cabinet, as one can always fall back on these Duration: Instantaneous
simple, reliable spells. Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Astral Seal You cause a sphere of flames to briefly erupt at a point
Evocation cantrip within range. Each creature in a 5-foot-radius sphere
Casting Time: 1 action centered on that point must make a Dexterity saving throw. A
Range: 60 feet target takes 1d6 fire damage on a failed save. The fire ignites
Components: V, S flammable objects in the area that aren’t being worn or
Duration: 1 round carried. This spell's damage increases as you reach higher
Classes: Cleric, Paladin levels: 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th
level.
You outline your enemy with silvery light, which heals allies
who strike them. Target one creature within range. They Dark Beckoning
must make a Dexterity saving throw. On a failure, creatures Enchantment cantrip
who strike that creature before the end of your next turn Casting Time: 1 action
regain hitpoints equal to your spellcasting modifier on a Range: 30 feet
successful attack. Components: V
Ball Lightning Duration: Instantaneous
Conjuration cantrip Classes: Bard, Warlock, Wizard
Casting Time: 1 action You mesmerize a creature within range into walking
Range: 60 feet towards you. The creature must make a Wisdom saving
Components: V, S throw or take 1d4 psychic damage and move 15 feet towards
Duration: 1 minute, concentration you, stopping within 5 feet of you. This damage increases as
Classes: Druid, Sorcerer, Wizard you reach higher levels: 2d4 at 5th level, 3d4 at 11th level, and
4d4 at 17th level.
You create a ball of lightning at a point that you can see
within range. Until the spell ends, the ball lightning fills a 5- Disrupt Undead
foot cube. Any creature in the ball lightning's space when you Necromancy Cantrip
cast the spell must succeed on a Dexterity saving throw or Casting Time: 1 action
take 1d6 lightning damage. A creature must also make the Range: 60 feet
saving throw when it moves into the ball lightning's space for Components: S
the first time on a turn or ends its turn there. This spell's Duration: 1 round
damage increases as you reach higher levels: 2d6 at 5th level, Classes: Cleric, Paladin, Wizard
3d6 at 11th level, and 4d6 at 17th level.
A simple gesture causes the darkness powering and
Bolstering Strike protecting an undead creature to unravel. Target one undead
Evocation cantrip creature within range. That creature must make a Charisma
Casting Time: 1 action saving throw or lose any necrotic resistance until the end of
Range: 5 feet your next turn.
Components: S, V Earth Bolt
Duration: 1 round Conjuration cantrip
Classes: Bard, Cleric, Paladin
As part of the action used to cast this spell, you must make Casting Time: 1 action
a melee attack with a weapon against one creature within the Range: 60 feet
spell's range, otherwise the spell fails. On a hit, the target Components: V, S, M (a pebble)
suffers the attack's normal effects, and it takes an additional Duration: Instantaneous
1d4 radiant ramage. Additionally, you gain temporary Classes: Artificer, Cleric, Druid, Sorcerer, Wizard
hitpoints equal to your spellcasting modifier. This spell's You conjure a small clod of earth and stone, which you
damage increases as you reach higher levels: 2d4 at 5th level, send flying towards a creature or object within range. Make a
3d4 at 11th level, and 4d4 at 17th level. ranged spell attack. On a hit, you deal 1d8 bludgeoning
damage to the target. This damage increases as you reach
higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at
17th level.

2 Chapter 2 | Cantrips
Illusory Ambush Each time you deal damage with this spell, the target may
Illusion cantrip attempt their save again, freeing themselves of the curse on a
success. At higher levels, you may select more than one target
Casting Time: 1 action with this spell: two targets at 5th level, three targets at 11th
Range: 30 feet level, and four targets at 17th level.
Components: V, S
Duration: 1 round Memory Hole
Classes: Bard, Sorcerer, Warlock, Wizard Enchantment cantrip
You create an illusion of swirling spectral assailants that Casting Time: 1 action
swarm over your enemy. The targeted creature makes a Range: 60 feet
Wisdom saving throw, taking 1d6 psychic damage on a Components: V, S
failure. Additionally, the target has disadvantage on saving Duration: 1 round
throws until the end of their next turn. This damage Classes: Bard, Sorcerer, Warlock, Wizard
increases as you reach higher levels: 2d6 at 5th level, 3d6 at You sift through your foe's mind for the mental
11th level, and 4d6 at 17th level. representation of yourself within it and brutally rip it out. The
Jinx targeted creature must make a Wisdom saving throw or take
Enchantment cantrip 1d8 psychic damage. Additionally, on a failed save, you have
advantage on stealth checks to hide from the creature until
Casting Time: 1 action the start of your next turn. This spell's damage increases as
Range: 90 feet you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and
Components: V, S 4d8 at 17th level.
Duration: 1 round
Classes: Artificer, Bard, Cleric, Sorcerer, Warlock, Wizard Righteous Hammer
You utter a small curse towards a creature within range, Transmutation cantrip
jinxing their next attack. The target makes a Wisdom saving Casting Time: 1 action
throw. On a failure, the first attack they make before the end Range: 5 feet
of your next turn is made with disadvantage, and if they miss, Components: V, S, M (a weapon)
they immediately fall prone and end their turn. Duration: Instantaneous
Classes: Cleric, Paladin
Karma
Divination cantrip As part of the action used to cast this spell, you must make
a melee attack with a weapon against one creature within the
Casting Time: 1 action spell's range, otherwise the spell fails. On a hit, the target
Range: 60 feet suffers the attack's normal effects, and it takes an additional
Components: S 1d8 radiant ramage. This spell's damage increases as you
Duration: 1 round reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and
Classes: Cleric, Warlock, Wizard 4d8 at 17th level.
You extend a hand, twisting fate to ensure that your enemy
reaps what it sows. Target one creature within range. They Sparks
make a Wisdom saving throw. On a failure, they take 1d4 Evocation cantrip
psychic damage, and the next time they hit with an attack Casting Time: 1 action
before the end of your next turn, they take psychic damage Range: 20 feet
equal to your spellcasting modifier. Both the initial and Components: V, S, M (a small copper rod)
residual damage increases as you reach higher levels: 2d4 Duration: Instantaneous
immediately and 1d4 + your spellcasting modifier at 5th level, Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard
3d4 and 2d4 + your spellcasting modifier at 11th level, and
4d4 and 3d4 + your spellcasting modifier at 17th level. You send a fusillade of sparks flying from your fingers
towards a creature or object within range. Make a ranged
Lingering Curse spell attack. On a hit, you deal 1d6 lightning damage to the
Enchantment cantrip target. If the target is wearing metal armor or made of metal
you have advantage on the attack, and they may not take
Casting Time: 1 action reactions until the start of their next turn. This damage
Range: 60 feet increases as you reach higher levels: 2d6 at 5th level, 3d6 at
Components: V, S 11th level, and 4d6 at 17th level.
Duration: 10 minutes, concentration
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
You utter a vile curse towards a creature within range. The
target must make a wisdom saving throw or be cursed for the
duration. Each turn that the target is cursed, you may use
your bonus action to deal 1d6 damage to them.

Chapter 2 | Cantrips 3
Suliya's Mystical Dart
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
You point your finger, and a small dart made of arcane
energy shoots forth. Make a ranged spell attack against one
creature or object within range. On a hit, deal 1d6 force
damage to the target. This spell creates more darts as you
reach higher levels: two darts at 5th level, three darts at 11th
level, and four darts at 17th level. You can direct the darts at
the same target or at different ones. Make a separate attack
roll for each dart.
Thorns
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a nettle)
Duration: 1 round
Classes: Artificer, Cleric, Druid, Sorcerer, Wizard
With a gesture, you cause thorns to sprout around the feet
of one target within range. The target must make a Strength
saving throw or be restrained until the end of their next turn.
Additionally, if they fail their save, they take 1d4 piercing
damage. This damage increases at higher levels: 2d4 at 5th
level, 3d4 at 11th level, and 4d4 at 17th level.
Unraveling Dart
Evocation cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
A gray, smoky dart leaps from your fingertips to strike at
your foe where they are weakest. Make a spell attack roll
against one target within range. Deal 1d4 necrotic damage
on a hit. If the target has any damage vulnerabilities, the
damage is of that type instead of necrotic. This damage
increases at higher levels: 2d4 at 5th level, 3d4 at 11th level,
and 4d4 at 17th level.
Virtuous Strike
Abjuration cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
Classes: Cleric, Paladin
The clean light of your weapon pierces your enemies and
fills you with resolve. As part of the action used to cast this
spell, you must make a melee attack with a weapon against
one creature within the spell's range, otherwise the spell
fails. On a hit, the target suffers the attack's normal effects,
and it takes additional radiant ramage equal to your
spellcasting modifier. Additionally, you gain a +1 bonus to
saving throws until the end of your next turn.
4 Chapter 2 | Cantrips
1st-level Spells

S
pells of the 1st level are like the nuts and bolts of Castigation
wizardry. Many of them produce effects that 1st-level evocation
wizards and clerics will use up until the end of Casting Time: 1 action
their days, while others can produce some effects Range: 30 feet
that simply fall by the wayside. In the end, the Components: V, S
true power of a 1st level spell is in how you put it Duration: 1 minute, concentration
to use. Some shine in the most peculiar of Classes: Cleric, Paladin
circumstances.
You speak a holy word of reprimand, searing your foe with
Angelic Shield divine power. You target one creature within range. The
1st-level abjuration target must make a Constitution saving throw. It takes 2d6
Casting Time: 1 action radiant damage on a failed save, or half as much on a
Range: Self successful one.
Components: V, S, M (a bar of silver worth at least 10 gold) Additionally, if the target is an undead or fiend, on a failed
Duration: 1 minute save, the target is burned with holy fire for the spell's
Classes: Cleric, Paladin duration. The burning target sheds bright light in a 30-foot
radius and dim light for an additional 30 feet. At the end of
You summon angelic energy to shield you from harm. You each of its turns, the target repeats the saving throw. It takes
gain a bonus to your AC equal to your spellcasting modifier. 1d6 radiant damage on a failed save, and the spell ends on a
Each time an attack misses you, the bonus is reduced by 1. successful one. These magical flames cannot be extinguished
This effect lasts for one minute or until the bonus is 0. by nonmagical means.
Acid Claw 2nd level or higher:
1st-level conjuration Casting this spell with a spell slot of 2nd level or higher
causes its initial and residual damage to increase by 1d6 per
Casting Time: 1 action level.
Range: 30 feet
Components: V, S, M (a drop of acid) Diabolic Grasp
Duration: Instantaneous 1st-level evocation
Classes: Artificer, Druid, Sorcerer, Wizard Casting Time: 1 action
You contort your hand as if mimicking a monstrous claw. A Range: 30 feet
black talon of acid then bursts from thin air and swipes at Components: V, S
your foe. The targeted creature within range must make a Duration: Instantaneous
Dexterity save or take 2d4 acid damage on a failure, or half Classes: Warlock
on a success. Additionally, on a failed save, the target takes an You crook your hand into the shape of a claw, and a great
additional 1d4 acid damage at the beginning of their next talon of sulfurous darkness forms around your enemy. It
turn. rakes fiercely at them and drags them a short distance before
2nd level or higher: dissipating again. Choose one target within range. They must
Casting this spell with a spell slot of 2nd level or higher make a Dexterity saving throw or take 2d6 necrotic damage
causes both its initial and residual damage to increase by 1d4 and be pulled 15 feet towards you.
per level.
2nd level or higher:
Arcane Springboard
Casting this spell with a spell slot of 2nd level or higher
1st-level transmutation causes its damage to increase by 1d6 per level.
Casting Time: 1 action Firemetal Shot
Range: 30 feet 1st-level transmutation
Components: V, S, M (a scrap of prepared cloth worth at Casting Time: 1 action
least 5 gold) Range: 60 feet
Duration: 1 minute Components: V, M (a ranged weapon)
Classes: Artificer, Sorcerer, Wizard Duration: 1 minute, concentration
Infusing a small square of prepared cloth with arcane Classes: Ranger
energy, you create a bouncy surface that launches any who You fire a shot from a ranged weapon which buries itself
step on it. You conjure an arcane springboard in a five foot deep in your opponent's flesh. The shot then begins to glow
space within range. The springboard lasts for one minute. red hot. As part of the action used to cast this spell, you must
You or any ally who enters the square can jump a distance make a ranged weapon attack with a weapon against one
equal to their movement speed. Additionally, if an enemy creature within the spell's range, otherwise the spell fails.
steps on the space, they must make a Strength saving throw
or be launched 15 feet in a random direction. A character can
benefit from this conjuration’s effect only once per turn.
Chapter 3 | 1st-level Spells 5
On a hit, the target suffers the attack's normal effects, and it Lightning Whip
takes an additional 1d8 fire ramage. Additionally, it takes 1d8 1st-level conjuration
fire damage each turn at the end of its turn until the bolt is Casting Time: 1 action
removed as an action. Range: Self
2nd level or higher: Components: V, S, M (a small copper rod)
Casting this spell with a spell slot of 2nd level or higher Duration: 10 minutes, concentration
causes both its initial and residual damage to increase by 1d8 Classes: Artificer, Bard, Druid, Sorcerer, Wizard
per level. A long whip made of crackling electricity extends from
Frost Flash your hand. You may use this whip to make a melee spell
1st-level transmutation attack against any target within 10 feet, dealing 2d4 lightning
damage on a hit. If the target is wearing metal armor or made
Casting Time: 1 action of metal, you have advantage on the attack. The whip
Range: 60 feet disappears if you drop or throw it, and may be resummoned
Components: V, S with a bonus action during the duration of the spell.
Duration: 1 round
Classes: Druid, Sorcerer, Warlock, Wizard 2nd level or higher:
Casting this spell with a spell slot of 2nd level or higher
You blast your enemy with cold that leaves them frozen in causes its damage to increase by 2d4 per level.
place. The targeted creature within range must make a
Constitution savging throw or take 2d8 cold damage and be Minor Creation
restrained until the end of your next turn. Half damage and 1st-level conjuration
not restrained on a successful save. Casting Time: 1 action
2nd level or higher: Range: 30 feet
Casting this spell with a spell slot of 2nd level or higher Components: V, S, M (At least 1 ounce of whatever material
causes its damage to increase by 1d8 per level. you are conjuring)
Duration: 5 minutes, concentration
Judgment Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
1st-level evocation Weaving something from nothing, you conjure one item no
Casting Time: 1 action larger than 5 feet on any side, which can be made of up to
Range: 5 feet two different common materials (Such as a table made of
Components: V, S, M (a weapon) wood with iron nails, or a door made of iron). This spell
Duration: Instantaneous cannot create rare metals such as gold, mithril or
Classes: Cleric, Paladin adamantine, nor can it create jewels. The item should be
Your melee attack punishes an enemy with righteous fire, relatively simple, containing no mechanism more complex
while healing an ally. As part of the action used to cast this than a hinge or latch. At the GM's discretion, some items may
spell, you must make a melee attack with a weapon against be too complex to create with this spell. This item is not
one creature within the spell's range, otherwise the spell considered magical for the purposes of overcoming
fails. On a hit, the target suffers the attack's normal effects, resistances, but is clearly magical, radiating dim light out to 5
and it takes an additional 1d8 radiant ramage. Additionally, feet.
on a hit, one creature of your choice within 10 feet of you
regains 1d8 health. Renewing Touch
1st-level evocation
2nd level or higher: Casting Time: 1 action
Casting this spell with a spell slot of 2nd level or higher
causes its damage and healing to increase by 1d8 per level. Range: Touch
Components: V, S
Lightning Shield Duration: 1 round
1st-level conjuration Classes: Bard, Cleric, Druid
Casting Time: 1 action You touch one creature, infusing them with healing energy
Range: 30 feet that takes effect after a moment. The target regains 1d4
Components: V, S, M (a small copper rod) hitpoints immediately, and 2d6 hitpoints at the end of their
Duration: 1 minute next turn. The target only gains the secondary healing if they
Classes: Artificer, Druid, Sorcerer, Wizard do not willingly move before the end of their next turn.
Lightning dances over your skin, lancing out at those that 2nd level or higher:
get too near. Anyone who attacks you in melee takes 1d8 Casting this spell with a spell slot of 2nd level or higher
lightning damage, or 2d8 if they are wearing metal armor or causes its secondary healing to increase by 1d6 per level.
using a metal weapon. Additionally, ranged attacks using
metal ammunition have advantage when made against you.
2nd level or higher:
Casting this spell with a spell slot of 2nd level or higher
causes its damage to increase by 1d8 per level.

6 Chapter 3 | 1st-level Spells


Rock Armor Spear of the Inquisitor
1st-level conjuration 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 100 feet
Components: V, S Components: V, S
Duration: 10 minutes Duration: 1 round
Classes: Druid, Sorcerer, Wizard Classes: Cleric, Paladin
You conjure stone plates from the elemental plane of earth A lance of gleaming energy slices through the air and into
to surround your body. You have resistance to nonmagical your foe, burning it with the power of the gods and rooting it
bludgeoning, piercing, and slashing damage for the duration in place. Make a ranged spell attack. On a hit, the enemy
of the spell, but your movement is halved. takes 2d10 radiant damage and it must make a Strength
saving throw or its movement is reduced to 0 until the end of
Searing Sands its next turn. On a successful save, its movement is reduced
1st-level conjuration by half until the end of its next turn.
Casting Time: 1 action 2nd level or higher:
Range: 60 feet Casting this spell with a spell slot of 2nd level or higher
Components: V, S, M (an ounce of sand) causes its damage to increase by 1d10 per level.
Duration: 1 round
Classes: Artificer, Bard, Cleric, Sorcerer, Wizard Wings of Courage
You conjure a flurry of scorching hot sand within range. 1st-level evocation
You designate a 10-foot radius sphere originating from a Casting Time: 1 action
point within range. All creatures within the area must make a Range: 30 feet
Constitution save or take 2d6 fire damage and be blinded Components: V, S, M (a replica of a pigeon's wing)
until the end of your next turn. Half damage and no blindness Duration: 1 minute, concentration
on a successful save. Additonally, the area is heavily obscured Classes: Cleric, Paladin
until the end of your next turn. Heavenly or infernal wings (your choice) spring from the
2nd level or higher: back of the creature you target, giving them a flying speed
Casting this spell with a spell slot of 2nd level or higher equal to their walking speed for up to one minute.
causes its damage to increase by 1d6 per level.
Skirmisher's Volley
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Artificer, Bard, Ranger, Sorcerer, Warlock, Wizard
You fire a volley of three arcane bolts at your enemies
before moving away. Choose up to three targets within range
and make one ranged spell attack per bolt, dealing 1d4 force
damage on a hit. After casting this spell, you may immediately
move up to 15 feet without provoking an attack of
opportunity.
2nd level or higher:
Casting this spell with a spell slot of 2nd level or higher
causes the damage of each bolt to increase by 1d4 per level.

Chapter 3 | 1st-level Spells 7


2nd-level Spells

I
mbued with sublime usefulness, it is often hard to Deny Fate
choose which 2nd-level spells one should find the 2nd-level divination
most useful. Primarily comprised of utility spells, the Casting Time: 1 action
2nd level of magic spells should not be discounted, as Range: 60 feet
it contains such deadly spells as scorching ray and Components: V, S, M (a tarot card)
snilloc's snowball swarm. Duration: 1 minute, concentration
Barricade
Classes: Bard, Cleric, Wizard
2nd-level evocation (ritual) You choose one creature within range. The next time that
Casting Time: 1 action creature would be hit with a critical strike during the
Range: 30 feet duration of the spell, it is considered instead to be a regular
Components: V, S, M (a brick) hit.
Duration: 10 minutes, concentration 3rd level or higher:
Classes: Artificer, Bard, Cleric, Paladin, Sorcerer, Warlock, Casting this spell with a spell slot of 3rd level or higher
Wizard allows you to target one additional creature per level.
You create a line of shimmering force up to fifteen feet Hole in the Mind
long, ten feet high, and five inches thick. Creatures behind the 2nd-level enchantment
wall have three-quarters cover, and any ranged attacks and
ranged spell attacks made through the wall are made at Casting Time: 1 action
disadvantage. Creatures attempting to pass through the wall Range: 60 feet
must make a Strength saving throw. If they fail, they do not Components: V, S, M (a small bone)
cross through. If they succeed, they can spend half their Duration: 1 round
movement to cross the wall's space. Classes: Bard, Sorcerer, Warlock, Wizard
You sear the thoughts of one creature within range,
Blinding Ward blinding it to an ally's threat. Choose one creature within
2nd-level evocation range. It must make a Wisdom saving throw or take 2d8
Casting Time: 1 reaction which you take when you or an ally psychic damage and one other creature that you choose
is targeted by a melee attack within range becomes invisible to it until the end of your next
Range: 30 feet turn.
Components: V 3rd level or higher:
Duration: 1 round Casting this spell with a spell slot of 3rd level or higher
Classes: Cleric, Paladin causes its damage to increase by 1d8 per level and you may
Brilliant fire erupts around yourself or an ally within range. select one additional creature to become invisible per level.
The enemy which triggered the spell must make a
Constitution saving throw or lose the attack and become Ice Javelins
blinded until the end of their next turn. 2nd-level conjuration
Casting Time: 1 action
Counterpoint Range: 120 feet
2nd-level enchantment Components: V, S, M (a sliver of ice)
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet Classes: Druid, Sorcerer, Warlock, Wizard
Components: V, S, M (a needle) You form a trio of icy javelins around yourself, which hurtle
Duration: 1 round towards enemies one by one. You can hurl them at one target
Classes: Bard, Cleric, Warlock, Wizard or several. Make a ranged spell attack for each javelin. On a
You jinx an opponent's attacks so that they leave hit, the target takes 1d10 cold damage.
themselves vulnerable. Choose one creature within range. 3rd level or higher:
They must make a Charisma saving throw. On a failure, all Casting this spell with a spell slot of 3rd level or higher
creatures adjacent to them are able to make opportunity allows you to create one additional javelin per level.
attacks against them as a reaction whenever they miss with
an attack until the end of your next turn. On a success, they
are unaffected.
3rd level or higher:
Casting this spell with a spell slot of 3rd level or higher
allows you to target one additional creature per level.

8 Chapter 4 | 2nd-level Spells


Illusory Barrage Radiant Charge
2nd-level illusion 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S Components: V, M (a weapon)
Duration: 1 round Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard Classes: Paladin
You fire three psychic bolts at your enemies before creating You propel yourself through the air towards one creature or
an illusion to hide your movements. Choose up to three object within range, brilliant rays of light streaming from your
targets within range and make one ranged spell attack per weapon. As part of the action used to cast this spell, you must
bolt, dealing 1d6 psychic damage on a hit. make a melee attack with a weapon against one creature
After casting this spell, an illusory double appears in your within the spell's range, otherwise the spell fails. On a hit, the
space, and you may immediately move up to 15 feet without target suffers the attack's normal effects, and it takes an
provoking an attack of opportunity. The double looks just like additional 1d6 radiant ramage. You fly towards the target
you, and lasts until the end of your next turn. Creatures who without suffering opportunity attacks, regardless if you hit or
try to determine if the double is real must make an not.
Investigation check versus your spell save DC.
Swift Escape
3rd level or higher: 2nd-level conjuration
Casting this spell with a spell slot of 3rd level or higher
causes the damage of each bolt to increase by 1d4 per level. Casting Time: 1 reaction which you take when you are
targeted as part of an area effect
Illusory Wall Range: 60 feet
2nd-level illusion Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 120 feet Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Components: V, S, M (a brick, or a stick) A quick reaction saves you from danger. At a snap of your
Duration: 10 minuts, concentration fingers, you teleport up to 60 feet to an unoccupied space that
Classes: Bard, Sorcerer, Warlock, Wizard you can see.
A seemingly solid wall materializes where you demand. Vex
Choose a line up to 40 feet long and 20 feet tall on a 2nd-level enchantment
horizontal surface within range. You create the illusion of a
contiguous wall of solid material (such as stone or wood). Casting Time: 1 action
Whenever an enemy moves adjacent to the wall, they must Range: 60 feet
roll a Wisdom save. On a failure, their movement is reduced Components: V, S
to 0, and they believe the wall is real. On a success, they know Duration: 1 minute, concentration
that it is an illusion. Classes: Warlock
You curse one creature in range with wracking pains and
Noble Shield withering flesh. The target must make a Wisdom saving
2nd-level abjuration throw. It takes 3d8 necrotic damage on a failed save, or half
Casting Time: 1 reaction which you take when you are as much on a successful one. On a failed save, the target is
targeted as part of an area effect cursed with ongoing pain for the spell's duration. At the end
Range: 30 feet of each of its turns, the target repeats the saving throw. It
Components: V, S takes 1d4 necrotic damage on a failed save, and the spell
Duration: Instantaneous ends on a successful one.
Classes: Cleric, Paladin, Wizard 3rd level or higher:
You quickly throw up a hand, and a vortex of swirling Casting this spell with a spell slot of 3rd level or higher
energy surrounds you and your allies, shielding them from causes its initial damage to increase by 1d6 per level, and the
harm at your expense. When targeted by an area effect which residual damage to increase by 1d4 per level.
requires a saving throw, you can choose to automatically fail
that saving throw and take the full damage of the spell in
order to cause the creatures you specify within range to take
half damage from the effect. This spell does not change any
other effects of the triggering effect.

Chapter 4 | 2nd-level Spells 9


Visions of Avarice
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a gold coin)
Duration: 1 minute, concentration
Classes: Bard, Wizard
You create an illusion of a fabulous pile of treasure that
occupies a fifteen foot radius sphere originating from a point
within range. You may specify any creatures within range
who can see the illusion for what it is. All other creatures
within twenty feet of the illusion or who come within twenty
feet must make a Wisdom saving throw or be unable to do
anything besides scrabble for the treasure. They may repeat
the save as an action on their turn, ending the effect on a
successful save.

10 Chapter 4 | 2nd-level Spells


3rd-level Spells

T
he 3rd level of spells is truly one of the most Creatures who are immune to the frightened condition are
powerful, containing spells such as fireball and not affected by this spell.
hypnotic pattern. But do not let such spells
lead you solely down a path of fire and Freezing Cloud
brimstone, as there are numberous spells of 3rd-level conjuration
this level that have maximal utility, such as the Casting Time: 1 action
epitomal counterspell or glyph of warding. Range: 120 feet
Components: V, S, M (a drop of water)
Acid Mire Duration: 10 minutes, concentration
3rd-level transmutation Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action A small, icy pellet shoots from your hand and explodes into
Range: 90 feet a cloud of icy mist at the point of impact. A 20 foot radius
Components: V, S, M (a drop of acid) sphere is created at any point within range. Any creatures
Duration: 10 minutes, concentration within the sphere must make a constitution saving throw
Classes: Sorcerer, Wizard when the cloud appears or take 4d8 cold damage. Any
You transform the ground beneath your enemies’ feet to creature which ends its turn in the sphere must make a
hellish slime that eats away at flesh and bone. The ground in Constitution saving throw or take an additional 2d8 cold
a 20-foot radius sphere centered on a point within range damage. The sphere is heavily obscured.
melts into an acidic mire. The area becomes difficult terrain 4th level or higher:
for the duration. When a creature moves into or within the Casting this spell with a spell slot of 4th level or higher
area, it takes 4d4 acid damage for every 5 feet it travels. It causes the initial damage to increase by 2d8 and the followup
takes an additional 4d4 acid damage if it falls prone within damage increase by 1d8 per level.
the area.
4th level or higher: Holy Cascade
Casting this spell with a spell slot of 4th level or higher 3rd-level transmutation
causes both the movement and prone damage to increase by Casting Time: 1 action
1d4 per level. Range: 60 feet
Components: V, S, M (a vial of holy water worth at least 25
Brutish Animation gold)
3rd-level transmutation (ritual) Duration: Instantaneous
Casting Time: 1 action Classes: Cleric, Paladin
Range: 60 feet You empower a vial of holy water with divine energy,
Components: V, S, M (a prepared crystal worth at least 50 launching it a great distance before it explodes with holy
gold, which the spell consumes) might. Choose a point within range. Each creature in a 20-
Duration: 10 minutes, concentration foot-radius sphere centered on that point must make a
Classes: Artificer, Wizard Dexterity saving throw. A target takes 4d6 radiant damage on
Pieces of debris and discarded fragments fly together to a failed save, or half as much damage on a successful one.
form a lumbering construct that obeys your commands. You Undead and fiends take an additional 6d6 radiant damage on
bring nearby items together to form a creature with a failed save, or half as much on a successful one.
equivalent stats to a suit of Animated Armor, but only 15
hitpoints. You may command the creature as a bonus action Murder of Crows
on your turn, and it acts at the end of your turn. You may only 3rd-level illusion
have one Brutish Animation active at one time. If you cast Casting Time: 1 action
this spell again, the first construct falls to the ground, lifeless. Range: 60 feet
Components: V, S, M (a crow's feather)
Doomsday Portent Duration: 1 minute, concentration
3rd-level divination Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action You conjure a flock of shadowy ravens to descend upon a
Range: 30 feet creature within range, pecking and biting at it incessantly.
Components: V, S, M (a set of bone dice) The target must make a Wisdom saving throw. It takes 5d8
Duration: 1 round psychic damage on a failed save, or half as much damage on
Classes: Bard, Cleric, Wizard a successful save. On a failed save, the target also continues
You prophesize the demise of your enemy, filling it with to take damage for the spell's duration. At the end of each of
horrifying visions of its death. Choose a creature within its turns, the target repeats the saving throw. It takes 3d8
range. It must make a Wisdom saving throw or be stunned psychic damage on a failed save, and the spell ends on a
until the end of your next turn. successful one.

Chapter 5 | 3rd-level Spells 11


Sharp Retort Unluck
3rd-level enchantment 3rd-level divination
Casting Time: 1 reaction, taken when an enemy you can see Casting Time: 1 action
within range makes a saving throw on their turn Range: 30 feet
Range: 60 feet Components: V, S, M (a tarot card)
Components: V Duration: 1 round
Duration: Instantaneous Classes: Bard, Cleric, Wizard
Classes: Bard You manipulate the target's fate, twisting its good luck into
Your quick rejoinder speaks of enduring pain and bad. The target must make a Wisdom saving throw, taking
misfortune, hindering your enemy’s attempt to throw off a 2d8 psychic damage on a failure, or half on a success.
harmful effect. When an enemy within range makes a saving Additionally, on a failure, one time when the target makes an
throw on their turn, you can utter a quick insult, giving them attack roll before the end of your next turn, you may roll a
disadvantage on the saving throw. Additionally, if they fail the d20 and can replace the target's roll with yours.
saving throw, they take 2d6 psychic damage.
Whispers of Defeat
Radiance 3rd-level divination
3rd-level evocation Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: 60 feet Components: V, S, M (a tarot card)
Components: V, S, M (a drop of holy water) Duration: 1 round
Duration: Instantaneous Classes: Bard, Cleric, Warlock, Wizard
Classes: Cleric, Paladin Your words assume a life of their own, worming into your
You cause one creature within range to exude holy enemy's mind and creating a feeling that defeat is inevitable.
radiance for the briefest of moments. The creature you Choose one creature within range. That creature must make
choose regains 1d8 + your spellcasting modifier hitpoints, a Wisdom saving throw or suffer disadvantage on all attacks
and all creatures within 10 feet of them must make a until the end of your next turn. Additionally, when they miss
Constitution saving throw or take 3d8 radiant damage and be with an attack during the duration of the spell, they take 2d6
blinded until the end of their next turn. They take half psychic damage.
damage and are not blinded on a successful save. 4th level or higher:
4th level or higher: Casting this spell with a spell slot of 4th level or higher
Casting this spell with a spell slot of 4th level or higher causes its damage to increase by 1d6 per level.
causes the damage and healing to increase by 1d8 per level.
Shadow Serpent
3rd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
You weave fabric from the shadowfell into the shape of a
deadly serpent, which strikes at one foe within range. Make a
ranged spell attack against one creature within range, dealing
6d6 psychic damage and poisoning the target until the end of
your next turn on a hit.
4th level or higher:
Casting this spell with a spell slot of 4th level or higher
causes the damage to increase by 1d6 per level.

12 Chapter 5 | 3rd-level Spells


4th-level spells

A
nd so we reach 4th level, where spells become Greater Mage Armor
true beasts - literally, in some cases, with spells 4th-level abjuration
such as conjure minor elementals being found Casting Time: 1 action
at this level. 4th level spells are where you being Range: Touch
to see "wall" spells, such as wall of fire, begin to Components: MV, S, M (a small platinum shield worth at
emerge in full force. There are other wall spells least 25 gold)
at other levels, of course, but the essential wall Duration: 8 hours
of fire really heralds them in. Classes: Wizard
Acid Shackles You touch a willing creature who isn’t wearing armor, and a
4th-level Conjuration strong protective magical force surrounds it until the spell
Casting Time: 1 action ends. The target’s base AC becomes 15 + its Dexterity
Range: 60 feet modifier. The spell ends if the target dons armor or if you
Components: V, S dismiss the spell as an action.
Duration: 1 round Omen
Classes: Artificer, Sorcerer, Wizard 4th-level divination
Caustic words crackle from your mouth, taking physical Casting Time: 1 action
form around your foes as bands of acid that further punish Range: 60 feet
those who move. All creatures within a 10-foot radius sphere Components: V, S, M (a set of bone dice)
centering on a point you choose within range must make a Duration: 1 minute, concentration
Dexterity saving throw. On a failure, they take 6d4 acid Classes: Bard, Cleric, Wizard
damage immediately, and 6d4 acid damage if they move
before the end of your next turn. On a success, they take half You choose one creature within range. When that creature
the initial damage, and no extra damage on movement. hits with an attack but does not score a critical hit during the
5th level or higher: duration of this spell, you may roll a d20. If you roll a 15 or
Casting this spell with a spell slot of 5th level or higher higher, the hit becomes a critical hit and this effect ends.
causes both the initial and movement damage to increase by Thunderlance
2d4 per level. 4th-level evocation
Arc of Lightning Casting Time: 1 action
4th-level evocation Range: Self (100-feet line
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: Instantaneous
Components: V, S, M (two small iron rods) Classes: Bard, Sorcerer, Wizard
Duration: 1 minute, concentration A thunderous pulse of concussive energy rolls from your
Classes: Artificer, Druid, Sorcerer, Wizard hand, forming a line 100 feet long and 10 feet wide, which
You create natural conductivity between two creatures, and blasts out from you in a direction you choose. Each creature
a bolt of electricity arcs between them. Both creatures and in the line must make a Constitution saving throw. A creature
any creatures within the line between them must make a takes 8d6 thunder damage and is pushed 20 feet away from
Dexterity saving throw, taking 10d6 lightning damage on a you on a failed save, or half as much damage and is not
failure, or half on a success. pushed on a successful one.
Both creatures must be in range, and you must be able to In addition, unsecured objects that are completely within
see them. Draw the line from any corner in one creature’s the area of effect are automatically pushed 20 feet away from
space to any corner in the other’s space. you by the spell's effect, and the spell emits a thunderous
boom audible out to 500 feet.
5th level or higher: 5th level or higher:
Casting this spell with a spell slot of 5th level or higher Casting this spell with a spell slot of 5th level or higher
causes the damage to increase by 1d6 per level. causes the damage to increase by 1d6 per level.

Chapter 6 | 4th-level Spells 13


5th-level Spells

E
ven more powerful than 4th level spells, the You decide what triggers the glyph when you cast the spell.
5th level of spells really starts scratching For glyphs inscribed on a surface, the most typical triggers
that itch for power you might have. With include touching or standing on the glyph, removing another
spells like immolation or creation, you're object covering the glyph, approaching within a certain
really starting to get a feel for controlling distance of the glyph, or manipulating the object on which the
not only the battlefield, but possibly the glyph is inscribed. For glyphs inscribed within an object, the
world. Just don't let it go to your head. most common triggers include opening that object,
approaching within a certain distance of the object, or seeing
Disorienting Volley or reading the glyph. Once a glyph is triggered, this spell
5th-level enchantment ends. You can further refine the trigger so the spell activates
Casting Time: 1 action only under certain circumstances or according to physical
Range: 60 feet characteristics (such as height or weight), creature kind (for
Components: V, S, M (a pearl worth at least 200 gold) example, the ward could be set to affect aberrations or drow),
Duration: 1 round or alignment. You can also set conditions for creatures that
Classes: Bard, Sorcerer, Warlock, Wizard don’t trigger the glyph, such as those who say a certain
password.
Silvery missiles spring from your fingertips and streak When you inscribe the glyph, choose explosive runes or a
across the battlefield, striking up to three creatures with specific effect.
disorienting magic. Choose up to three targets within range Explosive Runes: When triggered, the glyph erupts with
and make one ranged spell attack per missile, dealing 3d6 magical energy in a 20-foot-radius sphere centered on the
psychic damage on a hit. On a hit, the target must make a glyph. The sphere spreads around corners. Each creature in
Wisdom saving throw or be incapacitated until the end of the area must make a Dexterity saving throw. A creature
your next turn. takes 8d8 acid, cold, fire, lightning, or thunder damage on a
failed saving throw (your choice when you create the glyph),
Greater Glyph of Warding or half as much damage on a successful one.
5th-level abjuration (ritual) Specific Effect: You can choose one of five effects for the
Casting Time: 1 hour glyph to cause when triggered:
Range: Touch Webs: All creatures within 30 feet of the glyph must make
Components: V, S, M (Incense and powdered diamond a Dexterity saving throw or be restrained for 10 minutes.
worth at least 500 gp, which the spell consumes) They may repeat the save to escape as an action on their
Duration: Concentration, up to 10 minutes turn.
Classes: Cleric, Sorcerer, Warlock, Wizard Frailty: All creatures within 30 feet of the glyph must
When you cast this spell, you inscribe a glyph that harms make a Constitution saving throw or be poisoned for 1
other creatures, either upon a surface (such as a table or a hour. They may repeat the saving throw at the end of each
section of floor or wall) or within an object that can be closed of their turns.
(such as a book, a scroll, or a treasure chest) to conceal the Fear: All creatures within 30 feet of the glyph must make
glyph. If you choose a surface, the glyph can cover an area of a Wisdom saving throw or become frightened of the glyph
the surface no larger than 10 feet in diameter. If you choose for 10 minutes. They may repeat the saving throw at the
an object, that object must remain in its place; if the object is end of each of their turns.
moved more than 10 feet from where you cast this spell, the Bolster: All creatures within 30 feet of the glyph gain 8d8
glyph is broken, and the spell ends without being triggered. temporary hitpoints, which last for 10 minutes.
The glyph is nearly invisible and requires a successful Summon: Choose an elemental with a challenge rating of
Intelligence (Investigation) check against your spell save DC 5 or lower. When triggered, that elemental is summoned
to be found. into the glyph's space. The elemental remains for 10
minutes, and obeys the caster's commands. If no
commands are given, it treats all creatures as hostile, and
acts as it normally would.
6th level or higher:
Casting this spell with a spell slot of 6th level or higher
causes the damage of the explosive runes effect to increase
by 1d8 per level.

14 Chapter 7 | 5th-level Spells


6th-level Spells

S
pells of the 6th level are like fine wines. It is at Necrotic Web
this point in spellcasting that true masters of the 6th-level necromancy
craft distance themselves from those who only Casting Time: 1 action
play at greatness. Range: 60 feet
Components: V, S, M (a replica spider's web made from silk)
Duration: 1 hour, concentration
Arcane Barrier Classes: Sorcerer, Warlock, Wizard
6th-level enchantment (ritual) You cover the battlefield in webs made from strands of
Casting Time: 1 hour black, life-draining energy. The webs fill a 20-foot cube from
Range: 10 feet that point for the duration. The webs are difficult terrain and
Components: V, S, M (a star sapphire worth at least 1000 lightly obscure their area. If the webs aren’t anchored
gold, which the spell consumes) between two solid masses (such as walls or trees) or layered
Duration: 8 hours across a floor, wall, or ceiling, the conjured web collapses on
itself, and the spell ends at the start of your next turn. Webs
You create a magical barrier of force that is 10 feet long layered over a flat surface have a depth of 5 feet.
and 10 feet tall. It is large enough to block a standard Each creature that starts its turn in the webs or that enters
doorway or seal off a hallway. The obstruction is invisible them during its turn must make a Dexterity saving throw. On
from more than 60 feet away, but if viewed from closer than a failed save, the creature takes 5d6 necrotic damage and is
that, it is discernible as a translucent, shimmering, paper-thin restrained as long as it remains in the webs or until it breaks
wall. free. If a creature is restrained by the webs at the start of
When you perform the ritual, you allow for certain other their turn, they take an additional 5d6 necrotic damage.
creatures or types of creature to pass through the barrier, A creature restrained by the webs can use its action to
ignoring its effects, in the same manner as for arcane lock. make a Strength check against your spell save DC. If it
Your spell save DC, with a +5 bonus, sets the DC for the ward succeeds, it is no longer restrained.
to be defeated by spells such as dispel magic. The DC to
break through the barrier with a Strength check is 5 higher Soul Flaying
than that. 6th-level necromancy
If you spend 4 hours and four times the component cost to
perform this spell, the duration becomes permanent. A Casting Time: 1 action
spellcaster who performs a spell, such as knock or dispel Range: 60 feet
magic, to pass through a permanent arcane barrier spell can Components: V, S, M (an onyx worth at least 200 gold)
choose to bring the arcane barrier down temporarily (in Duration: 1 minute, concentration
which case it seals again after 5 minutes) or to destroy it. Classes: Sorcerer, Warlock, Wizard
You sear your enemy’s soul with a bolt of eldritch energy,
Ghostly Step which weakens him greatly for a short time. Make a ranged
6th-level transmutation spell attack against the target. On a hit, the target takes 8d8
Casting Time: 1 action necrotic damage. Additionally, the target deals only half
Range: Self damage with weapon attacks that use Strength until the spell
Components: V, S, M (a crystal ball worth 100 gold) ends.
Duration: 10 minutes, concentration At the end of each of the target’s turns, it can make a
At a gesture, your corporeal form takes on a ghostly Constitution saving throw against the spell. On a success, the
appearance. For the duration of the spell, you gain a flying spell ends.
speed of 30 feet, and you can move through creatures and 7th level or higher:
objects as if they were difficult terrain. You take 2d10 force Casting this spell with a spell slot of 7th level or higher
damage if you end your turn inside an object. For the causes the damage to increase by 1d8 per level.
duration, you also have resistance to bludgeoning, piercing,
and slashing damage from nonmagical attacks.

Chapter 8 | 6th-level Spells 15


7th-level spells

T
he 7th level of casting is almost akin to the 2nd Horrifying Truths
level, really. You have a wide variety of options, 7th-level enchantment
and they all sound like marvellous additions to Casting Time: 1 action
one's arsenal. But you can only choose a few to Range: 60 feet
master, and those choices must be made with Components: V, S
care and deliberation. Duration: 1 round
Cinder Storm
Classes: Bard, Warlock, Wizard
7th-level transmutation Your cruel pronouncement becomes truer with every strike.
Casting Time: 1 action Choose a point within range. Each creature of your choice
Range: Self (60-foot cone) that you can see within a 20-foot radius sphere originating
Components: V, S, M (a handful of ash or charcoal) from that point must make a Wisdom saving throw. On a
Duration: 1 minute, concentration failure, they take 6d6 psychic damage and are frightened of
Classes: Druid, Sorcerer, Warlock, Wizard you until the end of your next turn, half damage and they are
not frightened on a success. Additionally, if a creature who is
A blast of fire and ash erupts from your hands, scorching frightened of you due to this spell takes damage, they are
and blinding your foes. Each creature in a 60-foot cone must stunned until the end of your next turn.
make a Constitution saving throw. A creature takes 6d10 fire
damage and is blinded for 1 minute on a failed save, or half Radiant Blast
as much damage and is not blinded on a successful one. 7th-level evocation
While blinded by this spell, a creature takes 2d10 fire damage Casting Time: 1 action
at the start of each of their turns. A creature can repeat the Range: 60 feet
saving throw at the end of each of their turns, removing the Components: V, S
blinded condition on a success. Duration: Instantaneous
A creature killed by this spell becomes a statue made of Classes: Cleric
ash, which remains until someone touches it or it is moved by
a moderate or stronger wind (at least 10 miles per hour). A miniature sun appears amid your foes, blinding them
8th level or higher: with divine radiance. Choose a point within range. A burst of
Casting this spell with a spell slot of 8th level or higher radiant energy explodes from that point in a 10-foot radius
causes both the initial and residual damage to increase by sphere. Each creature within the sphere must make a
1d10 per level. Constitution saving throw, taking 10d6 radiant damage and
being blinded until the end of your next turn on a failure, or
Final Breaths half damage and not being blinded on a success.
7th-level enchantment 8th level or higher:
Casting Time: 1 action Casting this spell with a spell slot of 8th level or higher
Range: 60 feet causes the damage to increase by 2d6 per level. Casting this
Components: V, S, M (ruby dust worth at least 500 gold, spell with a 9th level spell slot additionally causes the
which the spell consumes) blindness to last for 10 minutes without concentration,
Duration: 1 minute, concentration allowing the targets to repeat the saving throw at the end of
Classes: Bard, Sorcerer, Warlock, Wizard their turns.
A creature you choose within range suddenly believes that Sun Hammer
they have stopped breathing. The target must make a 7th-level evocation
Wisdom saving throw or begin suffocating as if it had run out Casting Time: 1 action
of breath, as described on page 183 of the player's handbook. Range: 90 feet
They continue suffocating until the spell ends. Components: V, S, M (a prepared topaz worth at least 1000
At the end of each of the target’s turns, it can make a gold, which the spell consumes)
Wisdom saving throw against the spell. On a success, the Duration: Instantaneous
spell ends. Classes: Cleric, Wizard
Forged from the pure light of the sun, the sun hammer
glows brighter the more your allies suffer. You invoke the
hammer to call down a radiant burst upon your foes. Choose
a point within range. A burst of radiant energy explodes from
that point in a 20-foot radius sphere. Each creature of your
choice that you can see within the area must make a
Constitution saving throw. They take 2d10 radiant damage
multiplied by the number of wounded friendly creatures
within the sphere on a failure, or half damage on a success.

16 Chapter 9 | 7th-level Spells


8th-level Spells

T
he noble 8th level of spellcasting. Often seen
by most as a mere stepping stone on the way
to the 9th level of spells, the 8th level of spells
has much to offer indeed. From spells such as
the vaunted antimagic field to the devastating
earthquake, the 8th level of spells is due your
utmost respect.
Illusory Legion
8th-level illusion
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small glass dome)
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
With an incantation, you weave illusions around your allies.
You choose up to eight creatures within range. They gain the
effects of the mirror image spell for 1 minute.
Soul Rot
8th-level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 minute, concentration
Classes: Cleric, Sorcerer, Warlock, Wizard
You fire a sickly green ray of enervating power at a target
you can see within range. Make a ranged spell attack against
the creature to assail its very soul with negative energy. On a
hit, the target takes 12d8 necrotic damage, and it must make
a Constitution saving throw. On a failure, it is poisoned and
can’t regain hit points for 1 minute. It may repeat the saving
throw at the end of each of its turns, ending the effect on a
success.
Waves of Languor
8th-level enchantment
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (an eyelash)
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
With a sweep of your hand, you unleash a flood of energy
that pacifies your foes, making them weak and sleepy.
Creatures within 20 feet of a point you choose within range
must make a Wisdom saving throw. On a failed save, they
take 8d8 psychic damage and they fall unconscious until the
spell ends, the sleeper takes further damage, or someone
uses an action to shake or slap the sleeper awake. They take
half damage and do not fall unconscious on a success.
Undead and creatures immune to being charmed aren’t
affected by this spell.

Chapter 10 | 8th-level Spells 17


9th-level Spells

T
he pinnacle. The peak. 9th level spells are of
the utmost power and prestige, containing
such spells as foresight and meteor swarm,
and of course, the all-powerful wish. Such
spells are able to be cast only by true
practitioners of the art, because of their
immense power. And even then, only sparingly.
Soul Split
9th-level enchantment
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a yellow sapphire worth at least 1000
gold)
Duration: Instantaneous
With a flick of your wrist and a dark invocation, you rip a
creature's soul from their living body and banish it to the
astral plane. Target one creature within range. They must
make a Wisdom saving throw. They take 25d8 necrotic and
25d8 psychic damage on a failed save, half damage on a
success.
Additionally, on a failed save, the target creature's soul is
disconnected from their body and set adrift at a random
location on the astral plane. The target controls both their
body and their spirit, but should their body die, it cannot be
resurrected with anything other than a wish spell until their
soul is reunited with their body. Should the target's soul be
destroyed on the astral plane, their body immediately dies,
and can only be returned to life with a wish spell.
Trace Teleport
9th-level conjuration
Casting Time: 1 reaction, which you take in response to one
creature within range teleporting
Range: 120 feet
Components: V, S, M (a diamond worth at least 5000 gold,
which the spell consumes)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
When a creature within range uses a teleportation spell of
8th level or lower, you may crush the diamond which this
spell requires, teleporting to a space adjacent to their new
location. This effect is not limited by distance, and may be
used to cross into other planes. You do not need to know
where the creature is teleporting to in order to use this spell.

18 Chapter 11 | 9th-level Spells

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