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Wizard's Ancient Spell Compendium

You touch a creature that is asleep or unconscious. The


Cantrips creature is Charmed. While charmed this way, it begins
Gloom
speaking at random, in all languages it knows, on random,
Cantrip illusion rambling topics. It cannot hear questions or be magically
induced to give specific answers. The creature may utter
Casting Time: 1 bonus action names, passwords, directions, and secrets, but those are
Range: 30 ft often lost in random ramblings, and a listener would have to
Components: V, S, M (a lit incense) roll an intelligence check (DC up to the DM considering the
Duration: 1 hour information) to attempt to discern what any given topic is
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, about.
Warlock, Wizard If the creature is awakened at any time, the spell ends.
Every light within range of this spell is considered dim light Drenal's Amok Needles
for the duration.
1st level Enchantment
1st level Casting Time: 1 action
Range: 30 ft
Adhesion⠀ Components: V, S, M (Needles)
1st level Transmutation Duration: 1 minute
Casting Time: 1 action Available for: Artificer, Bard, Warlock, Wizard
Range: Touch You designate a creature within range and toss a needle in
Components: V, S, M (a pinch of powdered hoof) the air. At the start of each of the creature's turns for the
Duration: 1 hour duration, it takes 1 piercing damage.
Available for: Artificer, Bard, Wizard At Higher Levels. When you cast this spell using a spell
Two objects that you are touching and that are touching slot of 2nd level or higher, this spell uses one more needle per
each other become magically glued for the duration. If either slot level above 1st, dealing 1 more damage. The damage is
of the objects is being worn or carried by a creature, they can dealt individually.
roll a dexterity saving throw. On a success, the spell ends.
The two objects can be pulled apart by a Strength check Erase
against your spell save DC. 1st level Transmutation
Blacksteel Casting Time: 1 action
1st level Enchantment Range: 30 ft
Components: V, S
Casting Time: 1 Action Duration: Inst.
Range: Touch Available for: Artificer, Bard, Sorcerer, Wizard
Components: V, S, M (A pinch of iron fillings and a scrap A piece of writing of your choice within range is erased.
of cobweb) The writing can be mundane or magical, such as glyphs of
Duration: 1 hour warding. If magical, it is immediately erased if the spell slot
Available for: Bard, Ranger, Sorcerer, Warlock, Wizard used for this spell is of a level higher than the spell used for
As an action, you can turn a weapon into the ideal tool for the writing. Otherwise, make an ability check using your
stealth. Its color becomes black in its entirety and does not spellcasting ability. The DC equals 10 + the spell’s level. On a
make a sound when swinging or hitting against something. successful check, the spell ends.
Attacks with this weapon are considered magical, and any
blood from attacks with this weapon is absorbed by the Fumble
weapon. Divination spells used to locate or attain information 1st level Enchantment
about the weapon immediately fail for the duration of the Casting Time: 1 Action
spell. Range: 120 ft
Detho's Delirium Components: V, S
1st level Enchantment Duration: Inst.
Available for: Bard
Casting Time: 1 action You attempt to jinx the enemy's next move. The target rolls
Range: Touch a Charisma saving throw. On a success, the spell ends. On a
Components: S failure, the next roll they make is treated as a 1 regardless of
Duration: Up to 1 minute, Concentration the result.
Available for:Bard, Druid, Warlock, Wizard
Healing Dream Components: V, S, M (Roughly ground glass, which must
1st level Enchantment be sprinkled around the target)
Duration: 24 hours
Casting Time: 1 action Available for: Warlock, Wizard
Range: 60 ft You create a mental trap that springs whenever your
Components: V, S, M (A bear's claw, a strip of mental faculties are tampered with. Whenever the target is
dreamwillow bark or a crushed petal of a blue lotus
flower) affected by spells or magic effects that charm, frighten or
Duration: 1 hour force a certain behavior out of them caused by a creature, the
Available for: Bard, Cleric, Druid target can force that creature to roll an intelligence saving
throw, taking 4d6 psychic damage and losing the spell or
Up to ten creatures of your choice within 60 ft of you are magic effect on a failure, half the damage and no extra effect
guaranteed a good night of restful sleep. If they start a long on a success.
rest within the next hour, they are guaranteed to have good
dreams, even if they possess features that shorten their long Augment Undead
rests, such as the elves' Trance feature. Additionally, they 2nd level Necromancy
regain all their hit die, instead of half, and they can use four
hours instead of two for light activities and still get the Casting Time: 1 minute
benefits of the long rest. Range: 90 ft
Components: V, S, M (A piece of cloth taken from a
Mouse corpse)
1st level Enchantment Duration: 24 hours
Available for: Cleric, Druid, Warlock, Wizard
Casting Time: 1 action
Range: 30 ft Three undead creatures of your choice gain +1 to saving
Components: V, S throws, attack and damage rolls, and are immune to being
Duration: 1 hour turned for the duration of the spell. To maintain this effect
Available for: Bard, Sorcerer, Wizard after the duration, you must cast this spell again before the
24 hour period ends. This effect does not stack.
An object you choose within range smaller than a 5 ft cube At higher levels. the bonuses increase to +2 when using a
is animated. While under the effects of this spell, the object spell slot of 4th or 5th level, and +3 when using a spell slot of
has an AC of 15 and 1 hit point. It rolls its own initiative with 6th level or higher.
no bonus, and, on its turn, it scurries off away from all
creatures. It can only use the hide action, and if it has no Babble
place to hide, the Dodge or Dash action. It has 30 ft of 2nd level Enchantment
movement. You can choose to end this spell early. Damage Casting Time: 1 action
dealt while this enchantment is in place does not
permanently damage the object, just breaks the Range: 60 ft
enchantment. Components: V, S
At higher levels. When you cast this spell using a spell slot Duration: Up to 1 minute, Concentration
of 2nd level or higher, the object targeted has +1 AC and +5 Available for: Bard, Sorcerer
hit points per level above 1st. The target must make an Intelligence saving throw or lose
all language proficiencies it has for the duration of the spell,
Suric's Swift Perusal making it incapable of speaking coherent sentences or using
1st level Enchantment vocal components for spells.
Casting Time: 1 action (Ritual)
Range: Self Bowgentle's Fleeting Journey
Components: S 2nd level Conjuration
Duration: 1 Hour Casting Time: 1 bonus action
Available for: Artificer, Bard, Cleric, Warlock, Wizard Range: Touch
You magically enhance yourself to be able to read books at Components: V, S, M (A rubber ball)
five times the normal reading rate. This effect also works on Duration: Inst.
magical tomes and copying new spells into a wizard Available for: Bard, Sorcerer, Warlock, Wizard
spellbook. A creature of your choice is teleported up to 40 ft away
from its current position to a point you can see of your choice
2nd level that is not occupied. The creature can choose to attempt to
resist this spell and roll a dexterity saving throw. If they
Agra's Ambush succeed, nothing happens. At the end of your next turn, the
2nd level Abjuration creature returns to the unoccupied space nearest to its
Casting Time: 1 minute location when the spell was cast.
Range: Touch
Breathsense Available for: Artificer, Bard, Sorcerer, Warlock,
2nd level Divination Wizard
Casting Time: 1 minute You attempt to shake a Large or smaller creature's balance.
Range: Self At the end of its turn, it rolls a dexterity saving throw, falling
Components: V prone on a failure. As an action on following turns, you can
Duration: 1 minute use your action to make the target roll this save again. The
Available for: Artificer, Ranger, Wizard spell ends if you use your action to do anything else. The spell
also ends if the target is ever outside the spell’s range or if it
For the duration, you know the location and size of all has total cover from you.
breathing creatures within 1000 ft of you.
Feather Foot 3rd level
2nd level Enchantment Acid Lash
Casting Time: 1 action 3rd level Evocation
Range: Self Casting Time: 1 Action
Components: S Range: Self
Duration: 10 Minutes Components: V, S, M (Three drops of acid)
Available for: Bard, Ranger, Sorcerer Duration: Up to 1 Minute, concentration
For the duration, the caster gains the ability to move quietly Available for: Artificer, Bard, Druid, Ranger, Sorcerer,
and weightlessly. Pressure-based traps are not triggered by Warlock, Wizard
their steps, and they can dash without breaking stealth. They A strand of acid comes forth from your hands. For the
can also add their spellcasting modifier to their stealth rolls. duration and as part of casting this spell, you can use your
action to make a melee spell attack with a range of 10 ft,
Fool's Speech dealing 4d4 acid damage on a hit. You can also use your
2nd level Enchantment action to hold the acid forth in a 10 ft line originating from
Casting Time: 1 action you until the start of your next turn. When you do so, a
Range: 30 ft creature that enters the area or starts its turn there must
Components: V, S, M (A whistle made of bone) make a dexterity saving throw or take 4d4 acid damage. If the
Duration: 1 Hour creature succeeds, it takes half damage.
Available for: Bard, Warlock, Wizard At higher levels. the damage increases by 1d4 per level of
the spell slot above 3rd.
Up to 8 targets chosen within range gain proficiency in a
secret language for the duration. The language is Airshpere
incomprehensible to others and doesn't remotely sound like 3rd level Evocation
another language. Spells such as Comprehend Languages Casting Time: 1 Action
and Tongues cannot decipher this language.
Range: 60 ft (5 ft cube)
Seal Mouth Components: V, S, M (A fan)
2nd level Transmutation Duration: Up to 1 Minute, Concentration
Available for: Artificer, Bard, Druid, Ranger, Sorcerer,
Casting Time: 1 Action Warlock, Wizard
Range: Touch A 5 ft diameter sphere of violent winds appears at an
Components: V, S unoccupied space within range of your choice. Any creature
Duration: Up to 1 Hour, Concentration
Available for: Bard, Cleric, Paladin, Sorcerer, Wizard that ends its turn within 5 ft of it must succeed a strength
saving throw or take 2d6 bludgeoning damage, be moved 5 ft
You attempt to magically lock someone's mouth shut. Roll a away from the sphere and, if it's a large or smaller creature,
melee spell attack against a creature. If it hits, the creature be knocked prone on a failure, half damage and none of the
loses the ability to make bite attacks and breath attacks, and extra effects on success. If a large or smaller creature that is
any other attacks that would require a mouth, unless it has flying fails the saving throw, they fall up to 60ft.
other ways to do those attacks. Additionally, the creature As a bonus action, you can move the sphere up to 30 ft. If
cannot speak or use spells that require vocal components. you ram the sphere against a creature, it must roll the saving
throw against the effects again. A creature can only suffer
Tumble these effects once per round.
2nd level Enchantment The sphere can move in any direction, including up, but
disappears if moved more than 60ft away from the caster.
Casting Time: 1 Action At Higher Levels. When you cast this spell using a spell
Range: 60 ft slot of 3rd level or higher, the damage increases by 1d6 for
Components: V, S, M (A pinch of grease, which the spell each slot level above 2nd.
consumes.)
Duration: Up to 1 Minute (Concentration)
Alamir's Fundamental Breakdown For the duration, your eyes glow a ruby red radiance,
3rd level Divination emitting dim light 5ft in front of you, and, as an action and as
part of casting the spell, you can attempt to petrify a creature.
Casting Time: 1 Action It rolls an intelligence saving throw. A creature that is
Range: Touch immune to being blinded automatically succeeds. On a
Components: V, S, M (A needle, used to poke the target) failure, the creature is petrified until the start of your next
Duration: Inst. turn.
Available for: Artificer, Druid, Warlock, Wizard If the creature is physically broken while petrified, it suffers
from similar deformities if it reverts to its original state.
This spell grants the caster with knowledge of the If a creature succeeds this save, it is immune to this effect
ingredients and formulas used in the making of an object no for the next 24 hours.
larger than 5 cubic feet that isn't being worn or carried,
destroying it in the process. The wizard must roll an Chant
intelligence saving throw to understand the information 3rd level Enchantment
gathered. If the caster fails, they immediately fail if they try
the spell on an object made in the same way as that one. Casting Time: 1 Action
The available targets vary depending on the level of the Range: 30 ft
spell slot. Components: V
If the spell slot used is of 3rd or 4th level, this spell can be Duration: Special
used on any non-magical object to learn its composition. The Available for: Bard
intelligence saving throw DC is 10. Doing so immediately
disintegrates the object. This spell allows you to bolster your allies and hinder your
If the spell slot used is of 5th or 6th level, the target can be foes. Every ally that can hear you within 30 ft of you gains +2
a magical liquid (potion, oil, magical ink, etc). The intelligence to attack rolls and saving throws, and every enemy subtracts
saving throw DC is 15. Doing so destroys the liquid. 2.
If the spell slot used is of 7th level or higher, the target can While casting this spell, you cannot cast any other spell
be a magical object, excluding unique artifacts or objects of that demands a vocal component without breaking
extreme power (at GM's discretion). The saving throw DC is concentration. The effects of this spell continue so long as
20. Upon doing so, any magic effects of the object fade, and, if you have concentration. Concentration also ends if your
the saving throw is failed, a violent reaction occurs, dealing capability to use your voice is taken away.
4d8 force damage to all creatures within 5 feet of the object.
Comfort
Arachnophobia 3rd level Enchantment
3rd level Illusion Casting Time: 1 Action
Casting Time: 1 Action Range: 30 ft
Range: 30 ft Components: V, S
Components: V, S Duration: Up to 8 Hours, Concentration
Duration: Up to 1 Minute, Concentration Available for: Bard, Cleric, Druid, Paladin
Available for: Bard, Druid, Ranger, Warlock Up to 10 willing creatures of your choice feel no pain, heat,
The target must roll a Wisdom saving throw when the spell cold, hunger, thirst, exhaustion, and need not eat for the
is cast and again at the end of each of its turns or be duration of the spell. They are immune to fear and spells and
considered frightened for the duration of the spell, the source magical effects that would put them to sleep and gain a +1 to
of fear being thousands upon thousands of illusory spiders wisdom, intelligence, and charisma saving throws.
that cover the target's body. On a success, the spell ends. A Delay Death
creature that is a construct, undead, or immune to the
Frightened condition succeeds this saving throw 3rd level Necromancy
automatically. While under the effects of the spell, the Casting Time: 1 Reaction, in which you see a creature hit
creature must use its action to attempt to brush off the 0 hit points
spiders. Range: 30 ft
Components: V, S, M (Wood from a coffin or a chip of
Basilisk Gaze stone from a gravestone)
3rd level Transmutation Duration: Up to 1 Minute, Concentration
Casting Time: 1 Action Available for: Bard, Sorcerer, Warlock, Wizard
Range: Self As a reaction, you can maintain a creature other than you
Components: V, S, M (A pebble or stone chip and three with 0 hit points from going unconscious. The creature can
tears from the caster) take its turn normally and, while with 0 hit points, and it
Duration: Up to 1 Minute, Concentration suffers the normal effects of taking damage while at 0 hit
Available for: Sorcerer, Warlock, Wizard points. If the creature fails 3 death saving throws, it stays up
until the spell ends, unable to be healed, dying at its end.
Flashburst Duration: Up to 1 Minute, Concentration
3rd level Evocation Available for: Wizard
Casting Time: 1 Action Your arcane focus becomes an umbrella of force energy.
Range: 30 ft Radius While wielding it, you cannot use material or somatic
Components: V, S components, but it grants you +5 AC against attacks you can
Duration: Inst. see and +5 to dexterity saving throws against harmful effects
**Available for: Artificer, Bard, Cleric, Druid, Paladin, and spells you can see. The umbrella can also be used to
Sorcerer, Wizard make melee spell attacks with, dealing force damage equal to
1d4 plus your spell modifier. Only you can hold onto the
This spell generates an intense flash of light in a 30 ft umbrella, and you must be in contact with it, otherwise, the
radius around the caster. Anyone caught within is considered spell is lost.
Blinded until the start of their turn, and must roll a
Constitution saving throw or be considered blinded until the Scalding Spout
end of their turn. 3rd level Evocation
Creatures forewarned before the casting of this spell can
automatically succeed by using their reaction to avert their Casting Time: 1 Action
eyes. Range: 30 ft line
Components: V, S, M (One ounce of fresh water)
Glassee Duration: Inst.
3rd level Transmutation Available for: Artificer, Druid, Sorcerer, Warlock,
Wizard
Casting Time: 1 Action
Range: Touch You attempt to scald a target with a jet of boiling water. Roll
Components: V, S, M (A small piece of glass or crystal) a ranged spell attack against a target of your choice. This
Duration: Up to 10 Minutes, Concentration spell immediately fails if the target has any level of cover from
Available for: Artificer, Druid, Wizard you, and cannot be cast if there are creatures in between a
direct line between you and your target. On a hit, the creature
A 5 ft square, no more than 5 ft in depth surface or non- takes 5d4 bludgeoning damage from the impact and 5d4 fire
magical object you touch becomes translucent. If the object is damage from the boiling water. The fire damage ignores
being worn or carried, the creature can roll a dexterity saving resistances, but not immunity.
throw against this spell, ending it on a success. You can At higher levels. When you cast this spell using a spell slot
choose to only make it translucent for you or to temporarily of 4th level or higher, this spell deals extra 1d4 bludgeoning
turn the material into glass, in which case everyone can see and 1d4 fire damage per slot level above 3rd.
through it, and the material's resilience becomes that of
glass. You can willingly end this spell. When it ends, if the Tenser's Deadly Strike
object or surface was broken, it remains so. Alternatively, if 3rd level Enchantment
the object is a weapon or piece of armor, the spell renders it
only useful for one attack, even if it misses, if a weapon, or Casting Time: 1 Bonus Action
one hit taken, if a piece of armor or shield, as it breaks right Range: Self
after. Components: V, S, M (A full set of tiger claws)
Duration: Up to 1 Minute, Concentration
Multi-Lock Available for: Bard, Cleric, Druid, Warlock, Wizard
3rd level Abjuration For the duration, when you make a weapon attack, the
Casting Time: 1 Action weapon's damage die are treated as if you rolled the
Range: Touch maximum damage.
Components: V, S, M (Gold dust worth at least 100 gp,
which the spell consumes)
Duration: Until Dispelled
Available for: Wizard
You touch the wall of a room. It must consist of walls and a
ceiling that are connected and intact. You can touch the room
you choose from inside or outside. All doors, windows, and
gates leading in or out of the room are affected by an Arcane
Lock spell. When you cast the spell, you can set a password
for either all or none of the affected objects.
Otiluke's Force Umbrella
3rd level Abjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M (A miniature umbrella)
Duration: Up to 1 Minute, Concentration
4th level Available for: Bard, Wizard
Agitate Wounds A creature of your choice within range must succeed a
4th level Necromancy Charisma saving throw or lapse into a despondent
Casting Time: 1 Action depression, as they realize the hopelessness and folly of their
Range: 60 ft beliefs. A creature with 5 or less intelligence or with
Components: V, S, M (A pinch of salt) immunity to being charmed automatically succeeds. The
Duration: 1 Minute creature can also roll a saving throw at the end of each of its
Available for: Bard, Cleric, Sorcerer, Wizard turns. On a success, the spell ends.
The target is considered incapacitated, even though
You can open the wounds of a creature that is missing hit physically capable of acting, everything just seems pointless.
points. The creature rolls a constitution saving throw. On a The target doesn't bother to defend itself, so attempts to
failure, the creature takes 4d8 necrotic damage, and 2d8 disarm, bind or move the target automatically succeed, and
more at the end of their turns for the duration or until the attacks automatically succeed, although whenever the
creature recovers any amount of hit points or spends a use of creature takes damage, it may roll another saving throw
a Healer's Kit to patch their wounds. On a success, the against the spell's effects.
creature takes half damage and doesn't suffer the additional
effect. Lightning Cloak
At higher levels. The damage increases 1d8 for both the 4th level Evocation
initial damage and the extra effect per level of the spell slot Casting Time: 1 Action
above 4th. Range: Self
Blackmantle
Components: V, S, M (A bit of fur and a firefly)
4th level Necromancy Duration: Up to 10 Minutes, Concentration
Available for: Artificer, Cleric, Druid, Sorcerer, Wizard
Casting Time: 1 Action Crackles of lightning surround your body, shedding bright
Range: 60 ft light in a 10-foot radius and dim light for an additional 10
Components: V, S, M (A small, mummified animal) feet. For the duration, you have resistance to lightning
Duration: 1 Minute damage, and creatures who step within 5 ft of you must roll a
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard Dexterity saving throw. They take 3d8 lightning damage and
As an action, you weave a mantle of darkness around each can’t take reactions until the start of its next turn on a failure,
creature of your choice within range. They must succeed a half as much damage and no additional effect on a success.
Charisma saving throw or take 2d10 necrotic damage and Additionally, for the duration, you can use your action to
any form of healing on them fail for the duration. On a launch bolts of lightning towards creatures within 60 ft of
success, they take half damage and suffer none of the you. Roll a ranged spell attack. On a hit, it deals 3d8 lightning
additional effects. damage on a hit.
At Higher Levels: When you cast this spell using a spell At higher levels. When you cast this spell using a spell slot
slot of 5th level or higher, the damage increases by 1d10 per of 5th level or higher, the damage increases by 1d8 for each
slot level above 4th. slot level above 4th.
Bubble Breath Sandstorm
4th level Evocation 4th level Evocation
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 ft Range: 60 ft
Components: V, S, M (A bit of tree sap) Components: V, S, M (A fistful of sand)
Duration: Up to 1 Minute, Concentration Duration: Up to 1 Minute, Concentration
Available for: Artificer, Bard, Druid, Ranger, Sorcerer, Available for: Druid, Ranger, Sorcerer
Wizard A 10 ft radius vortex of raging sand appears centered at a
You blow forth 3 bubbles, rolling a ranged spell attack for point within range. The area is heavily obscured and difficult
each. They can target multiple targets or the same one. On a terrain. All creatures in the area when the spell is cast or that
hit, the target takes 1d6 force damage and is coated in goo, end their turn in it roll a dexterity saving throw or take 4d8
suffering -2 to all saving throws and attack rolls for the slashing damage from the sands, taking half on a success.
duration, or until they use an action to wipe off the goo. The The sand is coarse and rough, and it gets everywhere.
effect stacks if multiple bubbles target the same creature. At higher levels. When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8 per slot
Despair level above 4th.
4th level Enchantment
Casting Time: 1 Action
Range: 30 ft
Components: V, S
There/Not There Belsham's Mace Re
4th level Illusion 5th level Evocation on th
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 ft Range: 60 ft
Components: V, S, M (A small bit of cat fur encased in an Components: V, S
adorned box worth at least 50 gp) Duration: Inst.
Duration: Up to 1 Minute, Concentration Available for: Cleric, Paladin
Available for: Bard, Sorcerer, Warlock As an action, you create a blunt force that swings against a
Choose three creatures within range. At the start of each of target. Roll a ranged spell attack. On a hit, it deals 3d10 force
their turns, they roll a 1d20. On an 11 or higher, they become damage and 3d10 magical bludgeoning damage, and the
invisible until the start of their next turn. On a 20, they also target must roll a Constitution saving throw or be stunned
can teleport up to 30 ft away to an empty space they can see until the end of its turn and drop all items they are holding.
right after becoming invisible.
At Higher Levels. When you cast this spell using a spell Death Spider
slot of 5th level or higher, you can target one additional 5th level Transmutation
creature per slot above 4th. Casting Time: 1 Action
Turn Pebble to Boulder
Range: 60 ft
4th level Transmutation Components: V, S
Duration: Up to 10 Minutes, Concentration
Casting Time: 1 Action Available for: Bard, Druid, Sorcerer, Warlock, Wizard
Range: 60 ft, 10 ft wide line A terrifying twist of the polymorph spell, it turns the
Components: V, S, M (A pebble) appendage no larger than 5 ft of a creature into a spider on a
Duration: Inst. failed Charisma save. If the appendage is being used to hold
Available for: Artificer, Bard, Druid, Ranger, Sorcerer, something, that thing is dropped. If the appendage is
Wizard necessary for the creature's movement, the creature's speed
A pebble you toss grows in size and speed. Anyone in a 10 is halved. If the appendage is used for an attack, such as a tail,
ft wide, 60 ft line from you must roll a dexterity saving throw, or claw attack, that attack is impossible while the spell is held
taking 8d8 non-magical bludgeoning damage and falling and the spider is alive.
prone on a failure, half as much damage, and no additional The spider starts with 5 HP and moves at the start of the
effect on a success. Huge or larger creatures automatically target’s turn. Each round, it consumes part of the limb,
succeed the save. The boulder stops if it hits an obstacle or a dealing 2d6 piercing damage and gaining 5 HP, growing
Huge or larger creature, not having an effect on anything larger. The spider has 12 AC and can be killed, transforming
behind the creature or obstacle if it does. When the boulder it back into the limb it once was. If the target creature dies,
stops, it turns back into a pebble. the spider detaches itself from the creature and becomes its
At Higher Levels. When you use a spell slot of 5th level or own creature with its own initiative, obeying your commands.
higher, the damage increases by 1d8 for each slot above 4th. It still has an AC of 12, the HP it had before detaching, and it
Additionally, at 6th level, Huge creatures do not automatically has a bite attack with +5 to hit and 2d6 damage. It disappears
succeed the save, and, at 8th level, Gargantuan creatures do once the spell ends.
not automatically succeed the save. At higher levels. the spider deals 1d6 extra damage per
round, and with its bite attack per level of spell slot used
Wind Blade above 5th.
4th level Evocation
Discord
Casting Time: 1 Action 5th level Enchantment
Range: 30 ft
Components: S, M (A small fan) Casting Time: 1 Action
Duration: Inst. Range: 60 ft Radius
Available for: Druid, Ranger, Sorcerer, Warlock, Components: V, S
Wizard Duration: Up to 1 Round, Concentration
Available for: Bard, Cleric, Warlock, Wizard
This spell does not break stealth if cast from hiding. Roll a
ranged spell attack against up to five creatures within range. All creatures hostile to you within range must succeed an
Wind picks up and tears at the targets, dealing 6d8 magical Intelligence saving throw or be forced to spend their next
slashing damage on a hit. turn moving towards and, if possible, attacking their nearest
At higher levels. When you cast this spell using a 5th level ally. Creatures immune to charms automatically succeed. The
spell slot or higher, the damage increases by 1d8 for each slot creature will do anything necessary to do this, including
level above 4th. going through harmful effects such as a Wall of Fire, and, if it
has a ranged option and cannot get within melee range of its
ally, will use it.
5th level
Enchanted Mirrors 5th level Divination
5th level Enchantment Casting Time: 1 Action
Casting Time: 1 Action Range: Touch
Range: Self Components: V, S, M (A pair of dice)
Components: V, S, M (Two adorned mirrors, worth 50g Duration: 24 Hours
each, which this spell consumes) Available for: Artificer, Bard, Sorcerer, Warlock
Duration: Up to 1 Minute, Concentration The target rolls a save of the same attribute as your spell
Available for: Artificer, Warlock, Wizard modifier against the caster's spell save DC. On a failure, the
You enchant two mirrors to reflect spells and use them to target has a -1 to all attacks, saves, and checks for the
replicate them. duration. On a success, the target has a +1 to all attacks,
As part of casting this spell, choose a cantrip or first level saves, and checks for the duration.
spell you have prepared. The two mirrors float in front of you, Jaggar's Strengthened Bastion
bouncing the power of the spell back and forth. For the
duration, you can cast the spell as a bonus action, without 5th level Abjuration
using a spell slot. Casting Time: 1 Action
When this spell ends, the mirrors shatter. Range: 120 ft
At Higher Levels. you can choose spells of a level above Components: V, S, M (A piece of chalk)
1st for each level of the spell slot used above 5th. Duration: 1 Hour
Available for: Artificer, Cleric, Wizard
Fallion's Fabulous Fireball
5th level Evocation Objects in a 100 ft cube of your choice within your vision
gain the ability to roll saves against harmful spells, adding
Casting Time: 1 Action your spell modifier plus your proficiency modifier to it, and
Range: 150 ft also gain your spell modifier in AC for the duration.
Components: V, S, M (A tiny ball of bat guano and sulfur)
Duration: Inst. Lightning Curtain
Available for: Bard 5th level Evocation
A version of the Fireball spell that was made for artistic Casting Time: 1 Action
purposes, it can be shaped to the caster's will. When you cast Range: 120 ft
this spell, you can freely draw a line up to 60 ft long. It can Components: V, S, M (A small bit of fur; a piece of amber,
curve and even be off the ground. Anyone caught within the glass, or a crystal rod)
line must roll a Dexterity saving throw. A target takes 8d6 fire Duration: Up to 1 Minute, Concentration
damage on a failed save, or half as much damage on a Available for: Druid, Sorcerer, Warlock, Wizard
successful one. The fire spreads around corners. It ignites
flammable objects in the area that aren’t being worn or You create a wall of lightning on a solid surface within
carried. range. You can make the wall up to 60 feet long, 20 feet high,
At Higher Levels. When you cast this spell using a spell and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20
slot of 6th level or higher, the damage increases by 1d6 per feet high, and 1 foot thick. The wall is translucent and lasts
slot level after the first. for the duration. When the wall appears, each creature within
its area must make a Dexterity saving throw. If the creature is
Fleshshiver wearing armor made of metal, the save is made at
5th level Necromancy disadvantage. On a failed save, a creature takes 5d8 lightning
damage, or half as much damage on a successful save. The
Casting Time: 1 Action spell also deals 5d8 lightning damage to each creature that
Range: 30 ft ends its turn inside the wall. A creature takes the same
Components: V, S, M (A bone, broken during damage when it enters the wall for the first time on a turn or
spellcasting) ends its turn there.
Duration: Up to 1 Minute, Concentration At Higher Levels. When you cast this spell using a spell
Available for: Warlock slot of 6th level or higher, the damage increases by 1d8 for
Every turn and as part of casting this spell, you can use an each slot level above 4th.
action to force a target to roll a constitution saving throw as
the caster attempts to break/dislodge bones and rearrange
organs. On a failure, it takes 5d8 necrotic damage and loses
5ft of movement for the duration of the spell. On a success,
the creature takes half damage and suffers none of the
additional effects.
At Higher Levels. the spell deals 1d8 more damage per
level of the spell slot above 5th.
Gambler's Luck
Nystul's Radiant Arch Available for: Warlock, Wizard
5th level Evocation A magical barrier (Such as Wall of Force, Leomund's Tiny
Casting Time: 1 Action Hut, etc) you touch is opened for the duration. A 5 ft opening
Range: 60 ft appears where you touch. If a creature is in the space of the
Components: V, S, M (A crystal prism) opening when the spell ends, it takes 6d6 force damage and
Duration: Inst. is shunted to the nearest unoccupied space of its choice.
Available for: Artificer, Bard, Cleric, Sorcerer, Wizard If the spell used to create the barrier is of higher level than
the spell slot used to cast this spell, it fails.
This spell creates a glimmering rainbow of light. Roll a
ranged spell attack. On a hit, it deals 1d4 damage of each of Brainkill
the following types: Acid, Cold, Fire, Force, Lightning, 6th level Evocation
Necrotic, Radiant, Poison, Psychic and Thunder, to a total of Casting Time: 1 Action
10d4 damage. It also magically grants the caster the Range: Touch
information of every resistance, immunity, and weakness the
creature possesses. Components: V
Duration: Inst.
Rip Available for: Bard, Sorcerer, Warlock, Wizard
5th level Evocation As an action, you can attempt to erase a creature's
Casting Time: 1 Action memories. The target rolls an Intelligence saving throw. If it
Range: 60 ft succeeds, the spell ends. If it fails, the target takes 1d6
Components: V, S, M (A pair of black gloves) psychic damage, and you can choose one person, place,
Duration: Up to 10 Minutes, Concentration event, or a year, to be completely erased from the target's
Available for: Warlock, Wizard memory.
The target retains any skills it has, even if they were
You target a creature or an object and attempt to rip it learned during a period that was erased by this spell. The
apart. If a creature, it rolls a constitution saving throw, taking knowledge affected by this spell can be re-learned, but not
5d8 force damage on a failure, half as much on a success. If remembered unless a remove curse or greater restoration
the target fails, on each of your turns for the duration you can spell is cast on the target to restore the memories.
use your action to deal 5d8 force damage again, plus 1d8 per Regardless of the result, the target knows their mind has
times that the creature took this damage. The spell ends if been tampered with.
you use your action to do anything else. The spell also ends if
the target is ever outside the spell’s range. If this spell Brightsong
reduces a creature or object to 0 hit points, it is ripped apart 6th level Abjuration
and, if a creature, instantly killed. Casting Time: 1 Action
Sacremon's Acrid Wit Range: 20 ft Radius
5th level Enchantment Components: V
Duration: 1 Hour
Casting Time: 1 Bonus Action Available for: Bard
Range: 60 ft
Components: V, S You create a sphere of protection against movement
Duration: Up to 1 Minute, Concentration impairing effects. For the duration, creatures of your choice
Available for: Bard within 20 ft of you are under the effects of a Freedom of
Movement spell. Any spell or magical effect that targets the
When this spell is cast, a large floating mouth, similar to a chosen creatures and would aim to restrict their movement
magic mouth appears and follows the target. The mouth or apply a condition that did so fail and are expended.
criticizes, harangues, insults, and berates the target in its
native tongue. As a bonus action and as part of casting this
spell, if you haven't used your action to cast Vicious Mockery,
you can command the mouth to do it for you, dealing 4d4
psychic damage regardless of your level. If the target dies, you
can use your bonus action to move the mouth to a new target
within range before casting Vicious Mockery with it.

6th level
Barrier Reaver
6th level Evocation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A small metal key)
Duration: Up to 1 Minute, Concentration
Dead Man's Eyes Your voice booms forth. Each creature in the 60 ft cone
6th level Necromancy rolls a constitution saving throw, taking 6d8 thunder damage
and being pushed 30 ft away from you on a failure, half
Casting Time: 1 Action damage, and not pushed on success. Creatures in the center
Range: Self line of the cone automatically fail the save.
Components: V, S, M (A pair of marbles, of the color of
the caster's eyes) Imbue Undead
Duration: Up to 1 Minute, Concentration 6th level Enchantment
Available for: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 10 Minutes
Your eyes change to a color of your choice, both the whites Range: 10 ft
and pupils and glow that color. For the duration, creatures Components: V, S, M (A scroll with a spell's name)
who look into them must roll a Constitution saving throw, Duration: Inst.
suffering effects depending on their maximum hit points on a Available for: Cleric, Warlock, Wizard
failure.
Creatures with 20 or less maximum hit points immediately You give up the ability to cast a spell and give it to an
die. undead, usually within your command. Choose an undead
Creatures with 21-50 maximum hit points immediately fail creature and a spell you know of a level below the level of the
two death saving throws. spell slot used for this casting, but not below first level. You
Creatures with 51-100 maximum hit points immediately are no longer able to cast this spell until the creature dies,
fail a death saving throw. and the undead gains the ability to cast it. The creature can
Creatures with more than 100 maximum hit points only cast it once and regains the ability to do so on a long
immediately roll a death saving throw. rest. The undead must stay within range throughout the
Additionally, as an action, you can force a target within 15 whole casting.
ft of you to look into your eyes, causing them to have to roll Teleport Other
the save unless they’ve already rolled it that round. A creature
can only suffer these effects once per round, and, if it 6th level Conjuration
succeeds the saving throw, are immune to the spell's effect Casting Time: 1 Action
for the next 24 hours. Once this spell ends, the caster is Range: Touch
considered blinded for the same amount of turns that the Components: V, S
spell was active for. Duration: Inst.
Available for: Sorcerer, Warlock, Wizard
Flame of Justice
6th level Divination You attempt to teleport a creature to another space within
60 ft of it that you can see. Unless willing, the creature rolls a
Casting Time: 1 Action Dexterity saving throw. On a success, the spell has no effect.
Range: 10 ft On a failure, the creature is teleported to that space.
Components: V, S, M (desert bee wax candle worth 300
gp, which the spell consumes) Thultaun's Thrust
Duration: Up to 10 Minutes, Concentration 6th level Evocation
Available for: Cleric
Casting Time: 1 Action
A zealot's version of Zone of Truth, this spell works as a Range: Touch
tool to achieve truth. If the spell targets a creature that Components: V, S
doesn't share a language with the caster, the spell fails, Duration: Inst.
unless another spell such as Tongues or Speak with Animals Available for: Sorcerer, Wizard
allows communication when the spell is cast.
The caster can then ask up to 10 questions to the target. A Large or smaller creature is violently thrust 100 ft in a
Whenever the target lies, its body bursts into flame, dealing direction of your choice, slamming and stopping against the
1d6 fire damage, plus 1d6 for each time before this one that first obstacle it meets. If the creature hits an obstacle, it rolls
this damage was activated. If the target avoids the question or a dexterity save, taking 10d6 bludgeoning damage and falling
stays silent, the caster can use their action to trigger the prone on a failure, taking half damage and not falling prone
damage once again. When 10 questions are asked, or when on a success. If it hits a creature, both creatures roll a
the damage is dealt 10 times, the spell ends. dexterity saving throw. The other creature always takes half
damage and falls prone only if it fails the save. A Huge or
Great Shout larger creature automatically succeeds.
6th level Evocation If the creature does not hit an obstacle, it rolls the save
against being prone, but takes no damage.
Casting Time: 1 Action At Higher Levels. When you cast this spell using a spell
Range: 60 ft Cone slot of 7th level or higher, you can shove the creature 10 ft
Components: V farther per slot level above 6th, and the damage increases by
Duration: Inst. 1d6 per slot level above 6th.
Available for: Bard, Sorcerer
Undead Regeneration Undead Fortitude: If damage reduces the amalgam to 0 hit
6th level Necromancy points, it must make a Constitution saving throw with a DC of
5+the damage taken, unless the damage is radiant or from a
Casting Time: 1 Action critical hit. On a success, the amalgam drops to 1 hit point
Range: Touch instead.
Components: V,S Multiattack: The Amalgam makes two Maul attacks
Duration: Inst. Maul: +9 to hit, 3d8+10 bludgeoning damage.
Available for: Cleric, Warlock, Wizard The amalgam can wield weapons and replace Maul attacks
with weapon attacks. It can also wear a shield.
This spell allows the caster to regenerate an undead's The amalgam follows your instructions, but only when
resilience. A target undead you touch regains 5d10 hit points. directly commanded by the use of a bonus action. Otherwise,
Once used, this spell cannot be used on the same undead for it takes the Dodge action and remains still.
the next 24 hours. The amalgam lasts for 72 hours, after which it turns to
At Higher Levels. When you use a spell slot of 7th level or dust.
higher, the healing increases by 1d10 per slot level above 6th.
Surelife
7th level 7th level Abjuration
Nerve Dance Casting Time: 1 Reaction, when you reach 0 hit points
7th level Evocation Range: Self
Components: V, S
Casting Time: 1 Action Duration: Inst.
Range: 60 ft Available for: Cleric, Druid, Sorcerer, Warlock, Wizard
Components: V, S, M (Red spider silk)
Duration: Up to 1 Minute, Concentration As a reaction to taking damage which would reduce your
Available for: Bard, Sorcerer, Warlock, Wizard hit points to 0, you can cast this spell and stay at 1, even if that
damage would kill you outright.
Three bolts of red energy leap from your fingers. Roll a
ranged spell attack for each one. You can target the same Temporal Eye
creature with multiple bolts. If hit, the target takes 3d10 7th level Divination
necrotic damage and rolls a constitution save. If they fail, they
fall prone and are considered incapacitated until the end of Casting Time: 10 Minutes
their next turn. The bolts continue to seek the target even if Range: Self
they fail to hit the first time; so long as you maintain Components: V, S, M (an adorned veil of fine silk worth at
concentration, you can use your action on following turns to least 200 gp and the eye of a hawk, both which the spell
roll the ranged spell attacks again against creatures they consumes. A focus worth at least 1,000 gp, such as a
missed. This spell ends if you use your action to do anything crystal ball, a silver mirror, or a font filled with holy water.)
else. Duration: Up to 10 Minutes, Concentration
At Higher Levels. When you use a spell slot of 8th level or Available for: Bard, Cleric, Druid, Warlock, Wizard
higher, you create an additional bolt per slot level above 7th. Much like Scrying, you can see and hear a particular
Strahd's Malefic Meld
creature or object you choose. However, you must also
7th level Necromancy choose an event you know of related to this object or
creature's past.
Casting Time: 8 Hours The spell allows you to see this event as if you were there,
Range: 10 ft although creatures and the environment do not interact with
Components: V, S, M (an onyx stone worth 2000 gp, you. You are free to move around in this vision, although no
which the spell consumes) more than 120 ft from the target object or creature, but your
Duration: 72 Hours body remains still and you are considered Blinded and
Available for: Cleric, Warlock, Wizard Deafened for the duration.
Through this spell, the caster can fuse three humanoid
corpses into a powerful being. the bodies must remain in
range throughout the whole casting time. When completed,
the amalgam is raised.
The amalgam is considered a Construct. Add the total hit
points of what the humanoids had in life to decide its total hit
points. Its AC is 15. For ability scores and speeds, they are
determined by whatever was the highest the three
humanoids had in life. The creature has all the proficiencies
the humanoids had in life, and it possesses the following
features and attack:
Trick This spell can only be cast while the caster is holding
7th level Illusion concentration on a spell. Through a series of breathing
exercises, the spell is held without the need for
Casting Time: 1 Action concentration, allowing the caster to concentrate on a new
Range: 90 ft spell, keeping both up. The concentration of a spell affected
Components: S, M (A ball of wax) by Finding the Center is broken if the caster falls
Duration: Up to 1 Minute, Concentration unconscious.
Available for: Bard, Sorcerer, Warlock, Wizard
Temporary Resurrection
Choose a creature within one size category of you. That 8th level Necromancy
creature must roll a Charisma saving throw. On a success,
the spell ends. On a failure, both you and the creature Casting Time: 1 Action
teleport and switch positions, and a powerful illusion makes Range: Touch
you look like the target, and the target look like you, and, for Components: V, S, M (A bit of coal and moss)
the duration, you can use illusory noises to emulate whatever Duration: Up to 1 Hour, Concentration
noises or even the voice of the creature targeted, and, should Available for: Bard, Cleric, Warlock, Wizard
the creature speak, they do so in your voice.
The changes wrought by this spell fail to hold up to The spirit of a non-undead corpse you touch returns to its
physical inspection. To discern through the illusion, a body. The creature must have died within the last minute.
creature can use its action to inspect your appearance and Roll a contested Wisdom check against the creature as if it
must succeed on an Intelligence (Investigation) check against was alive. If you succeed, the creature is revived and restores
your spell save DC. The creature has disadvantage on the all its hitpoints. It is considered Undead but retains all other
check if both you and the creature have spoken since the features, ability scores, and proficiencies it had in life. While
casting of this spell. it is alive this way, it is considered Charmed. While charmed
this way, the creature acts as it would normally, but it
Water Form considers you and your allies friends. If the creature is
7th level Transmutation damaged by you or one of your allies, or if the creature
reaches 0 hit points, the spell ends. When the spell ends, the
Casting Time: 1 Action corpse vanishes to dust.
Range: Touch
Components: V, S, M (A drop of water) 9th level
Duration: Up to 10 Minutes, Concentration
Available for: Druid, Sorcerer, Wizard Combine
You transform someone's body into water. The target 9th level Transmutation
chooses what equipment turns into water and melds into Casting Time: Special
them and what drops on the ground when they transform. Range: Self
You can still use effects of magical items if they have melded Components: V, S, M (A small pair of wings)
into you. While in this form you cannot wield weapons, but Duration: Special
you gain a Bludgeon attack that deals 1d6 + strength modifier Available for: Wizard
bludgeoning damage. The water maintains your general
sillouette, but you can drop your own shape to seep through You combine two spells you know and cast them at the
small spaces, so long as you keep yourself as one singular same time. The combined level of the spells cannot exceed 7.
body of water. While in this shape you have immunity to The casting time, duration, range, and the number of targets
poison damage, weakness to lightning damage, and is whichever is most restrictive from the two spells. If both
resistance to acid, cold, fire, thunder, bludgeoning, piercing, spells require concentration, you have disadvantage on
and slashing damage. You can also move through enemies, checks to maintain it.
and use the Disengage action as a bonus action. You are
considered invisible while merged within bodies of water, Mycontil's Last Resort
your attacks are not hampered by being underwater, and you 9th level Evocation
do not need to breathe while in this form. You gain a Casting Time: 1 Action
swimming speed equal to your walking speed. Range: 5 ft Radius
Components: None
8th level Duration: Inst.
Available for: Sorcerer
Finding the Center
8th level Enchantment When you cast this spell, deplete all of your spell slots.
Creatures within range must roll a dexterity saving throw,
Casting Time: 1 Action taking 1d10 force damage per spell slot used, up to 20d10, or
Range: Self half on a success. You then take a level of exhaustion.
Components: S
Duration: Inst.
Available for: Wizard

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