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21 (3/8/2016) Hindsight
Solitude
7th Level
Spell Lists Banshee Wail
Bard Spells Oppressive Force
Cantrips
Concussive Chord 8th Level
Rainbow Bolt Arcane Singularity
Vigor Phoenix
Rainbow Bolt (Bard, Cleric, Sorcerer, Warlock, Vigor (Bard , Cleric, Druid)
Wizard) Evocation Cantrip
Evocation Cantrip Casting Time: 1 Action
Casting Time: 1 action Range: Touch
Range: 90 feet Components: V, S
Duration: Instant Duration: 10 Minutes
Components: V, S You touch a willing creature with at least one unspent
Hit Die remaining. The creature may spend a single Components: S, M (a glass bubble filled with air)
hit die (if they have more than one type, they may Duration: 1 Minute
choose which to spend) and gain Temporary Hit Choose up to five willing creatures that you can see
Points equal to the amount rolled plus the creature's within range that are completely submerged in water
Constitution modifier. or another liquid. A submerged creature rises towards
the surface at a rate of 60 feet per round. When it
Zen Archery (Cleric, Druid) reaches the surface, it is sustained there, and can
Divination Cantrip move under its own swimming speed, or moved by
Casting Time: Bonus Action others (such as with a rope). The spell ends for a
Range: Self creature if that creature completely leaves the liquid.
Components: V, S
Duration: Concentration, up to 1 minute Chameleon (Bard, Druid, Ranger, Sorcerer,
You allow your mind to guide your attacks made Wizard)
with ranged weapons (this excludes thrown 1st Level Transmutation
weapons). For the duration, when you make an attack Casting Time: 1 action
with a bow or crossbow, you can use your Range: Self
spellcasting ability instead of Dexterity for the attack Components: V, S, M (a bit of lizard skin)
and damage rolls. Duration: Concentration, up to 1 Minute
You change your skin, clothes, armor, and anything
else you're wearing to match your background. For
the duration, as long as you are not moving, you are
1st Level effectively invisible. A creature can use its action to
make a Wisdom (Perception) or Intelligence
Armaments of the Forest (Druid, Ranger) (Investigation) check vs your spell save DC. On
1st Level Transmutation success, it sees you until its line of sight to you is
Casting Time: Bonus Action broken.
Range: Self
Components: V, S, M (two blades of grass, a small Explosion (Sorcerer, Warlock, Wizard)
leaf, or a twig, depending on the effect you choose) 1st Level Evocation
Duration: Concentration, up to 10 Minutes Casting Time: 1 Action
You turn ordinary forest items into deadly weapons. Range: 60 Feet
When you cast this spell choose an effect from the Components: V, S
list below. You can only have one version of this Duration: Instant
spell active at one time. You create a small but powerful explosion centered
Blades of Grass You turn a pair of grass blades on a point within range. All creatures within 5 feet of
into grass scimitars. You are proficient with these that point take 1d4 + 1 Force damage, and must make
scimitars, and they function as magical scimitars for a Strength saving throw or be thrown 5 feet from the
the purpose of defeating damage resistance. You may blast and knocked prone.
use your spellcasting ability modifier instead of At Higher Levels. When you cast this spell using
Dexterity or Strength for attack and damage rolls a spell slot of 2nd level or higher, increase the
with these swords. damage by 1d4 + 1 per spell level.
Leaf Shield You turn a plain leaf into a solid
shield. It functions as a normal shield.
Twig Staff You convert a twig into a deadly
Sandblaster (Druid, Ranger, Sorcerer, Wizard)
wooden quarterstaff. You are proficient with this 1st Level Conjuration
staff, and it functions as a magical quarterstaff for the Casting Time: 1 Action
purpose of defeating damage resistance. You may use Range: Self (15-foot Cone)
your spellcasting ability modifier instead of Strength Components: V, S, M (a handful of sand)
for attack and damage rolls with this staff. It may also Duration: Instant
be used as a spellcasting focus. You release a forceful spray of sand from your hands,
damaging its targets. Any creature in the spell's area
must make a Dexterity saving throw, taking 3d4
Buoyancy (Bard, Cleric, Druid, Wizard) Slashing damage on a failed save, or half as much on
1st Level Transmutation a successful one. At Higher Levels. When you cast
Casting Time: Reaction this spell using a spell slot of 3rd level or higher,
Range: 60 Feet increase the Slashing damage by 3d4 for every two
spell levels above 1st. you, it rolls the damage twice and uses the lesser
total. You also have resistance to Radiant damage.
Searing Light (Cleric, Druid, Paladin)
1st Level Evocation
Casting Time: 1 Action
Arc of Lightning (Sorcerer, Wizard)
Range: 90 Feet 2nd Level Evocation
Components: V, S Casting Time: 1 Action
Duration: Instant Range: 60 Feet
You shoot a brilliant ray of pure concentrated light at Components: V, S, M (two metal rods)
a creature you can see. Make a ranged spell attack Duration: Instant
against the target, with advantage if the target is an
undead or ooze. On a hit, the target takes 2d8 Radiant Choose two creatures you can see in range that are
damage. Undead and oozes take half the damage within 30 feet of each other. A bolt of lightning leaps
even if you miss with your attack roll. This damage between the two targets. Both the targets and all
counts as Fire for the purpose of stopping creatures in a line between them must make a
Regeneration and similar traits. Dexterity saving throw, taking 2d8 Lightning damage
At Higher Levels. If you cast this spell using a on a failure, or half as much on a success.
spell slot of 2nd level or higher, increase the Radiant
At Higher Levels. When you cast this spell using
damage by 1d8 per slot level above 1st.
a spell slot of 3rd level or higher, increase the
Lightning damage by 1d8 per spell level.
Snowshoes (Druid, Ranger, Wizard)
1st Level Transmutation
Casting Time: 1 Action Arrow of Light (Cleric, Paladin, Ranger)
Range: 10 Feet. 2nd Level Evocation
Components: V, S
Casting Time: 1 Action
Duration: 1 Hour
One creature of your choice within range gains the Range: Self (60-foot line)
ability to walk lightly over ice and snow without Components: V, S
having its speed reduced. The creature can move Duration: Instant
across difficult terrain created by ice or snow without An arrow of golden radiance leaps out from your
spending extra movement and doesn't need to make hand in a line 5 feet wide 60 feet long that emantates
Dexterity checks to avoid slipping on or cracking ice. out from you. All targets in the affected area take 5d6
The creature leaves almost no trace in such terrain, so
Radiant damage.
the base DC to track it across ice or snow is 25.
At Higher Levels. When you cast this spell using a At Higher Levels When you cast this spell using a
spell slot of 2nd level or higher, you can target one spell slot of 3rd level or higher, increase the damage
additional creature per slot level above 1st. by 1d6 per spell level.
Gravity Warp (Sorcerer, Warlock, Wizard) Oppressive Force (Bard, Warlock, Wizard)
7th Level Transmutation 7th Level Transmutation
Casting Time: 1 Action Casting Time: 1 Action
Range: 65 Feet Range: 90 Feet
Components: V, S, M (a black opal worth 200gp) Components: V, S, M (a lodestone)
Duration: 1 Minute Duration: 18 Seconds
You cause the gravity in a 20-foot radius sphere to You create an oppressive magnetic force at the target
warp violently, damaging and slowing creatures location. Every creature in a 20 foot radius sphere
caught within. Any creature in the area must make a centered on the point must make a Charisma saving
Constitution saving throw, taking 5d12 Force damage throw or be incapacitated for the duration. An
affected creature moves at one quarter of its speed. A by the blade is disintegrated. A creature hit by the
creature can try to make the save again at the start of blade takes 5d10 Force damage. The blade can pass
each of its turns. An unaffected creature that starts its through any magical barrier equal to or less than its
turn in the area must make the save again. spell level, but cannot penetrate dead magic areas or
an antimagic field. It can harm ethereal and
incorporeal creatures as if it were a force effect. The
8th Level blade always strikes from your direction. It does not
get a flanking bonus or help a combatant get one. If
Arcane Singularity (Bard, Warlock, Wizard) the blade goes out of your line of sight, the spell
8th Level Conjuration ends.
Casting Time: 1 Action
Range: 120 Feet Deep Freeze (Druid)
Components: V, S, M (A black pearl worth at least 8th Level Transmutation
500gp, which the spell consumes) Casting Time: 1 Action
Duration: 1 Minute Range: 40 Feet
You tear a hole in the boundaries between the planes Components: V, S, M (A bit of ice)
at a point you can see, opening a rift to the Ever- Duration: 1 Hour
changing Chaos of Limbo. All creatures within 40 You attempt to freeze solid a single creature you can
feet of the rift at the start of their turn must make a see within range. The target creature must make a
Strength saving throw or be pulled 10 feet towards Constitution saving throw. On a failed save, its speed
the center of the rift. At the DM's discretion, it may is reduced by half and it takes 3d6 Cold damage as its
attempt a Dexterity saving throw instead if there is body begins to freeze. On a successful save, the
something nearby it can hold on to. If it does so and creature is unaffected.
succeeds, it is unaffected by the pull until it lets go of A creature affected by this spell must make another
whatever it is holding or the rift closes. If a creature Constitution saving throw at the end of each of its
is pulled into the center, it must make a Charisma turns. On each failure, it takes another 3d6 Cold
saving throw or be banished into Limbo. While there, damage. If it successfully saves against this spell 3
it can attempt to come back through the rift by times, the effect ends. If it fails the save three times,
making a Charisma ability check. If the rift closes it is frozen solid and subjected to the petrified
and it has not managed to get back through, it is stuck condition. The successes and failures don't have to be
there forever unless it finds another means of consecutive, keep track of both until the target collect
returning. Moving away from the rift costs double three of a kind. A creature with vulnerability to Cold
movement, as if it were difficult terrain. damage and creatures made of water (such as a water
weird) have disadvantage on the saving throws.
Black Blade of Disaster (Sorcerer, Wizard) If the creature is physically broken while frozen, it
8th Level Conjuration suffers from similar deformities when it reverts to its
Casting Time: 1 Action original state. Oozes and creatures made of water
Range: 5 Feet have disadvantage on any saves made against this
Components: V, S, M (a tiny sword made of black spell. Creatures with resistance or immunity to cold
diamond, worth at least 500gp) damage are unaffected. If the creature is fully frozen,
Duration: Concentration, up to 1 Minute it thaws naturally after 1 hour, or sooner if the magic
You create a sword-shaped planar rift in an is dispelled.
unoccupied space within range. If no such space is
available, the sword is summoned into the nearest Healing Rain (Cleric, Druid)
unoccupied space. When you cast this spell, and as an 8th Level Conjuration
action on your turn, you can direct the blade to attack Casting Time: 1 Action
a target within 30 feet of you. Make a melee spell Range: Self
attack. Any Small or smaller non-magical object hit Components: V, S, M (a vial of rainwater, which the
spell consumes) the target. On a hit, it takes 12d10 Cold damage, and
Duration: Concentration, up to 1 Minute its speed is reduced to 0 and it cannot benefit from
You create a thin cloud of magical vapors above your bonuses to its speed until the end of its next turn. On
head. Rain from the cloud fills a cylinder that is 30 a miss, the target takes 4d8 Cold damage and is not
feet high and has a 20 foot radius. It is centered on immobilized.
you, but does not move with you. When an ally starts At Higher Levels. When you cast this spell using
their turn in the area, they regain 2d4 Hit Points. a 9th level spell slot, increase the on hit damage by
3d10, and the miss damage by 2d8.
Impale (Cleric, Druid, Sorcerer, Wizard)
8th Level Transmutation 9th Level
Casting Time: 1 Action
Range: 60 Feet
Components: V, S Absorption (Bard, Cleric, Druid, Wizard)
Duration: Instant 9th Level Abjuration
You cause a massive spike of stone to shoot out of Casting Time: 1 Action
the ground impaling a creature and dealing damage. Range: Self
One creature you can see within range must make a Components: V, S
Dexterity saving throw, taking 12d10 Piercing Duration: 10 Minutes or until expended.
damage on a failed save. Incorporeal creatures are not Spells that target you are absorbed, their energy
affected. stored to power spells of your own. Absorption
absorbs only spells that target you specifically. Area
of effect or multiple target spells that affect you
Phoenix (Bard, Cleric) cannot be absorbed. Once the spell is cast, you can
8th Level Abjuration
absorb 1d4+6 spell levels. The level of each spell you
Casting Time: 1 Action
absorb is subtracted from the total. If a spell is only
Range: 20 Feet
partially absorbed (because its level exceeds the
Components: V, S, M (a phoenix feather worth at
number of levels remaining to be absorbed), divide
least 200gp)
the number of spell levels left unabsorbed by the
Duration: 8 Hours
original spell level. For spells that deal damage, use
Choose up to 10 creatures in the spell's area when
the result to determine what fraction of the damage
you cast this spell. When an affected creature would
you take. For spells that create effects, use the result
be reduced to 0 hit points, it is instead reduced to 1,
as a percentage chance to be affected. For example,
creatures within 5 feet of it take 2d6 Fire damage,
you have three spell levels of absorption remaining
and the spell ends for that creature. If the spell is still
and are struck by dominate person cast as a 5th level
in effect when the target is subjected to an effect that
spell. Absorption absorbs three levels of the spell,
would kill it instantaneously without dealing damage,
resulting in a 40% chance (2/5) that you will be
that effect is instead negated against the target, and
affected normally. If affected, any saving throw the
the spell ends.
spell allows you still applies. Likewise, if you’re
struck by disintegrate cast as a 6th-level spell with
Polar Ray (Druid, Sorcerer, Wizard) four levels of absorption remaining, two levels of the
8th Level Evocation spell remain, and you take only 33% (1/3) of the
Casting Time: 1 Action damage you would normally take from the spell. You
Range: 120 Feet can use captured spell energy to cast any spell you
Components: V, S, M (a piece of glass or crystal know or have prepared. The levels of spell energy
carved into a snowflake) you have stored must be equal to or greater than the
Duration: Instant level of the spell you want to cast.
A bright white ray of absolute cold shoots from your
finger at a target. Make a ranged spell attack against Blizzard (Druid)
9th Level Conjuration 73-82 Psychic Damage 3d6 --
Casting Time: 1 Action, Special, see below 83-86 Petrified 1d4+2 Rounds CON
Range: 100 Feet 87-96 Thunder Damage 4d6 --
Components: V, S, M (a handful of snow) 97-98 Stunned 1d4+1 Rounds CON
Duration: Concentration, up to 10 Minutes 99 Restore Hit 4d6 --
You create a howling wintery gale that fills a cylinder Points*
100 feet tall and 50 feet across that is centered on a 100 Restore Hit 100% --
point you can see within range. If it is already Points*
snowing, this spell cast be cast as a bonus action, *Affects triggering creature, not caster
otherwise cast it as normal. Any time a creature starts Once a creature has failed a save against a non-
it's turn in the area, it must make a Constitution damage result, reroll any non-damage result for that
creature.
saving throw, taking 2d10 Cold damage on a failed
save, or half as much on a successful one. On a failed
save, the target's speed is also reduced by half until Elemental Disaster (Druid, Sorcerer,
the start of its next turn. Any creature that fails three Wizard)
saving throws in a row is frozen solid and subjected 9th Level Conjuration
to the petrified condition. A creature frozen in this Casting Time: 1 Action
way makes its saving throw at the start of each of its Range: 100 Feet
turns as usual, but doesn't take any Cold damage on a Components: V, S
failure. Once it succeeds three times (not in a row, Duration: Concentration, up to 1 Minute
but any three times after being frozen) it is unfrozen You summon a whirling storm of stones, ice,
and cannot be frozen again by this casting of the lightning, and flames that assaults a 25-foot
spell. radius sphere centered on a point you can see
within range. Each creature that starts its turn
Chaos Storm (Sorcerer, Warlock, Wizard) in the spell's area must make a Dexterity saving
throw, taking 2d6 Bludgeoning, 2d6 Fire, 2d6
9th Level Abjuration
Casting Time: 1 Action
Lightning, and 2d6 Cold damage on a failed
Range: 120 Feet
save. A successful save halves the damage for
Components: V, S
that round.
Duration: Concentration, up to 10 Minutes
A swirling mass of rainbow-coloured lights fill a 40- Empower (Bard, Cleric, Wizard)
foot-tall cylinder with a 30-foot radius centered on a 9th Level Enchantment
point you can see within range. Any time a creature Casting Time: 1 Action
enters the spell's area for the first time on a turn, or Range: 15 Feet
begins its turn there, roll on the table to determine the Components: V, S, M (a diamond rod worth at
effects: least 2500gp)
d100 Effect Magnitude Save Duration: Concentration, up to 10 Minutes
1-10 Acid Damage 4d6 -- You grant nearby allies improved strength and
11-15 Blinded 1d4+2 Rounds CON agility. Choose up to 4 creatures in range. Those
16-25 Cold Damage 4d6 -- creature's Strength and Dexterity scores
26-30 Charmed 1d6+3 Rounds WIS increase by 1d8+2 each. This spell cannot
31-40 Fire Damage 5d6 -- increase an ability score beyond 30.
41-45 Deafened 1d8+4 Rounds CON
46-55 Force Damage 3d6 -- Greater Enervation (Cleric, Sorcerer,
56-60 Frightened 1d6+3 Rounds WIS Warlock, Wizard)
61-70 Lightning 4d6 -- 9th Level Necromancy
Damage Casting Time: 1 Action
71-72 Paralyzed 1d4+1 Rounds WIS Range: 60 Feet
Components: V, S other balancing changes have been made, but they
Duration: Instant are too many and too minor to list here in full detail.
Choose up to three creatures you can see So take this edition as Version One, and I'll track any
within range. Each creature must make a changes from here on out. [/speech]
Charisma saving throw. On a failure, a creature
v1.10 (2/23/2016) Class spell lists have been added
takes a penalty to attack rolls, ability checks and to the front of the document, and I've added 24 new
saves, and death saving throws equal to 1d10 + spells, mostly abjuration and divination, with plenty
your spellcasting ability modifier. This effect can of bard spells to make up for the relative lack of
only be ended by use of the wish or greater them from before:
restoration spells. Cantrips: Dazzle,. Zen Archery
1st Level: Listening Coin
Mind Stab (Bard, Wizard) 2nd Level: Angelskin, Awakening, Battle Hymn,
Mantle of Faith
9th Level Enchantment
3rd Level: Arrow-ward, Last Word, War Cry, Whirling
Casting Time: 1 Action Wards
Range: 30 Feet 4th Level: Awareness, Forceward, Hammer of the
Components: S, M (a knife with a ruby blade, Gods, Warmind
worth at least 1500gp) 5th Level: Berserk, Normalize, Shadow-ward, Wall of
Duration: Instant Dispel Magic, Zone of Revelation
You attack a target's mind directly, causing 6th Level: Hindsight, Reave Magic, Solitude
massive amounts of suffering. Choose one Also removed the Veil spell, as it's just a useless copy
creature you can see within range. That of Seeming, which I just recently read. Removed
creature must make a Wisdom saving throw, more obsolete references to 3.x terminology.
taking 25d8 Psychic damage on a failure. Any
v1.20 (2/29/2016) Some class spell list changes, and
creature immune to being charmed in some balancing fixes:
unaffected by this spell.
0-Level (Cantrips)
Soul Lance (Cleric, Warlock, Wizard) Removed: Lightning Lash, Push/Pull, Read Magic,
9th Level Necromancy Summon Instrument, Ethereal Shield, Ethereal
Casting Time: 1 Action Weapon.
Hand of Blight: name changed to Blightclaw
Range: Self (Line)
Earth Blast: Removed from Wizard list. Mechanic
Components: V, S, M (a human skull)
changed. Range reduced to 30. Now uses d6's
Duration: Instant instead of d4's
You fire a devastating beam of pure death Ice Jet: Range increased to 90 feet.
energy that passes through creatures it hits. All Rainbow Bolt: Removed from Druid List, Added to
creatures in a line 65 feet long radiating out Warlock and Bard lists. Added 2 additional damage
from you must make a Constitution saving types to the table to make it a d8 roll. Range
throw. On a failure, affected creatures take increased to 90 feet.
22d12 Necrotic damage, or half as much on a Static Shock: Range changes to 60 feet, damage to
successful save. Creatures that fail the save also initial target changed to 1d6 instead of 1d4.
Stonefist: Removed from Wizard list.
have their hit point maximum reduced by an
Vigor: Duration changes to 10 minutes, now includes
amount equal to half the damage taken.
CON mod in the THP
Zen Archery: Changed to Concentration.
v1.00 (2/18/2016) Converted into document form for
ease of use across multiple platforms. Several 1st Level
changes have been made, mostly to spell schools and Removed: Arrowmind, Erase, Fire Arrow, Hush,
spell lists. Several spells have been removed from Remove Fear, Scorching Burst, Searing Shot,
some class' spell lists for thematic reasons (mostly Thunderous Shot, Ventriloquism, Wrathful Shot.
Bard, sorry bards D: ) and added to others. Some
Armaments of the Forest: Language changed to Acid Sheath: Casting Time changed to 1 action.
specify that the weapons are magical for the purpose Language changed to be more clear about when Acid
of defeating damage resistance. Duration increased damage is taken.
to 10 minutes Aura of Repulsion: Duration changed to 10 minutes.
Buoyancy: Removed Verbal component. Material Changed from Wisdom to Strength checks. Removed
component no longer consumed. slot level scaling.
Explosion: Damage changed to 1d4+1 at 1st level, Cyclone Blast: Removed from Warlock spell list,
and slot level scaling has been changed to match it. added to Wizard spell list.
Listening Coin: Moved to 2nd level. Added Supercharge: Language changed to make clear when
concentration. Changed slot level scaling. the spell ends.
Sandblaster: Removed the blindness rider
completely. 4th Level
Searing Light: Now includes advantage for the Removed: Flamepath, Rimefire Arrow, Staggering
attack roll against undeads and oozes. Now does half Shot.
damage to undead/oozes on a miss instead of 2d6 Absolution: Reduced slot level scaling from 10 to 5.
additional damage. Slot level scaling has been Aura of Evasion: Range reduced to 30 Feet (from 40).
changed to reflect this. Commune with Stone: Removed the Ritual tag.
Snowshoes: Added to Wizard spell list. Range Hammer of the Gods: AoE radius reduced to 15 feet
changed from Touch to 10 feet. Language changed (from 20)
to make it more useful in more situations. Added Warmind: Added language that specifies the ending
level scaling to affect more targets. of the spell when you no longer are holding the
Summons: Moved to 6th level. Base CR changed to 3. bonded weapon.
Removed from Warlock spell list. Druid additional
creature types changed from plant/monstrosity to 5th Level
plant/elemental (more changes will probably be Removed: Banishing Shot, Earth Rupture, Shadow
needed) Evocation, Zealot's Fire.
Astral Shield: Casting Time changed from 1 Round to
2nd Level 1 Action
Removed: Battering Ram, Branding Shot, Toxic Mark of Justice: Removed section about the target
Arrow. being restrained.
Arrow of Light: Line length changed to 60 feet.
Astral Seal: Healing changed to 1d8 from 1d6. 6th Level
Aura of Deflection: Added to Bard, Cleric spell lists. Removed: Darkflame Blast, Forcewave, Gembomb.
Battle Hymn: Added to paladin spell list. Frost Aura: Removed slot level scaling
Binding Winds: Now only affects weapon attacks,
melee attacks can be made but with disadvantage. 7th Level
Creeping Cold: Material component no longer has GP Removed: Ball Lightning.
requirement.
Chill Metal: No longer includes a clause about 8th Level
dropping worn armor. Removed: Drown.
Entangling Force: Duration changed to 1 Minute. Deep Freeze: Added clause about disadvantage on
Changed the automatic damage clause to no longer saving throws if vulnerable to Cold or made of water.
require action by the caster.
Ice Axe: Added to Ranger spell list. v1.21 (3/3/2016) Balancing (hopefully)
Pull of the Abyss: Casting time changed to 1 Action. 1st Level
Slot level scaling slightly reduced. Changed Buyoancy to a Reaction cast time.
Repel: Added save for creature impact damage, Removed Sandblaster's now-obsolete blindness
changed slot scaling text to be more accurate. reference.
Added Searing Light to the Druid spell list.
3rd Level
Removed: Blinding Shot, Tree Shape. 2nd Level
Changed Angelskin's casting time to 1 Action.
Reworded the damage disavantage to only affect
melee damage. Added Radiant resistance. Darkfire.
Reduced Arc of Lightning's damage from 4d6 to 2d8. Reduced the overall damage and damage scaling for
Changed slot level scaling to match. Removed from Dreadtheft.
Druid spell list. Removed Reaction inhibition. Reduced the damage of Hammer of the Gods from
Increased Arrow of Light's damage to 5d6. Changed 8d8 to 6d8.
scaling to match. Now has save for none. Removed Changed the function of Ice Armor. This one probably
from Ranger spell list. Converted from attack roll to also needs more work
saving throw. Specified an AoE for Scintillating Sphere.
Removed Astral Seal. Reduced the AoE for Shout. Reduced Shout's starting
Removed Aura of Deflection. damage and damage scaling. Removed the extended
Removed Awakening. deafened duration for slot level scaling.
Removed Battle Hymn. Reduced the AoE for Templar's Wrath. Changed the
Removed Binding Winds. control rider into the frightened condition. Reduced
Changed the function of Creeping Cold. the damage scaling for Templar's Wrath.
Removed Chill Metal. Removed Warmind from the Warlock spell list.
Removed the speed reduction function of Cold Snap.
Increased the damage to 3d10, now has save for 5th Level
none. Removed Aether Waves from the Paladin, Ranger,
Reduced the extra damage from Entangling Force and Warlock spell lists. Added to Sorcerer spell list.
and added a bonus action requirement. Changed the Removed Barrier form the Warlock spell list.
slot level scaling to specify a radius for targeting Changed the shield generation to 6d10 (from 6d12)
additional creatures. Reduced Blindsight's duration from 1 hour to 10
Removed Glitterdust. minutes.
Changed the material component for Ice Axe. Removed Hailstones from the Ranger spell list.
Removed from Ranger and Warlock spell lists. Reduced the damage from Stonecrush's initial
Changed the speed reduction on Icy Rays from 100% conjuring by 1d6. Changed the detonation damage
to 10 feet. to 6d8 (from 8d6) Now requires a bonus action to
Removed Mantle of Faith. detonate early.
Changed some of the language for Rain-bow. Reduced Shard Storm's AoE to a 10-foot radius (from
Removed from Paladin and Ranger spell lists. 15) Fixed the range (is now 60)
Removed Repel. Changed Thunderbolt to use d12's.
Removed Snap.
Changed the push from Waterspout to be limited to
15 feet. Reduced the damage at 2nd level, added
damage scaling at higher slot levels.
3rd Level
Removed the control riders for Chill Strike, as well as
reducing its damage scaling.
Removed Force Hammer from the Warlock spell list.
Added a clause to Frost Razors that specifies that
unblooded creatures do not take damage from
bleeding.
Reduced the damage from Thunderlance to 2d10
(from 2d12). Changed slot level scaling to match.
Reduced the damage absorption from Whirling
Wards to 3 x SAM (from 5x)
4th Level
Reduced the damage from Chilling Cloud to 4d6
(from 5d6)
Removed the disadvantage clause from Darkfire's
Breathe option. Changed the slot level scaling for