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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

1st Level 9th Level


Buoyancy Absorption
Chameleon Empower
MindStab
2nd Level
Listening Coin Cleric Spells
Cantrips
3rd Level Dazzle
Arrow-ward Blightclaw
Aura of Repulsion Lance of Faith
Glossolalia Rainbow Bolt
Last Word Vigor
War Cry Zen Archery

4th Level 1st Level


Aura of Evasion Buoyancy
Awareness Scare
Backfire Searing Light
Forceward
Moment 2nd Level
Shout Angelskin
Spellshield Arrow of Light
Warmind Listening Coin
Rain-bow
5th Level
Berserk 3rd Level
Blindsight Arrow-ward
Mind Fog Infernal Spheres
Normalize Last Word
Zone of Revelation War Cry
Whirling Wards
6th Level
Antimagic Burst 4th Level
Combat Transposition Absolution
Dishearten Aura of Evasion
Awareness Earth Blast
Backfire Ice Jet
Darkfire Stonefist
Dreadtheft Vigor
Enervation Zen Archery
Hammer of the Gods
Moment 1st Level
Spellshield Armaments of the Forest
Templar's Wrath Buoyancy
Warmind Chameleon
Sandblaster
5th Level Searing Light
Aether Waves Scare
Astral Shield Snowshoes
Blindsight
Darkbolt 2nd Level
Mark of Justice Creeping Cold
Reap Cold Snap
Thunderbolt Ice Axe
Tremorsense Icy Rays
Rain-bow
6th Level Waterspout
Antimagic Burst
Dishearten 3rd Level
Summons Chill Strike
Undeath to Death Cyclone Blast
Frost Razors
7th Level
Avasculate 4th Level
Banshee Wail Aura of Evasion
Heat Drain Chilling Cloud
Ice Armor
8th Level Moment
Arcane Singularity
Healing Rain 5th Level
Impale Blindsight
Phoenix Fire Seeds
Hailstones
9th Level Normalize
Absorption Stonecrush
Empower Starfire
Greater Enervation Thunderbolt
Soul Lance Tremorsense
Vacuum Burst
Druid Spells
Cantrips 6th Level
Antimagic Burst Barrier
Cometfall Mark of Justice
Frost Aura
Magma Burst Ranger Spells
Summons 1st Level
Armaments of the Forest
7th Level Chameleon
Adamantine Body Snowshoes
Icicle Blast
2nd Level
8th Level ---
Deep Freeze
Healing Rain 3rd Level
Impale Arrow-ward
Polar Ray
4th Level
9th Level Aura of Evasion
Absorption Awareness
Blizzard Chilling Cloud
Elemental Disaster Commune with Stone

Paladin Spells 5th Level


1st Level Fire Seeds
Searing Light Hailstones
Tremorsense
2nd Level
Angelskin Sorcerer Spells
Arrow of Light Cantrips
Entangling Force Blightclaw
Earth Blast
3rd Level Ice Jet
Aura of Repulsion Rainbow Bolt
Thunderlance Static Shock
War Cry Stonefist
Whirling Wards
1st Level
4th Level Chameleon
Absolution Explosion
Aura of Evasion Sandblaster
Hammer of the Gods
Shout 2nd Level
Templar's Wrath Arc of Lightning
Cold Snap
5th Level Icy Rays
Astral Shield Pull of the Abyss
Avenging Weapon Waterspout
Heat Drain
3rd Level Icicle Blast
Acid Breath
Acid Sheath 8th Level
Aether Waves Black Blade of Disaster
Aura of Repulsion Impale
Chill Strike Polar Ray
Cyclone Blast
Force Hammer 9th Level
Frost Razors Chaos Storm
Incinerate Elemental Disaster
Supercharge Greater Enervation
Thunderlance
Warlock Spells
4th Level Cantrips
Acid Orbs Blightclaw
Backfire Dazzle
Chilling Cloud Rainbow Bolt
Dreadtheft Static Shock
Enervation
Fire Stride 1st Level
Ice Armor Explosion
Moment Scare
Shout
2nd Level
5th Level Pull of the Abyss
Barrier
Blindsight 3rd Level
Chaos Armour Acid Sheath
Darkbolt Aura of Repulsion
Hailstones Incinerate
Stonecrush
Shard Storm 4th Level
Starfire Acid Orbs
Thunderbolt Awareness
Backfire
6th Level Darkfire
Combat Transposition Dreadtheft
Cometfall Enervation
Frost Aura Fire Stride
Lightning Ring Ice Armor
Magma Burst Shout
7th Level 5th Level
Adamantine Body Barrier
Gravity Warp Berserk
Chaos Armor
Darkbolt 2nd Level
Mind Fog Arc of Lightning
Normalize Cold Snap
Reap Entangling Force
Shadow-ward Icy Rays
Shard Storm Listening Coin
Vacuum Burst Pull of the Abyss
Waterspout
6th Level
Antimagic Burst 3rd Level
Combat Transposition Acid Breath
Reave Magic Acid Sheath
Undeath to Death Arrow-ward
Aura of Repulsion
7th Level Chill Strike
Avasculate Cyclone Blast
Banshee Wail Force Hammer
Gravity Warp Frost Razors
Heat Drain Incinerate
Oppressive Force Last Word
Supercharge
8th Level Thunderlance
Arcane Singularity Whirling Wards
Impale
4th Level
9th Level Acid Orbs
Chaos Storm Aura of Evasion
Greater Enervation Awareness
Soul Lance Backfire
Chilling Cloud
Wizard Spells Darkfire
Cantrips Enervation
Blightclaw Fire Stride
Dazzle Forceward
Ice Jet Ice Armor
Rainbow Bolt Moment
Static Shock Scintillating Sphere
Shout
1st Level Spellshield
Buoyancy Warmind
Chameleon
Explosion 5th Level
Sandblaster Aether Waves
Scare Barrier
Snowshoes Berserk
Blindsight Chaos Storm
Chaos Armour Elemental Disaster
Darkbolt Empower
Mind Fog Greater Enervation
Normalize Mind Stab
Reap Soul Lance
Shadow-ward
Stonecrush
Shard Storm Cantrips
Starfire
Thunderbolt
Tremorsense Blightclaw (Cleric, Warlock, Wizard)
Vacuum Burst Necromancy Cantrip
Wall of Dispel Magic Casting Time: 1 Action
Zone of Revelation Range: Touch
Components: V, S
Duration: Instant
6th Level
You slash at a target with a claw of greenish-black
Antimagic Burst
energy at a target within range. Make a melee spell
Combat Transposition
attack against the target. On a hit, the target takes
Cometfall
1d10 Necrotic damage. This spell's damage increases
Frost Aura by 1d10 when you reach 5th level (2d10), 11th level
Hindsight (3d10), and 17th level (4d10).
Lightning Ring
Magma Burst
Reave Magic
Concussive Chord (Bard)
Evocation Cantrip
Solitude
Casting Time: 1 action
Summons
Range: 60 feet
Undeath to Death
Duration: Instant
Components: V or S
7th Level You release a blast of sound with your voice (verbal
Adamantine Body component) or your instrument (somatic component).
Avasculate Make a ranged spell attack against a creature within
Banshee Wail range. On a hit the creature takes 1d8 thunder
Gravity Warp damage. This spell's damage increases by 1d8 when
Heat Drain you reach 5th level (2d8), 11th (3d8), and 17th (4d8).
Icicle Blast
Oppressive Force Dazzle (Cleric, Warlock, Wizard)
Evocation Cantrip
8th Level Casting Time: 1 Action
Arcane Singularity Range: 60 Feet
Black Blade of Disaster Components: V, S
Impale Duration: Instant
Polar Ray You create a bright flash of glittering lights around a
target's face. The target must succeed on a Dexterity
9th Level saving throw to look away or close its eyes. If it fails
Absorption to do so, it takes 1d4 Radiant damage and has
disadvantage on the next attack roll it makes before
the end of its next turn. This spell's damage increases You fire off a scintillating beam of rainbow light.
by 1d4 when you reach 5th level (2d4), 11th level Make a ranged spell attack against a single creature
(3d4) and 17th level (4d4). within range. On a hit the target takes 1d8 damage, of
the type indicated by rolling on the table.
1d8 Damage
Earth Blast (Druid, Sorcerer) 1 Fire
Conjuration Cantrip 2 Acid
Casting Time: 1 Action
3 Lightning
Range: 30 Feet
Components: V, S 4 Force
Duration: Instant 5 Psychic
You summon a small boulder and sending them 6 Cold
streaking toward a point you choose within range. 7 Poison
Once boulder reaches its destination or impacts a 8 Radiant
solid surface, it explodes. Each creature within 5 feet This spell's damage increases by 1d8 when you reach
of the point where the boulder explodes must make a 5th level (2d8), 11th level (3d8), and 17th level
Dexterity saving throw. A creature takes 1d6 (4d8).
Bludgeoning damage on a failed saving throw. This
spell's damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6, and 17th level (4d6). Static Shock (Sorcerer, Warlock, Wizard)
Evocation Cantrip
Casting Time: 1 Action
Ice Jet (Druid, Sorcerer, Wizard) Range: 60 Feet
Evocation Cantrip Components: V, S, M (a bit of metal)
Casting Time: 1 action Duration: Instant
Range: 90 feet A small arc of electricity jumps from your hand to a
Duration: Instant nearby creature. Make a ranged spell attack against a
Components: V, S creature you can see within range. On a hit, the target
A blast of icy wind shoots from your outstretched takes 1d6 Lightning damage, and all creatures within
hand. Make a ranged spell attack against a single 5 feet of the target (including the original target) must
creature. If you hit the target takes 2d4 cold damage. make a Dexterity saving throw or take 1d4 Lightning
This spell's damage increases by 2d4 when you reach damage as well. This spell's damage increases by
5th level (4d4), 11th level (6d4), and 17th level 1d6/1d4 when you reach 5th level (2d6/2d4), 11th
(8d4). level (3d6/3d4), and 17th level (4d6/4d4).

Lance of Faith (Cleric) Stonefist (Druid, Sorcerer)


Evocation Cantrip Transmutation Cantrip
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet Range: Touch
Components: V, S Components: V, S
Duration: Instant Duration: Instant
A glowing spear of light streaks toward a creature You magically transform one of your hands into solid
within range. Make a ranged spell attack against the stone and strike your foe with it. Make a melee spell
target. On a hit, the target takes 1d8 Radiant damage. attack. On a hit, the target takes 1d8 Bludgeoning
This spell's damage increases by 1d8 when you reach damage. This spell's damage increases by 1d8 when
5th level (2d8), 11th level (3d8), and 17th level you reach 5th level (2d8), 11th level (3d8), and 17th
(4d8). level (4d8).

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.

Creeping Cold (Druid)


2nd Level 2nd Level Transmutation
Casting Time: 1 Action
Angelskin (Cleric, Paladin) Range: 60 Feet
2nd Level Abjuration Components: V, S, M (A small glass or pottery
Casting Time: 1 Action vessel filled with ice, snow, or water)
Range: Self Duration: Concentration, up to 1 Minute
Components: V, S, M (a bit of leather and a pinch of
You turn the target's sweat into ice, causing damage
silvery glitter)
Duration: Concentration, up to 1 Hour as ice forms in and on the skin. Choose a creature
You imbue yourself with celestial radiance, causing you can see within range. That creature must make a
your skin and hair to glimmer with a silvery sheen. Constitution saving throw. On a failure, it takes 3d6
For the duration, fiends and undead have Cold damage. On a success the creature takes half as
disadvantage on attack rolls against you. Any time a much cold damage and is not otherwise affected. At
fiend or undead rolls for melee damage to be dealt to
the start of each of its turns, it makes another
Constitution saving throw, taking 2d6 Cold damage Components: V, S, M (a small strip of evergreen
on a failure. Once it has succeeded on a saving bark)
throw, the spell ends. Duration: Concentration, up to 10 Minutes.
At Higher Levels. When you cast this spell using You create an axe made of solid ice in your free
a spell slot of 3rd level or higher, increase the initial hand. The axe is similar in size and shape to a
damage by 1d6 per slot level above 2nd. handaxe, and it lasts for the duration. If you let go of
the axe, it disappears, and you can recreate another
Cold Snap (Druid, Sorcerer, Wizard) axe as a bonus action.
You can use your action to make a melee spell attack
2nd Level Evocation
with the axe. On a hit, the target takes 3d6 Cold
Casting Time: 1 Action
damage.
Range: 30 Feet
At Higher Levels. When you cast this spell using
Components: V, S
a spell slot of 4th level or higher, increase the Cold
Duration: Instant
damage by 1d6 for every two slot levels above 2nd.
You chill the air in a 10-foot radius sphere centered
on a point you can see within range. Creatures in the
affected area must make a Constitution saving throw, Icy Rays (Druid, Sorcerer, Wizard)
taking 3d10 Cold damage on a failed save. 2nd Level Conjuration
At Higher Levels. When you cast this spell with a Casting Time: 1 Action
spell slot of 3rd level or higher, increase the Cold Range: 120 Feet
damage by 1d10 per slot level above 2nd. Components: V, S, M (a small arrow made of glass)
Duration: Instant
Entangling Force (Paladin, Wizard) You create two rays of ice. You can hurl them at one
target, or split them up among multiple targets. Make
2nd Level Conjuration
a ranged spell attack roll for each ray. On a hit, the
Casting Time: 1 Action
target takes 2d6 Cold damage and its speed is
Range: 30 Feet
reduced by 10 until the end of its next turn, and it
Components: V, S, M (A small length of rope or
cannot benefit from bonuses to its speed.
chain)
At Higher Levels. If you cast this spell using a
Duration: Concentration, Up to 1 Minute
spell slot of 4th level or higher, make one additional
Choose one Huge or smaller creature you can see
ray for every 2 levels beyond 2nd, for a maximum of
within range. Glowing bands of magical force appear
5 rays at 8th level
and wrap themselves around the target. The target
must make a Dexterity saving throw or take 3d6
Force damage and be restrained. A creature Listening Coin (Bard, Cleric, Wizard)
restrained by the bands can use its action to make a 2nd Level Divination
Strength check against your spell save DC. On a Casting Time: 1 Action
success, it frees itself, ending the spell. You can use a Range: Touch
bonus action on your turn to cause affected creatures Components: V, S, M (a matching pair of coins)
to take an additional 1d6 Force damage. Duration: Concentration, up to 1 Hour
At Higher Levels. When you cast this spell using You create a magical link between two similar coins,
a spell slot of 3rd level or higher, you may target one turning them into a magical listening device. One
additional creature you can see per spell level, as coin becomes a sensor, and the other becomes a
long as all the targets are within 10 feet of each other. receiver. When you hold the receiver coin up to your
ear, you can hear anything you could hear if you were
in the location of the sensor coin. There is no range
Ice Axe (Druid)
limit on how far the coins can hear each other from,
2nd Level Conjuration
although they fail to function if they are ever on
Casting Time: Bonus Action
separate planes. The spell ends if you lose
Range: Self
concentration or if you cast it again.
At Higher Levels. If you cast this spell using a You create a forceful stream of water that rushes out
spell slot of 5th level or higher, the spell no longer in a line 30 feet long and 5 feet wide. Each creature
requires concentration. in the line must make a Strength saving throw. On a
failure, the creature takes 3d6 Bludgeoning damage
Pull of the Abyss (Sorcerer, Warlock, Wizard) and is pushed up to 15 feet away from you. If the
creature succeeds on its saving throw, it takes half as
2nd Level Transmutation
much damage and is not pushed.
Casting Time: 1 Action
At Higher Levels. When you cast this spell using
Range: 50 Feet
a spell slot of 3rd level or higher, increase the
Components: V, S, M (a lodestone)
bludgeoning damage by 1d6 per slot level above 2nd.
Duration: Instant
You create a small forcefield that attempts to pull all 3rd Level
the creatures in the area towards the center. Any
creature within 30 feet of a point you can see within
range must make a Strength saving throw. Large or Acid Breath (Sorcerer, Wizard)
larger creatures have advantage on the saving throw. 3rd Level Conjuration
On a failure, the creature is pulled as close to the Casting Time: 1 Action
center of the area as possible and left prone. Range: Self (15-foot-cone)
At Higher Levels. When you cast this spell using Components: V, S, M (a vial of acid)
a spell slot of 5th level or higher, increase the radius Duration: Instant
of the effect (and the spell's range) by 10 feet for You breathe out a cone of acid in front of you.
every three slot levels above 2nd. Creatures in the area must make a Dexterity saving
throw, taking 5d6 Acid damage on a failed save, or
half as much on a successful one. Creatures that fail
Rain-bow (Cleric, Druid)
the save take an additional 2d6 Acid damage at the
2nd Level Evocation
start of their next turn.
Casting Time: Bonus Action
At Higher Levels. When you cast this spell using
Range: Self
a spell slot of a level higher than 3rd, increase the
Components: V, S, M (a miniature longbow made
breath damage by 1d6 per spell level, and increase
from mother-of-pearl worth at least 50gp)
the extra damage by 1d6 every two spell levels.
Duration: Concentration, up to 10 Minutes
You create a bow seemingly made of rainbows into
your hands. The bow is similar in size and shape to a Acid Sheath (Sorcerer, Warlock, Wizard)
shortbow. It does not emit light, but it does refract the 3rd Level Conjuration
light around it, as if it were a prism. You can use an Casting Time: 1 Action
action on your turn to shoot a rainbow arrow at a Range: Self
single target within 60 feet of you. Make a ranged Components: V, S, M (a handful of fire ants, alive or
spell attack against the target. On a hit, it takes 3d6 dead)
Radiant damage. Duration: Concentration, up to 1 Minute
At Higher Levels. When you cast this spell using You enclose yourself in a fluid sheath of acid that
a spell slot of 4th level or higher, the damage does not harm you. You can breathe normally and
increases by 1d6 for every two slot levels above 2nd. cast spells while the acid sheath is present. Any
creature that hits you with a melee attack within 5
feet of you takes 2d4 Acid damage. The acid sheath
Waterspout (Druid, Sorcerer, Wizard) does not protect you against other attack forms, such
2nd Level Conjuration
as fire. If you are in a grapple, other creatures in the
Casting Time: 1 Action
grapple takes 2d4 Acid damage once per round at the
Range: Self (30-foot Line)
beginning of their turn. When you deal Acid damage
Components: V, S, M (a vial of water)
while the sheath is around you, deal 1 extra point of
Duration: Instant
Acid damage per die. A large, sharp chunk of ice shoots towards a target
you can see within range. Make a ranged spell attack
Arrow-ward (Bard, Cleric, Ranger, Wizard) against the target. On a hit, the target takes 6d8 Cold
damage.
3rd Level Transmutation
At Higher Levels. If you cast this spell using a
Casting Time: 1 Action
spell slot of 4th level or higher, increase the Cold
Range: Touch
damage by 1d8 per spell level.
Components: V, S
Duration: Concentration, up to 10 Minutes
You change one object or creature of Medium or Cyclone Blast (Druid, Sorcerer, Wizard)
larger size to magically attract missile attacks that 3rd Level Evocation
pass near it. If the target is a creature, you must make Casting Time: 1 Action
a melee spell attack to touch the creature. If you hit, it Range: 30 Feet
can make a Charisma saving throw to resist being Components: V, S
altered. On a failure, the creature is affected by the Duration: Instant
spell. Any ranged weapon attack that passes within You blast a creature with gale-force winds, dealing
30 feet of an affected creature or object is redirected damage and knocking it down. One creature you can
to target the affected creature or object, otherwise the see within range is affected by the winds. It must
attack is resolved the same way as it normally would make a Strength saving throw. On a failure, it takes
be. 5d8 Bludgeoning damage, is pushed up to 10 feet
away from you, and is left prone. On a success, it
Aura of Repulsion (Bard, Paladin, Sorcerer, takes half as much damage and is not pushed or
knocked down.
Warlock, Wizard)
3rd Level Abjuration
Casting Time: 1 Action Glossolalia (Bard)
Range: Self 3rd Level Evocation
Components: V, S, M (A pair of small iron bars Casting Time: 1 Action
attached to two small canine statuettes, one black and Range: Self
one white, the whole array worth 50 gp) Components: V
Duration: Concentration, up to 10 Minutes Duration: Instant
For the duration, no creature within 30 feet of you You utter shrieks of nonsense and gibberish that
can willing come closer to you unless you allow it or thinking creatures find distracting and confusing. The
it succeeds on a Strength ability check against your spell affects only creatures with Intelligence scores of
spell save DC. If you move closer to an affected 5 or higher. Any such creatures within a 40 foot cone
creature, nothing happens. (The creature is not forced must succeed on a Constitution saving throw.
back.) The creature is free to make melee weapon Creatures with 15 or higher Intelligence that fail the
attacks against you if you come within reach. If a save are stunned until the end of your next turn.
repelled creature moves away from you and then tries Creatures with between 14 and 12 Intelligence are
to turn back toward you, it cannot move any closer if incapacitated and restrained until the end of your next
it is still within the spell’s area and does not succeed turn. Creatures with less than 8 Intelligence are
on its check. incapacitated until the end of your next turn.

Chill Strike (Druid, Sorcerer, Wizard) Force Hammer (Sorcerer, Wizard)


3rd Level Conjuration 3rd Level Evocation
Casting Time: 1 Action Casting Time: Bonus Action
Range: 90 Feet Range: Self
Components: V, S Components: V, S, M (a tiny glass hammer)
Duration: Instant Duration: Concentration, up to 10 Minutes
You create a translucent hammer of pure force spell automatically incinerates a Large or smaller
energy in your free hand. The hammer is similar in creature. If the target is a Huge or larger, this spell
size and shape to a maul, and it lasts for the duration. incinerates a 10-foot-cube portion of it. A magic item
If you let go of the hammer, you can evoke it again as is unaffected by this spell. Creatures without
a bonus action. corporeal bodies cannot be incinerated.
You can use your action to make a melee spell attack At Higher Levels. When you cast this spell using
with the hammer, as long as you are using both hands a spell slot of 5th level or higher, increase the damage
to wield it. On a hit, the target takes 3d8 Force by 1d10+5 per 2 spell levels
damage.
At Higher Levels. When you cast this spell using Infernal Spheres (Warlock, Cleric)
a spell slot of 5th level or higher, increase the damage
3rd-level Evocation
by 1d8 for every two slot levels above 3rd.
Casting Time: 1 action
Range: Self
Frost Razors (Druid, Sorcerer, Wizard) Components: V, S
3rd Level Conjuration Duration: Concentration, up to 10 minutes
Casting Time: 1 Action You create six spheres of infernal power in your
Range: Self (15-foot radius) space. They float in the air and orbit you for the
Components: V, S, M (a razor-sharp shard of ice) spell’s duration. When you cast the spell—and as a
Duration: Instant bonus action on each of your turns thereafter—you
You create an explosion of thousands of incredibly can expend one or two of the spheres, sending them
shard ice fragments that tear into creatures in the streaking toward a point or points you choose within
area. All creatures within 15 feet of you must make a 120 feet of you. Once a sphere reaches its destination
Dexterity saving throw, taking 3d6 Cold damage and or impacts against a solid surface, it explodes. Each
3d6 Slashing damage on a failure, or half as much on creature within 5 feet of the point where the sphere
a success. Creatures that fail the saving throw take explodes must make a Dexterity saving throw. A
2d6 Necrotic damage at the start of their next turn as creature takes 2d6 fire damage on a failed save, or
they bleed from wounds caused by the shards. half as much damage on a successful one.
Creatures without blood are not affected by the At Higher Levels. When you cast this spell using
Necrotic damage. a spell slot of 4th level or higher, the number of
At Higher Levels. When you cast this spell using meteors created increases by two for each slot level
a spell slot of 4th level or higher, increase the Cold above 3rd.
damage by 1d6 for each slot level above 3rd.
Last Word (Bard, Cleric, Warlock, Wizard)
Incinerate (Sorcerer, Warlock, Wizard) 3rd Level Divination
3rd Level Transmutation Casting Time: 1 Minute
Casting Time: 1 Action Range: Touch
Range: 60 Feet Components: V, S
Components: V, S Duration: Concentration, up to 10 Minutes
Duration: Instant You relive the last moments of a once-living creature
Choose one creature you can see within range. whose corpse you touch when you cast the spell. You
White-hot flames engulf the target, which must make experience the last 10 minutes of its life through the
a Constitution saving throw. On a failure, it takes creature's eyes.
4d10+20 Fire damage. If this damage reduces the While you are experiencing these moments, you are
target to 0 hit points, it is incinerated. An incinerated blinded and deafened to your physical surroundings.
creature and everything it is wearing and carrying, If you lose concentration on the spell, it ends early
except magic items, are reduced to a pile of fine and you lose any viewings you may have missed.
black ash. The creature can be restored to life only by You can end the spell early with a bonus action. This
means of a true resurrection or a wish spell. This spell does not affect dead creatures currently
animated by magic, or creatures that have been dead 3rd Level Enchantment
for more than 1 month. Casting Time: Bonus Action
At Higher Levels. When you cast this spell using Range: Self (25-foot radius)
a spell slot of 6th level or higher, you see the last 30 Components: V
minutes of the creature's life. Duration: 1 Minute
You unleash a mighty war cry, inspiring your allies
Supercharge (Sorcerer, Wizard) and demoralizing your enemies. Each creature of
your choice within the area that can hear you adds
3rd Level Transmutation
your spellcasting ability modifier to its next attack
Casting Time: Bonus Action
roll or ability check. All other creatures in the area
Range: 40 Feet
that can hear you must make a Wisdom saving throw.
Components: V, S
On a failure, they apply your spellcasting ability
Duration: Concentration, up to 1 Minute
modifier as a penalty to their next attack roll or
You charge a single creature you can see within
ability check. Once a creature has applied the bonus
range with a massive amount of electrical energy.
(or penalty) the spell ends for that creature.
The next time the creature takes Lightning damage, it
At Higher Levels. When you cast this spell using
must make a Constitution saving throw (in addition
a spell slot of 6th level or higher, each affected
to any saving throws required by the spell). On a
creature applies the bonus or the penalty to the next
failure, that instance of Lightning damage is
two attack rolls or saving throws.
maximized, and any creatures within 10 feet of the
original target must make a Dexterity saving throw,
taking half the same damage as the target on a failure, Whirling Wards (Cleric, Paladin, Wizard)
or a quarter of the damage on a success. The spell 3rd Level Abjuration
ends once the affected creature fails its first saving Casting Time: 1 Action
throw against the spell. Range: Self
Components: V, S, M (a tiny shield made of glass,
Thunderlance (Paladin, Sorcerer, Wizard) which the spell consumes)
Duration: Concentration, up to 1 Minute
3rd Level Evocation
You create three translucent shimmering shields that
Casting Time: Bonus Action
appear in your space and whirl around you for the
Range: Self
duration. When you are targeted by an attack roll,
Components: V, S, M (a tiny steel lance)
you can use your reaction to interpose one of the
Duration: Concentration, up to 10 Minutes
shields. If the attack hits, the shield takes the damage
You evoke a lance that appears to be made of
instead of you. A shield can absorb damage equal to
thunderclouds in your free hand. If you let go of the
3 times your spellcasting ability modifier. If the
lance, it disappears, but you can recreate it as a bonus
shield takes more damage than it can absorb, you
action. You can use your action to make a melee spell
take any overflow damage. Once you use a shield in
attack against a target within 10 feet of you. If you
this way and the shield is hit by an attack, it shatters.
are not mounted, you must use both hands to make
Once you use the last shield, the spell ends.
the attack. On a hit, the target takes 2d10 Thunder
At Higher Levels. When you cast this spell using
damage. In addition, when you successfully hit a
a spell slot of 5th level or higher, you create one
target with the thunderlance, you can choose to push
additional shield for every two slot levels above 3rd.
it up to 10 feet further away from you, provided it
fails a Strength saving throw.
At Higher Levels. When you cast this spell using 4th Level
a spell slot of 6th level or higher, increase the damage
by 2d10 for every 3 slot levels.
Absolution (Cleric, Paladin)
4th Level Abjuration
War Cry (Bard, Cleric, Paladin) Casting Time: 1 Action
Range: Self bonus to Dexterity saves equal to your spellcasting
Components: V, S, M (a small shield made of gold ability modifier, and when they are subjected to an
worth at least 100gp) effect that allows them to make a Dexterity save for
Duration: Concentration, Up to 1 Minute half damage, they instead take no damage on a
You create a protective veil around yourself and up to success.
5 allies you can see within 25 feet. When a protected
creature takes damage, that damage is reduced by 1d4 Awareness (Bard, Cleric, Ranger, Warlock,
+ your spellcasting ability modifier. The spell ends
Wizard)
for a creature when the shield absorbs 25 points of
4th Level Divination
damage.
Casting Time: 1 Action
At Higher Levels. When you cast this spell using
Range: Self
a spell slot of 5th level or higher, increase the amount
Components: V, S, M (a glass eye)
of damage the shield can absorb before breaking by 5
Duration: Concentration, up to 1 Hour
for each spell level.
You create an invisible magical sensor that floats just
above your head and shares your space. You can see
Acid Orbs (Sorcerer, Warlock, Wizard) through the sensor in all directions. For the duration,
4th Level Conjuration no melee attack roll can have advantage against you,
Casting Time: 1 action and you have advantage on Wisdom (Perception) and
Range: Self Intelligence (Investigation) checks that rely on sight.
Components: V, S, M (a vial of acid)
Duration: Concentration, up to 10 minutes Backfire (Bard, Cleric, Sorcerer, Warlock,
You create six tiny green orbs in your space. They
Wizard)
float in the air and orbit you for the spell's duration.
4th Level Abjuration
When you cast the spell—and as a bonus action on
Casting Time: 1 Action
each of your turns thereafter—you can expend one or
Range: 30 Feet
two of the orbs, sending them streaking toward a
Components: V, S
point or points you choose within 120 feet of you.
Duration: Concentration, up to 1 Minute
Once an orb reaches its destination or impacts against
Choose a creature you can see within range. The next
a solid surface, the orb explodes. Each creature
time it casts a spell, it must make a Wisdom saving
within 5 feet of the point where the orb explodes
throw. On a failure, it takes Necrotic damage equal to
must make a Dexterity saving throw. A creature takes
1d10 times the spell's level, and the spell fails (the
2d8 Acid damage on a failed save, or half as much
spell slot is still consumed), and the spell ends. On a
damage on a successful one.
success, it takes only half as much damage and the
At Higher Levels. When you cast this spell using
spell does not fail. A creature is unaware it has been
a spell slot of 6th level or higher, the number of orbs
affected by magic, both before and after attempting to
created increases by three for each two slot level
cast a spell, unless it either succeeds on an
above 4th
Intelligence (Arcana) check vs your spell save DC, or
has some way of sensing magic, such as the detect
Aura of Evasion (Bard, Cleric, Druid, Paladin, magic spell.
Ranger, Wizard)
4th Level Transmutation Chilling Cloud (Druid, Ranger, Sorcerer,
Casting Time: 1 Action
Wizard)
Range: 30 Feet
4th Level Conjuration
Components: V, S, M (a pinch of powdered emerald
Casting Time: 1 Action
worth 100gp, which the spell consumes)
Range: 90 Feet
Duration: Concentration, up to 10 Minutes
Components: V, S, M (a bit of ice)
You imbue yourself and up to 6 allies within range
Duration: Concentration, Up to 5 Minutes
with improved reflexes. Affected creatures gain a
You create a 20 foot radius sphere of freezing blue Hurl Make a ranged spell attack against a target you
fog centered on a point you choose within range. The can see within 90 feet of you as you hurl the blaze of
fog spreads around corners. It lasts for the duration or darkfire at them. On a hit, they take 3d10 Fire and
until strong wind disperses the fog, ending the spell. 3d10 Necrotic damage.
Its area is heavily obscured. When a creature enters Breathe You breathe in the darkfire, then exhale it in
the spell’s area for the first time on a turn or starts its a 20-foot-cone in front of you. Creatures in the area
turn there, that creature must make a Constitution must make a Dexterity saving throw. Creatures that
saving throw. The creature takes 4d6 Cold damage on fail the saving throw take 3d6 Fire and 3d6 Necrotic
a failed save, or half as much damage on a successful damage. If they succeed, they take half as much.
one. The fog moves 10 feet away from you at the When you use one of these options, the darkfire is
start of each of your turns, rolling along the surface extinguished, and the spell ends.
of the ground. The cold fog, being heavier than air, At Higher Levels. When you cast this spell using
sinks to the lowest level of the land, even pouring a spell slot of 6th level or higher, increase the Fire
down openings. and Necrotic damage by 1d10 per two spell levels for
At Higher Levels. When you cast this spell using the Touch and Hurl options, and by 1d6 per two spell
a spell slot of 5th level or higher, the damage levels for the Breathe option.
increases by 1d6 for each slot level above 4th.
Dreadtheft (Cleric, Sorcerer, Warlock)
Commune with Stone (Druid, Ranger) 4th Level Necromancy
4th Level Divination Casting Time: 1 Action
Casting Time: 10 Minutes Range: 15 Feet
Range: Touch Components: V, S
Components: V, S Duration: Instant
Duration: 1 Minute You feed on a creature's deepest-set fears and terrors,
You gain the ability to speak with stones, which wracking it with terrible pain. Choose one creature
relate to you who or what has touched them, as well you can see within range. It must make a Charisma
as revealing what is covered or concealed behind or saving throw, taking 4d8 Psychic damage on a
under them. The stones relate complete descriptions failure, or half as much on a success. If the target is
if asked. A stone’s perspective, perception, and frightened, but not of you, it takes an additional 2d8
knowledge may prevent the stone from providing the Psychic damage. If it is frightened of you, it takes
details you are looking for. double the Psychic damage, for a total of 8d8.
At Higher Levels. If you cast this spell using a
Darkfire (Cleric, Warlock, Wizard) spell slot of 5th level or higher, increase the damage
by 1d8 (5d8 if not frightened, 7d8 if frightened, 10d8
4th Level Evocation
if frightened of you)
Casting Time: 1 Action
Range: Varies
Components: V, S Enervation (Cleric, Sorcerer, Warlock, Wizard)
Duration: Concentration, up to 10 Minutes 4th Level Necromancy
You summon a blaze of darkfire in your open hand. Casting Time: 1 Action
Darkfire emits no light, but produces the same heat as Range: 60 Feet
a regular fire, and it is invisible except to those with Components: V, S
darkvision. While you hold the darkflames, it doesn't Duration: Instant
harm you or your equipment, and you have several Choose one creature you can see within range. It
options, which can be taken immediately or must make a Charisma saving throw. On a failure, it
performed as an action on a later turn: takes a penalty to attack rolls, ability checks and
Touch Make a melee spell attack against a creature saves, and death saving throws equal to 1d4 + your
within 5 feet of you. On a hit, the creature takes 3d10 spellcasting ability modifier. The target can repeat
Fire and 3d10 Necrotic damage. the saving throw to end the effect every 10 minutes,
or it can be removed with a remove curse spell or or knocked down. Incorporeal creatures or creatures
similar magic. on the Ethereal Plane must make a Charisma check
At Higher Levels. When you cast this spell using against your spell save DC in order to enter the area.
a spell slot of 6th level or higher, target one If the creature is already in the area when the spell is
additional creature for every two levels above 4th. cast, or the spell's effect moves to include it, it
automatically succeeds the check.
Fire Stride (Sorcerer, Warlock, Wizard)
4th Level Conjuration Hammer of the Gods (Cleric, Paladin)
Casting Time: 1 Action 4th Level Evocation
Range: 500 Feet Casting Time: 1 Action
Components: V, S Range: 120 Feet
Duration: 10 Minutes or until expended Components: V, S, M (a tiny golden hammer worth
You gain the ability to step into fires and move from at least 25gp)
one fire to another. The fires you enter and move Duration: Instant
between must be at least as big around as you are. You summon a pillar of bright golden light that burns
Fire elementals and other fire creatures are not creatures in its area with its radiance. The spell
considered “fires” for the purpose of this spell, nor affects a cylinder that is 40 feet high and has a 15-
are sources of great heat, such as pools of lava. Once foot radius. All creatures in the area must make a
in a fire, you instantly know the locations of all Constitution saving throw, taking 6d8 Radiant
suitable fires within range and can transport yourself damage on a failed save, or half as much on a
to one of them using your action. You can transport successful one.
yourself in this way up to four times. If a fire’s At Higher Levels. When you cast this spell using
location doesn’t offer enough space for you (for a spell slot of 5th level or higher, increase the radiant
example, a fire contained inside a furnace too small damage by 1d8 per slot level above 4th.
to hold you or a fire already occupied by a big
cauldron), it is not a viable destination and you don’t Ice Armor (Druid, Sorcerer, Warlock, Wizard)
sense its location. If a fire rests on a surface that can’t
4th Level Abjuration
support you, it is still a viable destination and you
Casting Time: 1 Action
suffer the appropriate consequences if you transport
Range: Touch
yourself to it. For example, if you transport yourself
Components: V, S, M (a shard of perfectly clear ice)
into a fire burning in a pit full of oil, you fall into the
Duration: Concentration, up to 1 Hour
oil when you arrive there. While this spell is active,
You create a sheath of ice stronger than steel around
you are unaffected by mundane flames (excluding
a single creature you touch. This spell cannot affect
any flames produced by a creatures, such as a
creatures of Huge or larger size, or creatures that are
dragon's breath), but magical fire still has its full
wearing armor. The target's AC increases by 3, to a
effect.
maximum of 18. When a creature affected by this
spell is struck by a melee attack, the attacker takes
Forceward (Bard, Wizard) Cold damage equal to your spellcasting ability
4th Level Abjuration modifier.
Casting Time: 1 Action
Range: Self Moment (Bard, Cleric, Druid, Sorcerer, Wizard)
Components: V, S
4th-level Divination
Duration: Concentration, up to 10 Minutes.
Casting Time: Bonus Action
You create an invisible force field that protects a 15-
Range: 30 feet
foot sphere centered on you that moves with you for
Components: V, S, M (a four-leaf clover made of
the duration. Creatures inside the sphere have
gold worth at least 75 gp)
resistance to Force damage, advantage on Strength
Duration: Instant
saving throws, and cannot be moved against their will
You and your allies have a perfect moment of luck. Duration: Concentration, up to 1 Minute.
Until the start of your next turn, you and up to 7 other Choose a creature you can see within range. That
creatures you choose within range have advantage on creature is prevented from casting spells or using
all attacks and saves while within range. magical abilities unless it makes a successful ability
check with its spellcasting ability vs your spell save
Scintillating Sphere (Sorcerer, Wizard) DC (It makes a new ability check every time it tries
to cast a spell). On a success, the creature casts the
4th Level Evocation
spell or ability as normal, but on a failure the usage is
Casting Time: 1 Action
consumed and the spell or ability has no effect.
Range: 60 Feet
Components: V, S
Duration: Instant Templar's Wrath (Cleric, Paladin)
When you cast this spell, a tiny blue lightning bolt 4th Level Evocation
arcs towards a point you can see within range. When Casting Time: 1 Action
it arrives it explodes, dealing 8d8 Lightning damage Range: Self
to all creatures within 15 feet of the explosion. If an Components: V, S
affected creature makes a successful Dexterity saving Duration: Instant
throw, it only takes half as much damage. You lash out at all nearby creatures with divine
At Higher Levels. When you cast this spell using power. Each creature within 15 feet of you must
a spell slot of 5th level or higher, increase the make a Constitution saving throw. On a failure, an
Lightning damage by 1d8 per slot level above 4th. affected creature takes 8d6 Radiant damage and is
frightened of you until the end of its next turn. On a
Shout (Bard, Paladin, Sorcerer, Warlock, Wizard) success, it takes half damage and is not frightened.
At Higher Levels. When you cast this spell using
4th Level Evocation
a spell slot of 5th level or higher, increase the damage
Casting Time: 1 Action
by 2d6 per spell level.
Range: Self
Components: V
Duration: Instant Warmind (Bard, Cleric, Wizard)
You release a magically-enhanced ear-splitting shout, 4th Level Divination
that deafens and damage creatures near you, and can Casting Time: 1 Action
be heard up to 1000 feet away. Each creature within Range: Self
15 feet of you must make a Constitution save. On a Components: V, S, M (a martial weapon)
failure, it takes 5d6 Thunder damage, and is deafened Duration: Concentration, up to 1 Minute
for 1d6 rounds. On a success, it takes half the damage You magically bond yourself to a single weapon. For
and is not deafened. A creature made of inorganic the duration, you are considered proficient with the
material such as stone, crystal, or metal has weapon, and you can use your spellcasting ability
disadvantage on this saving throw. A non magical modifier instead of Strength or Dexterity for attack
object that isn't being worn or carried also takes the and damage rolls with the weapon. Any time a
damage if it’s in the spell's area. creature enters your reach while the spell is active,
At Higher Levels. When you cast this spell using you can use your reaction to make an Opportunity
a spell slot of 5th level or higher, increase the thunder Attack against that creature. On your turn, you can
damage by 1d6 per spell level. use a Bonus Action to make a single attack with the
weapon. The spell ends if you are ever not holding
Spellshield (Bard, Cleric, Wizard,) the weapon you used as a material component.
4th Level Abjuration
Casting Time: 1 Action 5th Level
Range: 50 Feet
Components: V, S
Aether Waves (Cleric, Sorcerer, Wizard)
5th Level Evocation the weapon inoperative for the duration of the spell.
Casting Time: Bonus Action This spell is not stackable with magic weapon or any
Range: Self other spell that might modify the weapon in any way.
Components: V, S This spell does not work on artifacts or cursed items.
Duration: Concentration, up to 1 Minute
For the duration, striking a creature creates a Barrier (Paladin, Sorcerer, Wizard)
shockwave on the other side of the creature. The first
5th Level Abjuration
time you hit a creature with a weapon attack on your
Casting Time: 1 Action
turn, any creatures in a 10 foot cone radiating out
Range: Self
from the other side of the creature (not including the
Components: V, S, M (a small golden shield worth
original target) must make a Dexterity saving throw,
at least 60gp)
taking 3d6 Force damage on a failed save.
Duration: Special
At Higher Levels. When you cast this spell using
You create a barrier of force around yourself that
a spell slot of 7th level or higher, increase the force
protects you from damage. When you cast this spell,
damage by 1d6.
roll 6d10. Your barrier has hit points equal to the
amount rolled. While you still have the barrier, it
Astral Shield (Cleric, Paladin) absorbs any damage you would have taken, and you
5th Level Abjuration (ritual) are immune to the grapple and stunned conditions (if
Casting Time: 1Action you are already grappled, your next attempt to break
Range: Self free automatically succeeds, as long as the barrier
Components: V, S, M (ruby dust worth at least remains). In addition, you cannot be knocked down
250gp, which the spell consumes) or otherwise moved against your will while the
Duration: Concentration, up to 10 Minutes barrier remains (if you are already knocked down,
You imbue an area of terrain up to 40 feet across with you do not automatically stand up). At the start of
divine energy. When you or an ally starts their turn in each of your turns, starting the turn after you cast the
this area, they gain 2d6 Temporary Hit points. While spell, the barrier loses 10 points of strength. When
they have these hit points, they have resistance to the barrier runs out of hit points, the spell ends.
Necrotic and Poison damage. At Higher Levels. When you cast this spell using
a spell slot of 8th level or higher, increase the
Avenging Weapon (Paladin) barrier's strength by 2d10.
5th Level Transmutation
Casting Time: 1 Action Berserk (Bard, Warlock, Wizard)
Range: Touch 5th Level Enchantment
Components: V, S, M (a vial of holy water and a Casting Time: 1 Action
pinch of diamond dust worth 30gp, both of which the Range: 120 Feet
spell consumes) Components: V, S, M (a scrap of red cloth)
Duration: Concentration, up to 1 Minute Duration: Concentration, up to 1 Minute
This spell allows you to channel holy power into your You cause one creature you can see within range to
sword, or any other melee weapon you choose. The fly into a murderous rage. The target creature must
weapon gains a +2 bonus to attack and damage rolls, make a Wisdom saving throw. On a failure, the target
and when you hit an undead or a fiend with the creature is enraged, and has the following properties:
weapon, it deals an additional 2d6 Radiant damage. -The creature is resistant to slashing, piercing, and
The spell ends if you end your turn without the bludgeoning damage from nonmagical attacks.
weapon in your hand. You cannot have more than -The creature cannot concentrate on or cast spells.
one avenging weapon at a time. If this spell is cast on -On its turn, the creature must attack the nearest
a magic weapon, the effects of the spell supersede living thing it can see. If no such creature is within
any that the weapon normally has, rendering the melee range, the target moves towards the nearest
normal enhancement bonus and other capabilities of available creature.
The creature can make a new saving throw at the Darkbolt (Cleric, Sorcerer, Warlock, Wizard)
end of each of its turns, ending the effect on a
5th Level Illusion
success. If the creature cannot see or hear any other
Casting Time: 1 Action
living creature, the spell ends.
Range: 120 Feet
Components: V, S, M (a hunk of jet)
Blindsight (Bard, Cleric, Druid, Sorcerer, Duration: Instant
Wizard) You create three bolts of purest darkness and hurl
5th Level Divination them at targets within range. You can hurl them at
Casting Time: 1 Action one target or several. Make a ranged spell attack for
Range: Self each bolt. On a hit, a target takes 3d8 Necrotic
Components: V, S, M (a glass eye) damage, and must make a Constitution saving throw
Duration: 10 Minutes or be blinded until the end of its next turn.
You gain blindsight for the duration. At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, create one
Chaos Armour (Sorcerer, Warlock, Wizard) additional bolt per spell level.
5th Level Abjuration
Casting Time: 1 Action Fire Seeds (Druid, Ranger)
Range: Self 5th Level Transmutation
Components: V, S Casting Time: 1 Action
Duration: Concentration, up to 10 Minutes. Range: Touch
You create a rainbow-coloured barrier around Components: V, S, M (special, see text)
yourself, causing any creature that strikes you to Duration: 10 Minutes
suffer a random effect. When a creature hits you with Depending on the version of fire seeds you choose,
a weapon attack, resolve the attack as normal, then you turn acorns into splash weapons that you or
roll a d100 and consult the table to determine the another character can throw, or you turn holly berries
random effect: into bombs that you can detonate on command.
d100 Effect Magnitude Save Acorn Grenades You turn as many as four acorns
1-10 Acid Damage 3d6 -- into fire grenades that can be thrown up to 60 feet.
11-15 Blinded 1d4 Rounds CON When a character throws an acorn as an action, they
16-25 Cold Damage 3d6 -- make a ranged spell attack (using your modifiers). On
26-30 Charmed 1d6 Rounds WIS a hit, each acorn does 4d6 Fire damage to the initial
31-40 Fire Damage 4d6 -- target, and half as much to all creatures within 5 feet
41-45 Deafened 1d8 Rounds CON of the target. Creatures within 5 feet of the target can
46-55 Force Damage 2d6 -- make a Dexterity saving throw to halve the damage
56-60 Frightened 1d6 Rounds WIS again on a success. The initial target is not allowed a
61-70 Lightning Damage 3d6 -- saving throw. On a miss, the DM determines if it
71-72 Paralyzed 1d4 Rounds WIS would strike a wall or other hard surface, causing 2d6
73-82 Psychic Damage 2d6 -- Fire damage with the Dexterity save, as above.
83-86 Petrified 1d4 Rounds CON Holly Berry Bombs You turn as many as eight
87-96 Thunder Damage 3d6 -- holly berries into special bombs. The holly berries are
97-98 Stunned 1d4 Rounds CON usually placed by hand, since they are too light to
99 Restore Hit Points* 3d6 -- make effective thrown weapons (they can be tossed
100 Restore Hit Points* 100% -- only 5 feet). If you are within 200 feet and speak a
*affects the triggering creature, not the caster word of command, each berry instantly bursts into
Once a creature has failed a save against a non- flame, causing fire damage equal to 2d8 + your
damage result, reroll any non-damage result for that spellcasting ability modifier to every creature in a 5-
creature. foot radius burst and igniting any combustible
materials within 5 feet. A creature in the area that
makes a successful Dexterity save takes only half Mind Fog (Bard, Warlock, Wizard)
damage. If a creature is in the areas of more than one
5th Level Enchantment
berry, it still makes only one saving throw.
Casting Time: 1 Action
At Higher Levels. When you cast this spell using
Range: 60 Feet
a spell slot of 6th level or higher, produce one
Components: V, S
additional acorn grenade, or two additional holly
Duration: Concentration, up to 1 Minute
berry bombs per additional spell level.
You create a 20 foot radius sphere of thin blue vapors
centered on a point you choose within range. The
Hailstones (Druid, Sorcerer) vapors spread around corners. It lasts for the duration
5th Level Conjuration or until strong wind disperses them, ending the spell.
Casting Time: 1 action Its area is lightly obscured. Creatures in to fog's area
Range: Self have disadvantage on Intelligence, Wisdom, and
Components: V, S, M (a vial of acid) Charisma save and checks and must make a
Duration: Concentration, up to 10 minutes Constitution saving throw to be able to cast a spell, as
You create six tiny hailstones in your space. They well as make the throw at the beginning of its turn if
float in the air and orbit you for the spell's duration. it is concentrating on one, as the magic clouds the
When you cast the spell—and as a bonus action on creature's mind.
each of your turns thereafter—you can expend one or
two of the hailstones, sending them streaking toward Normalize (Bard, Druid, Warlock, Wizard)
a point or points you choose within 120 feet of you.
5th Level Abjuration
Once a hailstone reaches its destination or impacts
Casting Time: 1 Action
against a solid surface, it explodes. Each creature
Range: 60 Feet
within 5 feet of the point where the hailstone
Components: V, S
explodes must make a Dexterity saving throw. A
Duration: Instant
creature takes 2d10 Cold damage on a failed save, or
You end any effect that changes the form a creatures
half as much damage on a successful one.
inside a 20-foot radius sphere centered on a point you
At Higher Levels. When you cast this spell using
can see within range. Any creature in the area that
a spell slot of 6th level or higher, the number of
has had its physical form changed by magic,
hailstones created increases by three for each two slot
including shapeshifting, spells, and afflictions such as
levels above 5th
lycanthropy, is reverted to its original, natural form.
If the form change is caused by a creature's natural
Mark of Justice (Cleric, Paladin) abilities and the creature is CR 6 or higher, it can
5th Level Necromancy make a Charisma saving throw to retain its current
Casting Time: 10 Minutes form. If the changes are a result of a spell of 6th level
Range: Touch or higher (such as flesh to stone, animal shapes, or
Components: V, S shapechange), you can make an ability check with
Duration: Permanent your spellcasting modifier (DC equal to 10 + the
You draw an indelible mark on the subject and state spell's level), ending the spell on a success. If the
some behavior on the part of the subject that will creature has been changed against its will, no check
activate the mark. When activated, the mark curses or save is required.
the subject. Typically, you designate some sort of At Higher Levels. When you cast this spell with a
criminal behavior that activates the mark, but you can spell slot of 6th level or higher, the CR threshold for
pick any act you please. The effect of the mark is the saving throw increases by 1 for every slot level
identical with the effect of bestow curse in that a above 5th. You also automatically end any form-
mark of justice cannot be dispelled, but it can be changing spell of a level equal to that of the slot you
removed with remove curse, wish, greater use.
restoration, and similar magic.
Each creature within 10 feet of where it detonated
Reap (Cleric, Warlock, Wizard) must make a Dexterity saving throw, taking 6d8
Bludgeoning damage on a failed save, or half as
5th Level Necromancy
much on a successful one. At any time during your
Casting Time: 1 Action
turn, you can detonate the shard early using a bonus
Range: Self
action.
Components: V, S, M (a skull)
Duration: Instant
You drain the life energies of creatures around you, Shard Storm (Sorcerer, Warlock, Wizard)
damaging them and healing yourself. Up to 5 5th Level Evocation
creatures of your choice within 15 feet of you must Casting Time: 1 Action
make a Constitution saving throw. On a failed save, Range: 60 Feet
they take 3d6 Necrotic damage, or half as much on a Components: V, S, M (a shard of glass)
successful one. You regain hit points equal to half the Duration: Concentration, up to 1 Minute
necrotic damage dealt. You create a whirling maelstrom of invisible blades
At Higher Levels. When you cast this spell using of force that fills a cylinder 40 feet tall and 20 feet
a spell slot of 6th level or higher, increase the across. Any creature that starts its turn in the area
necrotic damage by 1d6 per spell level. must make a Dexterity saving throw. On a failure, the
creature takes 3d4 Slashing damage and 2d4 Force
Shadow-ward (Warlock, Wizard) damage. On a success, it only takes the Force damage
that round.
5th Level Abjuration
At Higher Levels. When you cast this spell using
Casting Time: 1 Action
a spell slot of 7th level or higher, increase the
Range: Self
Slashing and Force damage by 1d4 each for every
Components: V, S, M (a shard of black glass)
two slot levels above 5th.
Duration: 1 Hour
You surround yourself with a shadowy mantle the
deflects attacks. As long as you are not wearing Starfire (Cleric, Druid, Sorcerer, Wizard)
armor, your AC equals 14 + your Dexterity modifier. 5th Level Conjuration
If you are in an area of dim light or darkness, attack Casting Time: 1 Action
rolls against you have disadvantage. Range: Self (100x5-foot Line)
Components: V, S, M (a glass prism that has been
Stonecrush (Druid, Sorcerer, Wizard) exposed to starlight)
Duration: Instant
5th Level Conjuration
You summon a beam of the fire that lives in the
Casting Time: 1 Action
hearts of stars. A thin, brilliant beam of concentrated
Range: 30 Feet
starlight shoots out from you in 100 foot line. All
Components: V, S, M (a lump of earth or stone)
creatures in the line's area must make a Dexterity
Duration: Concentration, Up to 1 Minute.
saving throw, taking 10d8 Radiant damage on a
You conjure a Medium boulder from the Elemental
failure.
Plane of Earth into a space you can see within range.
At Higher Levels. When you cast this spell using
If a creature is occupying that space, it must make a
a spell slot of 6th level or higher, increase the damage
Dexterity saving throw or be knocked prone and take
by 2d8 per spell level.
2d6 Bludgeoning damage. When you cast the spell,
and as an action on your turn, you can move the
boulder up to 30 feet in one direction. Any creature it Thunderbolt (Cleric, Druid, Sorcerer, Wizard)
crashes into must make a Dexterity saving throw or 5th Level Evocation
be knocked prone, taking 2d6 Bludgeoning damage Casting Time: 1 Action
on a failed save. If it impacts more than 2 creatures in Range: 10 Feet
the same movement, it explodes, ending the spell. Components: V, S, M (a pair of metal rods)
Duration: Instant You create a shimmering wall of magical energy that
You call a single, massive lightning bolt to strike a strips spells away from creatures that pass through it.
creature you can see within range. That creature The wall can be up to 40 feet long and 20 feet high,
makes a Dexterity saving throw, taking 5d12 and is thinner than a sheet of parchment. You can
Lightning damage and 5d12 Thunder damage on a also make the wall into a circle, with the same height
failed saving throw. and thickness, with a 20-foot radius. Any creature
At Higher Levels. When you cast this spell using that passes through the barrier is affected as if by a
a spell slot of 6th level or higher, increase the 3rd level dispel magic spell.
lightning and thunder damage by 1d12 each for every At Higher Levels. When you cast this spell using
slot level above 5th. a spell slot of 6th level or higher, creatures passing
through the barrier are affected by a dispel magic
Tremorsense (Cleric, Druid, Ranger, Wizard) spell of a level equal to the slot level minus two.
5th Level Divination
Casting Time: 1 Action Zone of Revelation (Bard, Wizard)
Range: Touch 5th Level Divination (ritual)
Components: S Casting Time: 1 Action
Duration: 10 Minutes Range: Self
You touch a willing creature and grant it the ability to Components: V, S, M (a small mirror)
sense vibrations in the ground. For the duration, the Duration: Concentration, up to 10 Minutes
affected creature has a tremorsense (30 feet). You create a magical ward that reveals any invisible
or ethereal creatures that are inside the area. The
Vacuum Burst (Druid, Warlock, Wizard) ward is a 40-foot radius sphere centered on you that
does not move with you after you cast the spell. Any
5th Level Transmutation
creatures in the area cannot benefit from being
Casting Time: 1 Action
invisible, and any creatures on the Ethereal Plane that
Range: 60 Feet
borders the immediate area are revealed, although
Components: V, S
they do not lose any other abilities that come from
Duration: Instant
being ethereal. You know the location of any creature
You expel the air from a 10-foot-radius sphere
in the area that is Tiny or larger.
centered on a point you can see within range, then
allow it to rush back in, causing a powerful
implosion. Any creature within the area of the spell 6th Level
must make a Constitution saving throw. On a failed
save, a creature takes 4d8 Thunder damage and is
stunned until the end of its next turn. On a successful Antimagic Burst (Bard, Cleric, Druid,
save, a creature takes half as much damage and is not Warlock, Wizard,)
stunned. 6th Level Abjuration
At Higher Levels. When you cast this spell using Casting Time: 1 Action
a spell slot of 7th level or higher, increase the thunder Range: 60 Feet
damage by 1d8 for every two slot levels above 5th Components: V, S
Duration: Instant
Choose up to 10 creatures, objects, or magical effects
Wall of Dispel Magic (Wizard) within a 30 foot sphere centered on a point within
5th Level Abjuration
range. Any spell of 3rd level or lower on the target
Casting Time: 1 Action
ends. For each spell of 4th level or higher on the
Range: 60 Feet
target, make an ability check using your spellcasting
Components: V, S
ability. The DC equals 10 + the spell’s level. On a
Duration: Concentration, up to 1 Minute
successful check, the spell ends.
At Higher Levels. When you cast this spell using
a spell slot of 7th level or higher, you automatically within range. You slowly explain to them that their
end the effects of spells one level higher for each battle is pointless, that they should simply lie down
additional spell level. and give up, weaving magic into your words all the
while. All three targets must make a Wisdom saving
Combat Transposition (Bard, Sorcerer, throw. On a failure, the creature lies down on the
ground (becoming prone) and drops its weapons. It
Warlock, Wizard)
stops trying to defend itself, and becomes effectively
6th Level Conjuration
stunned, though it can still speak. It may repeat this
Casting Time: Reaction, which you take when you
saving throw at the start of each of its subsequent
are targeted by an attack.
turns. A creature that succeeds its initial saving throw
Range: 30 Feet
is unaffected, but if it fails at first then succeeds later,
Components: V, S
it can never quite shake off the feeling that fighting
Duration: Instant
against you and your allies is useless. It has
When you are targeted by an attack, you may choose
disadvantage on attack rolls against you and your
a creature you can see within range of equal size to
allies for 1 minute.
you or smaller. If it is willing, you switch places
immediately, and the other creature takes the attack if
the roll is high enough to hit it. If the target it Frost Aura (Druid, Sorcerer, Wizard)
unwilling, it can make a Charisma saving throw to 6th Level Abjuration
resist being teleported. On a success, it does not swap Casting Time: Bonus Action
places with you, the casting fails, and you remain as Range: Self
the target of the attack. Components: V, S
Duration: Concentration, up to 1 Minute
Cometfall (Druid, Sorcerer, Wizard) You gather an aura of arctic power around yourself,
causing nearby creatures to take cold damage. At the
6th Level Conjuration
start of each of your turns, as well as when you cast
Casting Time: 1 Action
this spell, creatures within 10 feet of you must make
Range: 120 Feet
a Constitution saving throw, taking 3d6 Cold damage
Components: V, S
on a failure, or half as much on a success. In addition,
Duration: Instant
creatures that fail the save have their speed reduced
An icy comet strikes the ground at a point you can
by half until the end of their next turn.
see within range. Each creature within 20 feet of
where the meteor landed must make a Dexterity
saving throw, taking 5d10 Bludgeoning and 3d10 Hindsight (Bard, Wizard)
Cold damage on a failed save, or half as much on a 6th Level Divination
successful one. An affected creature must also make Casting Time: 1 Minute
a Strength saving throw, being knocked prone on a Range: Self
failure. Components: V, S, M
At Higher Levels. When you cast this spell using Duration: Instant
a spell slot of 7th level or higher, increase the damage You magically search backwards through time in the
of both types by 1d10 per spell level. area around you. The detail of the events you witness
depends on how far backwards you want to search. If
Dishearten (Bard, Cleric) you look only through recent days, you get a much
more detailed understanding than if you look back
6th Level Enchantment
years or centuries. You can only view one length of
Casting Time: 1 Action
time for each casting of the spell, chosen from these
Range: 30 Feet
options:
Components: V
Days You sense the events of the past, stretching
Duration: Instant
back a number of days equal to your spellcasting
Choose up to three hostile creatures you can see
ability modifier (min. one). You gain detailed
knowledge of the people, conversations, and events stops. A single creature cannot be affected by this
that transpired. attack more than once per use.
Weeks You gain a summary of the events of the
past, stretching back a number of weeks equal to your Magma Burst (Druid, Sorcerer, Wizard)
spellcasting ability modifier (min. one). Exact
6th Level Transmutation
wording and details are lost, but you know all the
Casting Time: 1 Action
participants and the highlights of the conversations
Range: 60 Feet
and events that took place.
Components: V, S, M (an obsidian shard worth at
Years You gain a general idea of the events of the
least 15gp)
past, stretching back a number of years equal to your
Duration: Instant
spellcasting ability modifier (min. one). You notice
You turn the ground under your opponent's feet into
only noteworthy events such as deaths, births, battles,
molten rock, burning them and then immobilizing
scenes of great emotion, important discoveries, and
them once it cools. All creatures in a 15-foot cube
significant happenings.
centered on a point you can see must make a
Centuries You gain a general idea of the events of
Dexterity saving throw, taking 8d8 Fire damage on a
the past, stretching back one century plus a number
failed save, or half as much on a successful one. Any
of centuries equal to your spellcasting ability
creatures that failed the saving throw must then make
modifier. You notice only the most remarkable of
a Strength saving throw, becoming restrained on a
events: coronations, deaths of important personages,
failure. A creature stay restrained until it succeed on
major battles, and other truly historic happenings.
a Strength check against your spell save DC.
Incorporeal creatures and creatures with flying speed
Lightning Ring (Sorcerer, Wizard) are not restrained.
6th Level Evocation
Casting Time: 1 Action Reave Magic (Warlock, Wizard)
Range: Self
6th Level Abjuration
Components: V, S
Casting Time: 1 Action
Duration: Concentration, up to 10 Minutes
Range: 120 Feet
You create a ring of lightning around your torso that
Components: V, S
shares your space. You shed bright blue-white light
Duration: Instant
in a 30-foot radius for the spell's duration. The
This spell functions very similarly to dispel magic,
lightning doesn't harm you. Until the spell end, you
except that instead of simply ending the spell effect,
gain the following benefits:
this spell violently rips the magic away from the
- You are immune to Lightning damage
targeted creature. Choose one creature within range.
-Any creature that moves within 5 feet of you or ends
Any spell of 3rd level or lower on the target ends. For
its turn there takes 1d10 Lightning damage
each spell of 4th level or higher on the target, make
-You can use your turn to shoot a blast of lightning at
an ability check using your spellcasting ability. The
a creature you can see within 30 feet of you. That
DC equals 10 + the spell’s level. On a successful
creature makes a Dexterity saving throw, taking 4d10
check, the spell ends. When you successfully remove
Lightning damage on a failure. If it fails its save, a
a spell effect or effects, the creature must make a
smaller arc of lightning bounces to another target
Constitution saving throw. On a failure, it takes
within 10 feet of the original (if there are multiple
Psychic damage equal to 1d10 times to total number
target, the DM either choose manually or rolls to see
of spell levels removed. For example, a creature that
which one is struck). The new target makes the same
has had a one 4th level spell and two 2nd level spells
saving throw, taking 4d8 Lightning damage on a
removed would take 8d10 damage if it fails the
failure. If it fails the lightning finds a new target with
saving throw. If the target is a spellcaster that is
the same rules as above, this time dealing 4d6
concentrating on a spell, you break its concentration
damage on a failure. If a fourth target is found, it
is the spell is was focusing on was of 3rd level or
takes 4d4 damage on a failed save, and the lightning
lower. If it was concentrating on a spell of 4th level
or higher, you make an ability check with your Druid - Plant, Elemental
spellcasting ability modifier, with the same DC as for At Higher Levels. When you cast this spell using
dispelling a spell as above. If you break a creature's a spell slot of 7th level or higher, increase the
concentration, it takes Psychic damage equal to 1d8 maximum Challenge Rating by 1 per slot level above
times the level of the spell it was concentrating on. 6th.
At Higher Levels. When you cast this spell using
a spell slot of 7th level or higher, you automatically Undeath to Death (Cleric, Warlock, Wizard)
end the effects of a spell on the target and
6th Level Necromancy
automatically break concentration if the spell’s level
Casting Time: 1 Action
is equal to or less than the level of the spell slot you
Range: 60 Feet
used.
Components: V, S, M (a holy symbol or symbolic
item worth at least 500gp)
Solitude (Bard, Wizard) Duration: Instant
6th Level Enchantment Up to 3 CR worth of undead creatures (Creatures of
Casting Time: 1 Action CR higher than 3 are unaffected) within 10 feet of a
Range: 60 Feet point you can see within range must make a Wisdom
Components: V, S, M (a scrap of black cloth) saving throw or be destroyed. If there are more than 3
Duration: Concentration, up to 1 Minute CR worth of creatures in the area, the ones closest to
You attempt to envelop the mind of a creature you the center of the area are destroyed first. A creature
can see within range with sheer darkness. The killed in this way cannot be reanimated with magic
affected creature must make a Wisdom saving throw. for 24 hours.
On a failure, it is affected by the spell. An affected At Higher Levels. When you cast this spell using
creature is plunged into absolute darkness within its a spell slot of 7th level or higher, increase the CR
own mind. It is considered unconscious for the limit by 2 for each spell level.
duration. A creature affected in this way can make a
Wisdom check against your spell save DC at the start
of each of its turns. If the creature is not immune to
7th Level
being frightened, it makes the checks with
disadvantage. Once it succeeds on three checks (the Adamantine Body (Druid, Sorcerer, Wizard)
three success do not have to be consecutive) the spell 7th Level Transmutation
ends for the creature. Casting Time: 1 Action
A creature immune to the charmed condition is Range: Self
unaffected by the spell. Components: V, S, M (an adamantine cube worth at
least 200gp, which the spell consumes)
Summons (Cleric, Druid, Warlock, Wizard) Duration: Concentration, up to 1 minute.
6th Level Conjuration You turn your body into pure living adamantine, and
Casting Time: 1 Minute your weight increases by a factor of 10. Your AC
Range: 20 Feet becomes 20 if it is not already higher, you gain
Components: V, S resistance to all physical damage, and you are
Duration: Concentration, up to 1 Hour immune to critical hits, any effect that would push or
You summon a single creature into a space you can shove you, being knocked prone (though you do not
see within range. The creature must be a Beast or Fey stand up if you are already prone), paralyzation,
of Challenge Rating 3 or lower. The creature uses the petrification, poison, stunning, unconsciousness, and
hit point average for one of its kind, and disappears any other effect that would change your form, such as
when it dies. You can summon other types of polymorph or true polymorph. You have a -10
creatures based on what class you cast the spell as: penalty to Dexterity saving throws, and a +10 bonus
Cleric - Undead, Celestial to Constitution saving throws. You cannot swim
Wizard - Elemental, Undead while under the effects of this spell, rather you sink to
the bottom and can walk as though it were difficult on a failed save, or half as much on a successful one.
terrain. Your base walking speed becomes 25 if it In addition, creatures that fail the saving throw have
was not already lower. Your unarmed strikes deal an their speed reduced by half for the duration of the
additional 1d6 Bludgeoning damage. spell.
At Higher Levels. If you cast this spell with a 8th
level slot or higher, the maximum duration increases Heat Drain (Cleric, Sorcerer, Warlock, Wizard)
by 1 minute.
7th Level Necromancy
Casting Time: 1 Action
Avasculate (Cleric, Warlock, Wizard) Range: Self (20-foot radius)
7th Level Necromancy Components: V, S
Casting Time: 1 Action Duration: 1 Minute
Range: 60 Feet You drain the heat from nearby living creatures.
Components: V, S Undead and Constructs are unaffected by this spell.
Duration: Instant Each affected creature must make a Constitution
Choose one creature you can see within range. That saving throw, taking 5d6 Cold damage on a failed
creature must make a Constitution saving throw. On a save, or half as much on a successful one, as you
failure, it takes 10d10 Necrotic damage and is drain the warmth from its body. The stolen warmth
stunned until the start of its next turn as its blood is fills you with vigor, granting temporary hit points
forcibly purged from its body. equal to one-quarter of the total damage done. While
At Higher Levels. When you cast this spell using you have these hit points, you have resistance to Cold
a spell slot of 8th level or higher, increase the damage.
Necrotic damage by 2d10 per spell level.
Icicle Blast (Druid, Sorcerer, Wizard)
Banshee Wail (Bard, Cleric, Warlock, Wizard) 7th Level Conjuration
7th Level Necromancy Casting Time: 1 Action
Casting Time: 1 Action Range: Self (Line)
Range: Self (60-foot cone) Components: V, S, M (an icicle)
Components: V Duration: Instant
Duration: Instant All creatures in a line 45 feet long radiating from you
You unleash a terrible scream that damage the bodies must make a Dexterity saving throw as you hurl a
and souls of those who hear it. Each creature in a 60- massive icicle. Creatures that fail the saving throw
foot cone must make a Constitution saving throw. On take 12d8 Cold damage, or half as much on a
a failure, they take 6d8 Thunder damage and 10d8 successful one.
Necrotic damage. On a success, they only take the At Higher Levels. When you cast this spell using
Thunder damage. Creatures that cannot hear are a spell slot of 8th level or higher, increase the cold
unaffected. damage by 1d8 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

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