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Conflux Spell Compendium - The Homebrewery

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0% found this document useful (0 votes)
167 views59 pages

Conflux Spell Compendium - The Homebrewery

Uploaded by

faragsaeid91
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Conflux Spell Compendium June 2024

Level Spell School Conc. Ritual Class


0 Charge Spell Evocation No No Sorcerer, Warlock, Wizard
0 Dweomer Rupture Abjuration Yes No Druid, Sorcerer
0 Fear-Reek Conjuration Yes No Druid, Sorcerer, Warlock, Wizard
0 Gnawbore Conjuration Yes No Artificer, Druid
0 Tapping Cheat Transmutation Yes No Artificer, Bard, Sorcerer, Wizard
0 Tell Future Divination No No Bard, Cleric, Wizard
1st Beacon of Valor Enchantment No No Paladin
1st Caustic Coating Transmutation No No Druid, Ranger
1st Corpseleech Necromancy No No Druid
1st Corpus Potency Necromancy No No Cleric, Druid, Paladin
1st Dark Gleam Illusion Yes No Druid, Ranger, Wizard
1st Darting Bolt Evocation No No Artificer, Bard, Sorcerer, Wizard
1st Darting Duplicate Illusion No No Bard, Sorcerer, Wizard
1st Death Throes Necromancy No No Bard, Cleric, Paladin
1st Death's Aid Necromancy No No Sorcerer, Wizard
1st Discharge Evocation No No Artificer
1st Douse Evocation No No Artificer, Rogue (Arcane Trickster),
Sorcerer, Wizard
1st Entrench Conjuration Yes No Druid, Paladin, Ranger
1st Fireburst Evocation No No Druid (Circle of Wildfire), Sorcerer
1st Harmless Gift Enchantment Yes No Bard
1st Mordenkainen's Defense Against Oozes and Abjuration Yes No Artificer, Wizard
Slimes
1st Mordenkainen's Protection From Armored Abjuration Yes No Artificer, Wizard
Assailants
1st Mordenkainen's Protection From Avians Abjuration Yes No Artificer, Wizard
1st Mordenkainen's Protection From Insects and Abjuration Yes No Artificer, Wizard
Arachnids
1st Mordenkainen's Protection From Lycanthropes Abjuration Yes No Artificer, Bard, Wizard
1st Mordenkainen's Protection From Reptiles and Abjuration Yes No Artificer, Wizard
Amphibians
1st Mycelia Snare Conjuration No No Druid (Circle of Spores)
1st Necromiasma Necromancy No No Cleric, Druid
1st Poison Edge Transmutation No No Druid, Ranger
1st Predictive Sway Divination No No Sorcerer, Wizard
1st Quicken Heart Enchantment No No Druid, Ranger, Warlock
1st Screaming Flame Evocation No No Sorcerer
1st Shield of Bones Conjuration No No Sorcerer, Wizard
1st Spell Cheat Divination No No Artificer, Bard
1st The Queen's Will Enchantment No No Bard, Cleric, Paladin
1st Twist Light Transmutation Yes No Artificer, Sorcerer, Wizard
Spells
Level Spell School Conc. Ritual Class
2nd Anchor Spirit Enchantment Yes No Artificer, Bard, Cleric, Paladin
2nd Bestow Wound Necromancy No No Cleric (Grave Domain), Druid, Ranger
2nd Breath of the Abyss Conjuration No No Warlock
2nd Call to Feast Necromancy No No Artificer, Bard, Druid (Circle of Spores)
2nd Caustic Fog Conjuration Yes No Artificer, Wizard
2nd Chance Inversion Divination No No Bard, Cleric, Sorcerer, Wizard
2nd Chaos Flame Evocation No No Artificer, Sorcerer
2nd Charm Wall Conjuration No No Bard, Sorcerer, Wizard
2nd Command Ichor Necromancy No No Sorcerer
2nd Crackling Frenzy Evocation No No Artificer
2nd Crushing Pulse Evocation No No Artificer, Druid, Ranger
2nd Death's Beckon Necromancy No No Warlock, Wizard
2nd Demand Offering Enchantment No No Cleric, Paladin
2nd Demonic Lash Conjuration No No Cleric, Paladin
2nd Disfigure Necromancy No No Cleric, Paladin, Sorcerer, Wizard
2nd Dispersion Chord Abjuration Yes No Bard, Sorcerer, Wizard
2nd Envenomed Touch Transmutation No No Druid, Ranger
2nd Erratic Fireball Evocation No No Sorcerer
2nd Exultation of Blood Necromancy No No Bard, Paladin
2nd Eye of Veiling Illusion No No Bard, Sorcerer
2nd Flash Freeze Evocation No No Druid, Ranger, Sorcerer, Wizard
2nd Ghostfire Flare Necromancy No No Cleric, Warlock
2nd Glazier's Ace Transmutation No No Artificer, Bard, Ranger
2nd Glyph of Light's Bane Enchantment Yes No Cleric, Paladin
2nd Grasping Spout Transmutation No No Cleric, Druid, Ranger, Warlock
2nd Gravebolt Necromancy No No Cleric, Sorcerer, Warlock, Wizard
2nd Graveway Travel Conjuration No No Druid, Ranger, Sorcerer, Cleric
2nd Greasebody Transmutation Yes No Artificer, Bard, Sorcerer, Wizard
2nd Ichordrip Conjuration No No Druid, Ranger
2nd Invocation of The Bloodlord Necromancy No No Cleric, Paladin, Sorcerer, Wizard
2nd Lay Bare Enchantment No No Bard, Druid, Ranger
2nd Mordenkainen's Altered Orbs Evocation Yes No Artificer, Wizard
2nd Mordenkainen's Defense Against Silence Abjuration Yes No Artificer, Wizard
2nd Mordenkainen's Altered Orbs Evocation Yes No Artificer, Wizard
2nd Mordenkainen's Ingenious Aegis Abjuration Yes No Artificer, Wizard
2nd Numbing Torpor Evocation No No Druid, Ranger, Sorcerer
2nd Polar Burst Evocation No No Artificer, Druid, Sorcerer, Warlock, Wizard
2nd Profane Fate Enchantment No No Cleric, Paladin
2nd Rain of Fire Evocation No No Sorcerer, Warlock, Wizard
2nd Reveal Pedigree Divination No No Bard, Sorcerer, Wizard
2nd Sapping Cold Evocation Yes No Artificer, Druid, Ranger
Spells
Level Spell School Conc. Ritual Class
2nd Shred Lungs Transmutation No No Druid (Circle of Spores)
2nd Soulbound Swap Conjuration No No Bard
2nd Star-Strung Glide Tranmutation Yes No Cleric, Sorcerer, Warlock, Wizard
2nd Static Surge Evocation No No Artificer
2nd To Dust Necromancy No No Sorcerer, Warlock, Wizard
2nd Transfix with Power Evocation No No Artificer, Sorcerer, Wizard
2nd Transporting Touch Conjuration No No Artificer, Bard, Sorcerer, Wizard
2nd Unfasten Transmutation No No Bard, Sorcerer, Wizard
2nd Vector-Spread Necromancy No No Cleric, Druid, Ranger
2nd Wrack Enchantment Yes No Bard, Sorcerer
3rd Abyssal Abduction Conjuration No No Ranger
3rd Amplifire Outburst Evocation No No Artificer, Sorcerer, Wizard
3rd Awaken Fury Enchantment Yes No Bard, Druid, Ranger
3rd Blasphemous Abrogation Abjuration No No Cleric, Paladin
3rd Blast Touch Evocation No No Sorcerer, Wizard
3rd Blightning Strike Conjuration No No Cleric, Paladin
3rd Bloodflame Spear Necromancy No No Druid, Sorcerer
3rd Bloodfrost Barrier Abjuration No No Artificer, Druid, Ranger, Sorcerer
3rd Breath of Thanatos Conjuration No No Warlock
3rd Chaos Revels Conjuration No No Sorcerer
3rd Clutch of Terror Necromancy No No Bard, Cleric, Paladin
3rd Covetous Intercession Conjuration No No Bard
3rd Curse of Stolen Sight Enchantment No No Bard
3rd Dedication of Blood Necromancy No No Cleric, Paladin, Warlock
3rd Distant Watchers' Draw Transmutation Yes No Sorcerer, Warlock, Wizard
3rd Dematerialize Evocation No No Bard, Sorcerer, Wizard
3rd Embrittle Bones Necromancy Yes No Bard, Sorcerer, Warlock, Wizard
3rd Enforced Appearance Abjuration No No Cleric, Paladin, Sorcerer, Wizard
3rd Exploding Shot Evocation Yes No Artificer, Ranger, Sorcerer, Wizard
3rd Eye of Veiling Enchantment Yes No Bard, Sorcerer
3rd Felloil Rain Conjuration No No Druid, Ranger
3rd Flatten Reality Transmutation Yes No Sorcerer, Warlock, Wizard
3rd Flaying Scream Evocation No No Bard, Paladin, Sorcerer
3rd Flickering Advance Transmutation No No Sorcerer, Wizard
3rd Force Barrage Evocation No No Sorcerer, Warlock, Wizard
3rd Force Rift Evocation No No Sorcerer, Warlock, Wizard
3rd Gallseal Conjuration No No Druid, Ranger
3rd Glowspore Bolt Conjuration No No Druid, Ranger, Warlock
3rd Glyph Mine Evocation No No Artificer, Ranger
3rd Grasping Grave Necromancy No No Sorcerer, Warlock, Wizard
3rd Horrid Growth Conjuration Yes No Druid, Ranger
Spells
Level Spell School Conc. Ritual Class
3rd Lightning Burst Evocation No No Sorcerer, Warlock, Wizard
3rd Litany of Forsaken Vows Enchantment Yes No Bard, Paladin (Oathbreaker)
3rd Lolth's Favor Conjuration No No Cleric, Druid, Ranger
3rd Mental Scourge Enchantment No No Bard, Sorcerer
3rd Mordenkainen's Encompassing Vision Divination No No Artificer, Bard, Wizard
3rd Mordenkainen's Invisibility to Exotic Illusion Yes No Bard, Wizard
Ancestries
3rd Mordenkainen's Reversed Advance Abjuration Yes No Artificer, Bard, Wizard
3rd Music of the Spheres Evocation Yes No Druid, Sorcerer, Warlock, Wizard
3rd Night's Caress Enchantment Yes No Bard, Sorcerer, Wizard
3rd Penetrating Gaze Divination No No Bard, Cleric, Wizard
3rd Power Word: Hush Enchantment No No Bard, Druid, Ranger, Wizard
3rd Procession of Ancient Right Enchantment No No Bard, Sorcerer
3rd Psychic Lance Enchantment No No Bard, Sorcerer
3rd Psychic Rebound Illusion No No Sorcerer (Aberrant Mind), Warlock
3rd Quash Magic Abjuration Yes No Bard
3rd Rend Magic Abjuration No No Artificer, Bard, Cleric, Druid, Paladin, Sorcerer,
Warlock, Wizard
3rd Render Judgement Evocation No No Paladin
3rd Render to the Flame Evocation Yes No Cleric, Druid, Sorcerer, Warlock, Wizard
3rd Shrivel Tongue Necromancy No No Druid, Ranger
3rd Sink Into Earth Illusion Yes No Bard, Sorcerer, Wizard
3rd Silencer's Grasp Abjuration No No Artificer, Cleric, Paladin
3rd Snaptrap Transmutation No No Artificer, Druid, Ranger
3rd Snip Bindings Abjuration No No Artificer, Bard
3rd Sporeflight Transmutation No No Druid (Circle of Spores)
3rd Sprouting Doom Conjuration No No Cleric, Sorcerer, Paladin, Warlock, Wizard
3rd Suppression Field Abjuration Yes No Artificer, Cleric, Paladin
3rd Tailored Bane Abjuration No No Artificer, Sorcerer
3rd Taste the Air Divination No No Druid, Ranger, Sorcerer
3rd Thunderous Touch Evocation No No Druid, Ranger
3rd Unspeakable Insight Enchantment No No Sorcerer (Aberrant Mind), Warlock (The Great Old
One)
3rd Wake the Bones Necromancy No No Cleric, Sorcerer, Warlock, Wizard
3rd Wreath With Flame Evocation No No Cleric, Druid, Paladin, Ranger
3rd Wrench Heart Necromancy Yes No Cleric, Sorcerer, Paladin, Warlock, Wizard
4th Annihilating Aura Necromancy Yes No Cleric (Death Domain), Sorcerer (Shadow Magic),
Warlock
4th Arcane Anvilweight Evocation Yes No Artificer, Sorcerer, Wizard
4th Blightbirth Transmutation Transmutation Yes No Druid, Ranger
4th Bulwark Bolster Abjuration No No Cleric, Paladin
4th Catastrophe Looms Divination No No Bard, Cleric
Spells
Level Spell School Conc. Ritual Class
4th Causal Reversion Divination No No Artificer, Sorcerer, Wizard
4th Corrupt Marrow Necromancy No No Cleric (Death Domain), Sorcerer, Wizard, Warlock
4th Deathlord's Favor Necromancy No No Cleric, Druid (Circle of Spores), Paladin (Oathbreaker)
4th Deceptive Demise Illusion No No Bard, Sorcerer, Wizard
4th Descent of Crows Conjuration No No Druid, Ranger, Paladin (Oath of the Ancients)
4th Drown in Blood Necromancy Yes No Sorcerer, Wizard
4th Eldritch Exegesis Divination Yes No Cleric, Sorcerer, Warlock, Wizard
4th Eye of Rot Enchantment Yes No Bard, Sorcerer
4th Fold Space Conjuration No No Sorcerer, Warlock, Wizard
4th Foment Intrigue Enchantment Yes No Bard, Sorcerer, Warlock
4th Hammerhand Blow Abjuration No No Artificer, Cleric, Paladin
4th Ice Needle Hail Evocation No No Druid, Ranger, Warlock
4th Invocation of the Rot Shepherd Necromancy No No Druid, Warlock
4th Ionic Attunement Transmutation Yes No Artificer, Sorcerer, Wizard
4th Litany of Flesh Devoured Enchantment Yes No Bard
4th Maddening Shadows Illusion Yes No Druid, Ranger, Sorcerer
4th Manifest Law Abjuration No No Artificer, Paladin
4th Misdirection Conjuration No No Bard
4th Mordenkainen's Celerity Transmutation No No Artificer, Bard, Wizard
4th Mordenkainen's Force Missiles Evocation No No Artificer, Wizard
4th Ossuary Call Necromancy No No Cleric, Sorcerer, Wizard
4th Pallid Rooting Conjuration Yes No Druid, Ranger
4th Panickfog Conjuration No No Artificer, Druid, Ranger
4th Peaceshroud Enchantment Yes No Paladin
4th Plague Chant Necromancy No No Cleric
4th Putrid End Necromancy No No Cleric, Druid
4th Rat-Blossom Coronation Transmutation Yes No Druid, Ranger
4th Scour Conduit Abjuration No No Cleric, Paladin
4th Sickening Wind Conjuration No No Artificer, Druid, Ranger
4th Skin Dance Illusion No No Sorcerer
4th Skinsend Necromancy No No Druid, Sorcerer
4th Song of Ruin Enchantment No No Bard
4th Sow Demonseed Transmutation No No Druid, Ranger
4th Starfire Lance Evocation No No Artificer, Sorcerer, Warlock, Wizard
4th Steal Dreams Enchantment No No Bard, Cleric
4th Unholy Enthrallment Enchantment No No Bard, Paladin
4th Waking Dream Enchantment Yes No Bard, Cleric
4th Window to Madness Illusion Yes No Warlock
4th Wreath of Blades Evocation Yes No Artificer, Paladin
Spells
Level Spell School Conc. Ritual Class
5th Almagest Downpour Evocation Yes No Druid (Circle of Stars), Warlock, Wizard
5th Astral Maelstrom Transmutation Yes No Druid, Warlock
5th Beacon of Destruction Evocation Yes No Artificer, Sorcerer, Wizard
5th Biting Touch Conjuration No No Druid, Ranger, Warlock
5th Bleak Aurora Evocation Yes No Druid, Warlock, Wizard
5th Creeping Bone Necromancy Yes No Artificer, Cleric, Paladin
5th Creeping Ruin Conjuration No No Druid, Cleric, Paladin, Ranger
5th Delay Spell Abjuration No No Artificer, Wizard
5th Demonrot Barbs Conjuration No No Druid (Circle of Spores)
5th Enchain Essence Necromancy Yes No Bard, Cleric, Paladin (Oathbreaker)
5th Eternal Tide Necromancy Yes No Cleric, Druid (Circle of Spores), Paladin (Oathbreaker),
Sorcerer, Wizard
5th Ferocity of the Fleshforges Transmutation No No Druid, Ranger
5th Filth Harvest Necromancy No No Druid, Sorcerer, Warlock
5th Ghastly Gnawing Necromancy Yes No Druid, Ranger
5th Gift of Transcendent Pleasure Illusion Yes No Bard
5th Gift of Writhing Pain Illusion Yes No Bard
5th Gravity Gash Evocation No No Sorcerer, Warlock, Wizard
5th Hellfire Cell Evocation Yes No Sorcerer, Warlock, Wizard
5th Incubate Fears Illusion No No Bard, Cleric
5th Lacerating Rain Conjuration No No Sorcerer, Warlock, Wizard
5th Lava Geyser Evocation No No Artificer, Cleric (Forge Domain), Druid, Sorcerer, Warlock,
Wizard
5th Lignify Transmutation No No Druid
5th Living Exorcism Enchantment No No Bard, Cleric, Paladin
5th Lodestone Bond Transmutation Yes No Artificer, Druid, Ranger
5th Mana Tithe Abjuration No No Artificer, Bard, Cleric, Paladin
5th Mordenkainen's Arcing Evocation No No Artificer, Wizard
Fingertips
5th Mordenkainen's Faithful Conjuration Yes No Bard, Wizard
Phantoms
5th Mordenkainen's Involuntary Enchantment No No Wizard
Wizardry
5th Oathbind Enchantment No No Bard, Cleric, Paladin
5th Ooze Deluge Conjuration No No Druid, Ranger
5th Raise the Horde Necromancy No No Cleric, Sorcerer, Warlock, Wizard
5th Reanimate Necromancy No No Cleric, Sorcerer, Warlock, Wizard
5th Reveal Providence Divination No No Artificer, Bard, Cleric, Paladin, Wizard
5th Rime Sphere Conjuration No No Druid, Ranger
Spells
Level Spell School Conc. Ritual Class
5th Rouse Blood Transmutation No No Bard
5th Sanctum Arms Conjuration No No Cleric, Paladin
5th Sanguine Cyclone Necromancy Yes No Druid, Sorcerer
5th Scatterspell Bombardment Evocation No No Artificer, Sorcerer, Wizard
5th Shadowsink Conjuration No No Sorcerer (Shadow Magic, Warlock
5th Slaying Smite Evocation Yes No Paladin
5th Spawn Blood Echo Necromancy Yes No Bard, Sorcerer
5th Spiritual Arsenal Conjuration Yes No Cleric
5th Splinterburst Transmutation No No Druid
5th Spontaneous Combustion Evocation Yes No Artificer, Sorcerer, Warlock, Wizard
5th Still Arcana Abjuration No No Paladin
5th Strands of the Demonweave Conjuration No No Cleric, Druid
5th Strip Masks Abjuration No No Bard, Cleric
5th Symmetry Loop Enchantment Yes No Artificer, Bard, Wizard
5th Thought-Knot Severance Divination No No Bard, Cleric, Wizard
5th Toxic Aura Conjuration No No Druid, Ranger
5th Untether Mind Enchantment No No Warlock
5th Wraithblade Conjuration Yes No Druid, Ranger
6th Animate Shipwreck Golem Necromancy No No Wizard
6th Blood Puppeteering Necromancy Yes No Bard, Sorcerer, Warlock, Wizard
6th Blood To Vitriol Transmutation Yes No Sorcerer, Warlock, Wizard
6th Boiling Breath Evocation No No Druid, Sorcerer
6th Condense Burst Evocation No No Sorcerer, Wizard
6th Confinement Ring Abjuration Yes No Cleric, Sorcerer, Wizard
6th Crumple Space Evocation No No Sorcerer, Warlock, Wizard
6th Desecration Stride Conjuration Yes No Cleric, Warlock
6th Earthblood Reclamation Necromancy No No Druid
6th Endurance of the Mother's Faithful Necromancy No No Druid, Warlock (The Rot Mother)
6th Essence Tunnel Conjuration Yes No Druid, Sorcerer, Wizard
6th Flickerbolt Conjuration No No Sorcerer, Warlock
6th Frostbite Touch Evocation No No Druid, Sorcerer, Warlock, Wizard
6th Gore Inversion Necromancy No No Warlock, Wizard
6th Heartless Summoning Conjuration No No Bard, Sorcerer, Wizard
6th Mordenkainen's Lucubration Enchantment No No Wizard
6th Poison Thoughts Enchantment Yes No Druid, Warlock
6th Plague Chant Necromancy No No Cleric
6th Purge Humors Abjuration No No Cleric, Druid, Wizard
6th Sudden Spoiling Necromancy No No Druid, Sorcerer, Warlock
6th Twist Spell Abjuration No No Sorcerer, Wizard
6th Wheel of Ruin Evocation Yes No Druid, Warlock
Spells
Level Spell School Conc. Ritual Class
7th Baleful Displacement Conjuration No No Sorcerer, Wizard, Warlock
7th Conjure Hunt Conjuration Yes No Druid, Warlock
7th Doomed Sleep of Moil Enchantment Yes No Warlock
7th Fealty's Clarion Conjuration No No Cleric, Sorcerer
7th Glacier Tomb Abjuration No No Druid, Warlock
7th Hellfire Orb Enchantment No No Warlock (Fiend)
7th Knowledge of the Hour Divination No No Bard, Cleric, Wizard
7th Moment Lock Transmutation Yes No Bard, Sorcerer, Wizard
7th Mordenkainen's Cogitation Enchantment No No Wizard
7th Mordenkainen's Instant Opposition Abjuration No No Wizard
7th Oceanic Assault Transmutation Yes No Cleric, Sorcerer
7th Seal of Misery Enchantment No No Warlock, Wizard
7th Skyhammer Bolt Evocation No No Cleric, Druid
7th Sow Chaos Enchantment Yes No Sorcerer
7th The Chittering Enchantment Yes No Bard, Druid, Warlock
7th Twist the Heart Enchantment Yes No Bard, Cleric, Sorcerer
8th Annihilation Shrine Evocation No No Cleric, Druid, Sorcerer
8th Corruptive Emblem Enchantment No No Sorcerer, Warlock, Wizard
8th Curse of Living Bones Necromancy No No Cleric, Wizard
8th Doomcrack Ractaclysm Conjuration Yes No Bard, Warlock, Wizard
8th Foetid Fusation Conjuration Yes No Warlock
8th Ghastly Scourge Necromancy No No Sorcerer, Warlock, Wizard
8th Grave Terror Necromancy No No Cleric
8th Heartstop Necromancy No No Bard, Sorcerer, Warlock, Wizard
8th Into the Spiraling Depths Conjuration Yes No Warlock
8th Mindwrack Binding Enchantment No No Bard, Cleric, Sorcerer, Warlock, Wizard
8th Sudden Wasting Necromancy No No Druid, Warlock
8th Unendurable Agony Enchantment Yes No Wizard, Warlock
9th Apotheosis of Flame Evocation Yes No Cleric, Druid, Sorcerer, Wizard
9th Batrachian Metamorphosis Transmutation No No Sorcerer (Aberrant Mind), Warlock (Great Old One)
9th Brainrot Necromancy No No Druid, Warlock
9th Chaos Immortal Transmutation No No Bard, Cleric, Druid
9th Corrupted Offering Enchantment No No Cleric
9th Darkfire Abyss Conjuration No No Cleric, Sorcerer, Warlock, Wizard
9th Devouring Rain Conjuration Yes No Druid, Cleric
9th Displace Soul Enchantment No No Bard, Sorcerer, Warlock
9th Freeze the Blood Evocation No No Cleric, Druid
9th Hallowed Balance Necromancy No No Cleric, Druid
9th Garden of Rot and Ruin Conjuration Yes No Druid (Circle of Spores), Warlock
9th Mordenkainen's Disjunction Enchantment No No Bard, Wizard
9th Nail to the Sky Transmutation Yes No Warlock, Sorcerer, Wizard
9th Necropulse Salvo Necromancy No No Sorcerer, Warlock, Wizard
9th Manifest Archdemon Transmutation Yes No Warlock (Any Demonic Patron)
9th The Sky, Consumed Evocation Yes No Cleric, Druid (Circle of Stars), Sorcerer, Wizard
Abyssal Abduction Anchor Spirit
3rd-level conjuration 2nd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: self Range: 60 feet
Components: V, S Components: V, S, M (a silver pin worth 5 sp, which the spell
Duration: instantaneous consumes)
Duration: 1 minute, concentration
You teleport to an unoccupied space you can see within 30
feet. If you have a creature grappled, you may teleport it to an You drive the pin used in the spell's casting into the ground,
unoccupied space within 5 feet of the space you teleport to. forcing a creature you can see within range to succeed on a
Spell Lists. Ranger Charisma saving throw or have its spirit shackled to an
invisible spiritual anchor at a point in the creature's space.
Almagest Downpour At the end of each of that creaure's turns, it takes 1d6
5th-level evocation psychic damage for each 5 feet away from that anchor that it
Casting Time: 1 action ends its turn (maximum 10d6).
Range: self (100 ft.) Spell Lists. Artificer, Bard, Cleric, Paladin
Components: V, S, M (a lump of starmetal worth 10 gp)
Duration: 1 round, concentration Animate Shipwreck Golem
6th-level necromancy
Helical motes of starlight condense around you, growing
Casting Time: 8 hours
each moment in intensity before bursting outward in a hail of
Range: 120 ft.
starfire.
Components: V, S, M (A sunken ship that sailed for at least
At the beginning of your next turn, you can use your action
20 years; cursed, nonartifact objects worth 50,000 gold,
to make up to two ranged spell attacks against each creature
which the spell consumes)
of your choice within range.
Duration: Instantaneous
On a hit, the target takes 1d10 force plus 1d10 radiant
damage. You raise a sunken wreck to unliving servitude, Choose a
This attack has advantage if it targets a flying or levitating shipwreck within range that sailed for at least 20 years. If the
target. shipwreck was recovered from a sunken Ghost Ship, you
Spell Lists. Druid (Circle of Stars), Warlock, Wizard need to provide only 10,000 gold worth of cursed objects for
the spell's material component.
Amplifire Outburst As you cast this spell, the ship warps and breaks, snapping
3rd-level evocation into pieces as it slowly reassembles itself into into a gigantic,
Casting Time: 1 action roughly humanoid shape, at which point it rises as a
Range: 100 feet Shipwreck Golem that is friendly to you and to any other
creatures you designate.
Components: V, S, M (a broken copper torus)
A proficient creature with Carpenter's Tools can use them
Duration: instantaneous
to restore 1 hit point to the golem for each 10 minutes spent
You raise a hand and fire forth a crackling spark that repairing it. If the golem is reduced to 0 hit points, it is
ignites the air around it. destroyed and cannot be reanimated.
Make a ranged spell attack. On a hit, the target takes 4d6 With a ritual that takes 10 minutes, you can designate
fire plus 4d8 lightning damage. additional friendly creatures, or can issue a simple command
If this attack was made with advantage, the spark of five words or fewer to the golem, which it follows at
additionally explodes on a hit, forcing each other creature literally as possible until it completes the task or you issue a
within 10 feet of the target to make a Dexterity saving throw. new command.
On a failure, a creature takes half the attack's damage. Spell Lists. Cleric, Sorcerer, Wizard
Spell Lists. Artificer, Sorcerer, Wizard
Annihilating Aura Arcane Anvilweight
4th-level Necromancy 4th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: 100 feet
Components: V, S Components: V, S, M (an engrave stamp worth 50 gp that
Duration: 1 minute, concentration was used to certify an execution)
Duration: 1 minute, concentration
You begin to exude lashing shadowy tendrils of pure
antilife energy to a distance of 20 feet. When a living creature A dense mass of shimmering, translucent force slams
starts its turn within this area, you may force it to succeed on down up a creature you can see within range, forcing it to
a DC Constitution saving throw or take 17 (5d6) necrotic make a Dexterity or Strength saving throw (target's choice).
damage. Creatures in the area fail death saves automatically, On a failure, the target takes 6d8 force damage and is
instead of rolling, and cannot be stabilized without regaining knocked prone and restrained.
at least 1 hit point. As an action, a trapped creature can make a Strength
At Higher Levels: When you cast this spell using a spell (Athletics) or Dexterity (Acrobatics) check against your spell
slot of 5th level or higher, the damage increases by 2d6 for save DC, escaping on a success.
each slot level above 4th. On a success, the target takes half as much damage.
Spell Lists. Cleric (Death Domain), Sorcerer (Shadow Spell Lists. Artificer, Sorcerer, Wizard
Magic), Warlock
Astral Maelstrom
Annihilation Shrine 5th-level transmutation
8th level evocation
Casting Time: 1 action
Casting Time: 1 action Range: 60 ft.
Range: 30 feet Components: V, S, M (a chunk of marble worth 20 gp, which
Components: V, S, M (crystalized darkness worth 50 gp, the spell consumes)
which the spell consumes) Duration: 1 minute, concentration
Duration: 1 hour
You create a 5-foot-radius disk of unimaginable density in
You raise a Large, monolithic shard of black crystal (AC 20; an unoccupied space you can see within 60 feet that lasts for
100 HP) from the earth centered on a point you can see a minute; raw voidstuff compressed until it glows with a
within range, amplifying nearby magic. searing light that does not reflect or illuminate. As a Bonus
For the next hour, evocation spells cast within 30 feet of the Action on each of your turns, you can cause each creature
shard have their range multiplied by 10 and their radius within 30 feet of the disk to make a Wisdom saving throw,
doubled. using its reaction to move 10 feet towards the disk on a
After that, the shard persists but loses its arcane potency. failure.
Spell Lists. Cleric, Druid, Sorcerer A creature that begins its turn within 10 feet of the sphere
must succeed on a Constitution saving throw or take 33
Apotheosis of Flame (6d10) radiant damage.
9th-level evocation Spell Lists. Druid, Warlock
Casting Time: 1 action
Range: self (20 foot radius) Awaken Fury
3rd-level enchantment
Components: V, S, M (the trapped essence of a fire
elemental worth 500 gp, which the spell consumes) Casting Time: 1 action
Duration: 10 minutes, concentration Range: 60 ft.
Apotheosis of Flame (9th Level Spell, Concentration). You Components: V, S, M (a shard of shattered ceramic)
Duration: 1 minute, concentration
devour the essence used as the material component of this
spell and white-hot flames kindle beneath your skin, spilling You call forth a flood of buried rage in a creature you can
out and engulfing you, and granting the following effects for see, forcing it to make a Wisdom saving throw. On a failure,
the duration: the target becomes hostile to all creatures for the next
minute. A beast or monstrosity makes this saving throw with
You gain a 60 foot fly (hover) speed.
disadvantage.
When you would take any fire damage, you take no
An affected creature repeats this saving throw at the end of
damage and instead gain an equal number of temporary
each of its turns, ending the effect on a success.
hit points. Spell Lists. Bard, Druid, Ranger
The first time each turn that you take any damage, flames
explode outward from you, forcing you and each creature
within 20 feet of you to make a Dexterity saving throw. A
creature takes 8d6 fire damage on a failed saving throw,
or half as much damage on a success.

Spell Lists. Cleric, Druid, Sorcerer, Wizard


Baleful Displacement Beacon of Destruction
7th-level conjuration 5th-level evocation
Casting Time: 1 reaction, which you take when you are Casting Time: 1 action
targeted with a spell Range: self (15 foot radius)
Range: 30 ft. Components: V, S
Components: V Duration: 1 minute, concentration
Duration: instantaneous
You charge the air around you, emanating a field of raw
You force a creature you can see within 30 feet to make a magical energy; for the duration, whenever you or another
Charisma saving throw. On a failed save, you and the creature creature within 15 feet of you casts a spell that targets one or
teleport to switch places with one another, and the creature more creatures, it can target one additional creature.
becomes the new target of the triggering spell spell. Spell Lists. Artificer, Sorcerer, Wizard
At Higher Levels: When you cast this spell using a spell
slot of 8th level or higher, the range increases by 30 ft. for Beacon of Valor
each slot level above 7th. 1st-level enchantment
Spell Lists. Sorcerer, Warlock, Wizard Casting Time: 1 bonus action
Range: 30 ft.
Bathe in Flame Components: V, S
7th-level evocation
Duration: 1 round
Casting Time: 1 action
You let out a defiant cry, bolstering your nearby allies.
Range: self (100 foot radius)
Each other friendly creature within range that can see you
Components: V, S
gains advantage on the first attack or saving throw it makes
Duration: 1 round, concentration
before the end of your next turn.
Hungry flames spill forth from you, roiling in a 100 foot Spell Lists. Paladin
radius until the beginning of your next turn.
A creature without Total Cover that starts its turn in the Bestow Wound
area must succeed on a Dexterity saving throw or take 10d6 2nd-level necromancy
fire damage. On a successful saving throw, a creature takes Casting Time: 1 reaction, which you take when you are hit
half as much damage. with an attack
Spell Lists. Sorcerer, Warlock, Wizard
Range: 30 ft.
Components: V, S
Batrachian Metamorphosis Duration: instantaneous
9th-level transmutation
You forge a sanguine link with a creature, mirroring a
Casting Time: 1 action
wound across that bond. As a reaction when you are hit with
Range: 60 ft.
an attack, you force one creature you can see within 30 feet
Components: V, S, M
to make a Charisma saving throw. On a failure, you take half
Duration: instantaneous
as much damage from the attack and the target takes the
You force one creature you can see within range to make a same amount.
Constitution saving throw. On a failed save, the creature's Spell Lists. Cleric (Grave Domain), Druid, Ranger
flesh begins to roll in upon itself as the creature's body slowly
turns itself inside out, gaining vulnerability to all damage and Biting Touch
disadvantage on all attack rolls and saving throws until the 5th-level conjuration
effect ends.
Casting Time: 1 action
The affected creature makes a Charisma saving throw at
Range: touch
the end of each of its turns, ending the effect after three Components: V, M
successes, or transforming into a Gibbering Mouther under Duration: instantaneous
the DM's control after three failures until cured by a Wish
spell or similar magic. You drive two fingers into the wound of a creature within 5
Spell Lists. Sorcerer (Aberrant Mind), Warlock (Great Old feet that does not have all of its hit points and scouring
One) tendrils burst from beneath your nails, whipping briefly
through the target's veins.
The target must succeed on a Constitution saving throw or
take 10d8 slashing damage and be Poisoned until the end of
its next turn, or take half as much damage on a success.
Spell Lists. Druid, Ranger, Warlock
Blasphemous Abrogation Blightbirth
3rd-level abjuration 4th-level transmutation
Casting Time: 1 reaction, which you take when you see a Casting Time: 1 action
creature within 60 feet of you casting a spell or producing a Range: Touch
magical effect with a divine source Components: V, S, M (A fresh, size Medium or larger corpse)
Range: 60 ft. Duration: 8 hours (concentration)
Components: V
You shove a fistfull of earth through the chest of the corpse
Duration: instantaneous
used as a material component and tendrilous vines begin to
As a reaction when a creature you can see within range sprout from its wounds, tearing forth as newborn blights into
calls upon a divine source for aid, you attempt to intercede, the nearest unoccupied spaces. Choose one of the following
forcing that creature to make a Charisma saving throw. On a for what are created:
failure, the spell or effect is negated and the creature takes 5
(1d10) necrotic damage. Two Vine Blights.
Three Needle Blights
Spell Lists. Cleric, Paladin
Five Twig Blights
Ten Splinter Blights
Blast Touch
3rd-level evocation The created blights are friendly to you for the spell's
Casting Time: 1 action duration. If the corpse used as a material component for the
Range: 5 feet (10 foot radius) spell was humanoid, the created blights act on your initiative
Components: V, S obey your verbal commands for the spell's duration, and
Duration: instantaneous remain non-hostile toward you after the spell ends unless
provoked.
You raise a palm and fire blooms forth, exploding in a 10
If you don't issue any commands to them, they defend
foot radius centered on a point within 5 feet of you.
themselves from hostile creatures, but otherwise take no
You and each other creature in the area are pushed 10 feet
actions.
away from the explosion's origin, then must make a Dexterity
Spell Lists. Druid, Ranger
saving throw.
On a failed save, a creature takes 6d6 fire plus 2d8 thunder
damage, or half as much damage on a success.
Blightning Strike
3rd-level conjuration
A creature that fails this saving throw by 5 or more is
knocked prone, additionally. Casting Time: 1 action
Spell Lists. Sorcerer, Wizard Range: 120 ft.
Components: V, S
Bleak Aurora Duration: instantaneous
5th-level evocation You call down a bolt of baleful red lightning from above a
Casting Time: 1 action creature you can see within 120 feet. The creature must
Range: 120 ft. (40 ft. radius) succeed on a Dexterity saving throw or take 4d6 lightning
Components: V, S, M plus 2d10 necrotic damage, or half as much on a success.
Duration: 1 minute, concentration A creature reduced to 0 hit points by this damage is
unaffected by the first source of healing it receives before the
You fill the air with dull, shifting lights that flare brightly
beginning of its next turn.
when they contact magic in a 40 foot radius centered on a
At Higher Levels: When you cast this spell using a spell
point you can see within range.
slot of 4th level or higher, the necrotic damage dealt by it
Ranged attacks that pass through the area are made at
increases by 1d10 for each slot level above 3rd.
disadvantage, and a creature that casts a spell in the area
Spell Lists. Cleric, Paladin
must succeed on a Constitution saving throw or be Blinded
until the end of its next turn.
Spell Lists. Druid, Warlock, Wizard
Blood Puppeteering Bloodfrost Barrier
6th-level necromancy 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 reaction, which you take when you take any
Range: 60 ft. piercing or slashing damage
Components: S, M Range: 60 ft.
Duration: 1 minute, concentration Components: V, M (a white dragon's gallstone worth at least
50 gp)
You attempt to wrench control of the body of a creature you
Duration: 1 round
can see within range by manipulating its blood. The creature
must succeed on a Constitution saving throw or have its You freeze your spilled blood into an armored shell, gaining
movement and attacks controlled by you for the next minute. temporary hit points equal to the triggering damage. These
At the beginning of each of the creature's turns, the temporary hit points last until the beginning of your next
creature takes 2d10 necrotic damage, then moves up to its turn, or until you take any fire damage.
speed and takes the attack action under your control, or uses While you have any of these temporary hit points, your AC
its multiattack if it has one. The affected creature controls its is increased by +2.
own Bonus Action and Reaction, and repeats this saving Spell Lists. Artificer, Druid, Ranger, Sorcerer
throw at the end of each of its turns, ending the effect on a
success. Boiling Breath
At Higher Levels: When you cast this spell using a spell 6th-level evocation
slot of 7th level or higher, the damage increases by 2d10 for Casting Time: 1 action
each slot level above 6th. Range: self (30 ft. cone)
Spell Lists. Bard, Sorcerer, Warlock, Wizard
Components: V, S
Duration: instantaneous
Blood to Vitriol
6th-level transmutation You breathe forth a torrent of boiling water in a 30-foot
cone. Each creature in the area must succeed on a
Casting Time: 1 action
Constitution saving throw or take 12d6 fire damage, or half
Range: 60 ft.
as much damage on a successful one.
Components: V, S, M (flesh scarred by acid)
Each Medium or smaller creature in the area is pushed up
Duration: 1 minute, concentration
to 15 feet away.
You attempt to turn a creature's blood to acid. One creature At Higher Levels: When you cast this spell using a spell
you can see within range must succeed on a Constitution slot of 7th level or higher, the fire damage increases by 2d6
saving throw or be Stunned for 1 minute. A Stunned creature for each slot level above 6th.
repeats this saving throw at the end of each of its turns, Spell Lists. Druid, Sorcerer
taking 22 (5d8) acid damage on a failure, or ending the effect
on a success. Bolt From Beyond
Spell Lists. Sorcerer, Warlock, Wizard 3rd-level divination
Casting Time: 1 action
Bloodflame Spear Range: 120 feet
3rd-level necromancy Components: V, S
Casting Time: 1 action Duration: instantaneous
Range: self (15 ft. line)
A rift in space opens near the target, unleashing a burst of
Components: V, S
energy that streaks unerringly to where the target will be.
Duration: instantaneous
Make a ranged spell attack. On a hit, the target takes 2d10
You rocket up to 15 feet in a straight line, then a line of force damage plus 2d8 psychic damage and is pushed up to 5
solid fire flashes out from your palm in a 15 foot line that is 5 feet in a direction of your choice.
feet wide. This attack hits its target automatically, so long as you do
Each creature in the area must succeed on a Strength not have disadvantage.
saving throw or take 3d6 fire plus 3d6 piercing damage and Spell Lists. Cleric, Paladin
be pushed 15 feet away, or take half as much damage and not
be pushed away on a success.
If you have fewer than half your maximum hit points, each
affected creature subtracts 1d4 from the result of its saving
throw.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the distance of your dash and
length of the line increase by 5 feet for each slot level above
3rd.
Spell Lists. Druid, Sorcerer
Brainrot Bulwark Bolster
9th-level necromancy 4th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: 30 feet
Components: V, S, M Components: V, S, M (A piece of mother-of-pearl worth 2 sp)
Duration: 1 minute Duration: 10 minutes
You attempt to infect the brain of a creature you can see Your magic shields your allies, ablating any hostile magics.
within range with a maddening parasitic fungus. The Choose up to three creatures within range. Each gains 5
creature must succeed on a Constitution saving throw or temporary hit points that last for the duration.
become hostile to all living creatures for the next minute, While a creature has any of these temporary hit points, it
then die. This effect can be removed by any effect that cures has advantage on saving throws against spells and magical
disease. effects.
Spell Lists. Druid, Warlock At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, each target gains an additional 5
Breath of Thanatos temporary hit points for each slot level above 4th.
3rd level conjuration Spell Lists. Cleric, Paladin
Casting Time: 1 action
Range: 60 ft. Call to Feast
Components: V, S 2nd-level enchantment
Duration: instantaneous Casting Time: 1 action
Range: 30 ft.
The ground beneath a creature you can see within range
Components: V
cracks, spewing forth a hissing jet of putrid fumes.
Duration: instantaneous
The creature must succeed on a Constitution saving throw
or take 3d10 necrotic plus 3d6 poison damage, or take half as You awaken the bloodlust of your allies against a creature
much damage on a success. in range. Each creature within 5 feet of the target may use its
A creature killed by this damage is dragged through a reaction to make a melee attack against it.
planar rift to Thanatos. Spell Lists. Artificer, Bard, Druid (Circle of Spores)
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the necrotic damage increases by Catastrophe Looms
1d10 and the poison damage increases by 1d6 for each slot 4th-level divination
level above 3rd. Casting Time: 1 action
Spell Lists. Warlock Range: 60 ft.
Components: V
Breath of the Abyss Duration: instantaneous
2nd level conjuration
You cry forth an ominous decree, forcing one creature you
Casting Time: 1 bonus action
can see within range to make a Charisma saving throw. On
Range: 60 ft. (15 ft. cone)
failed saving throw, the target is Cursed.
Components: V, S
When a creature Cursed in this way would take any
Duration: instantaneous
damage due to failing a saving throw, it instead takes twice as
One allied demon you can see within 60 feet takes 15 much damage and the curse ends.
slashing damage and a gout of burning toxic fumes emerges Spell Lists. Bard, Cleric
from its wound in a 15 foot cone. Each creature in the area
must succeed on a Dexterity saving throw or take 3d6 fire Causal Reversion
plus 3d6 poison damage, or half as much on a success. 4th-level transmutation
Spell Lists. Warlock Casting Time: 1 reaction, which you take when you see a
creature within 60 feet of you casting a spell
Range: 60 ft.
Components: V, S
Duration: instantaneous
As a reaction when a creature you can see within range
casts a spell that targets one or more creatures, you send a
ripple of magic roiling back along its causal chain, causing
the spell to target its caster, in addition to any other targets.
Spell Lists. Artifcer, Sorcerer, Wizard
Caustic Coating Chaos Flame
1st-level transmutation 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: touch Range: 60 ft.
Components: S Components: V, M (a solution of magnesium in oil)
Duration: instantaneous Duration: instantaneous
You secrete an acrid coating of ooze from your hands that You create a ball of sparking, multicolored fire and hurl it at
eats away at armor, pitting its surface and creating weak a creature within range. Make a ranged spell attack. On a hit,
points. the target takes 6d6 fire damage.
Make a melee spell attack. On a hit, any nonmagical armor If this attack misses, make a second attack roll against a
worn by the target is partly dissolved and takes a permanent random creature within 10 ft. of the original target. On a hit,
and cumulative −1 penalty to the AC it offers. the target takes 6d6 fire damage.
Natural armor used by the target suffers the same penalty, Spell Lists. Artificer, Sorcerer
but recovers when the target completes a short or long rest.
Spell Lists. Druid, Ranger Charm Wall
2nd-level conjuration
Caustic Fog Casting Time: 1 bonus action
2nd-level conjuration
Range: Touch
Casting Time: 1 action Components: S, M (a key copied without its owner's
Range: 120 ft. knowledge worth at least 1 sp)
Components: V, S Duration: instantaneous
Duration: 1 minute, concentration
Requires proficiency in Thieves' Cant.
You create a 5-foot-radius sphere of dense, acrid vapors You touch a surface of nonmagical stone or wood and are
centered on a point within range. The sphere spreads around drawn through it to the nearest unoccupied space directly
corners, and its area is heavily obscured and counts as opposite that surface within 20 feet.
difficult terrain. If no valid space exists within range, you are instead
A creature that starts its turn in the area or enters it for the expelled from the surface at the same point you entered.
first time on a turn takes 2d6 acid damage. Spell Lists. Bard, Sorcerer, Wizard
It lasts for the duration or until a wind of moderate or
greater speed (at least 10 miles per hour) disperses it. Chaos Immortal
At Higher Levels: When you cast this spell using a spell 9th-level Transmutation
slot of 3rd level or higher, its radius increases by 5 feet for Casting Time: 1 Action
each slot level above 2nd. Range: 120 ft.
Spell Lists. Artificer, Wizard
Components: V, S
Duration: 1 minute
Chance Inversion
2nd-level divination One allied creature you can see is wreathed in foul abyssal
energies for the next minute, after which it must succeed on a
Casting Time: 1 reaction, which you take when you see a
Constitution saving throw or be reduced to 0 hit points.
creature within 60 feet of you make a roll with advantage
For the next minute, its melee attacks deal an additional 11
or disadvantage.
(2d10) fire and 7 (2d6) necrotic damage, and it does not fall
Range: 60 feet
unconscious when reduced to 0 hit points.
Components: V, S, M (a stone hourglass)
The creature makes death saving throws while at 0 hit
Duration: instantaneous points, even if it ordinarily would not (such as in the case of
You warp the lean of unfolding events, transforming one summoned monsters or massive damage), and regains 10 hit
roll with advantage into a roll with disadvantage, or one roll points at the beginning of each of its turns.
with disadvantage into a roll with advantage. Spell Lists. Bard, Cleric, Druid
Spell Lists. Bard, Cleric, Sorcerer, Wizard
Chaos Revels Condense Burst
3rd-level conjuration 6th-level evocation
Casting Time: 1 reaction, which you take when a creature Casting Time: 1 reaction, which you take when a damage-
casts a spell targeting an area that you can see. dealing effect that targets an area takes effect
Range: 60 ft. Range: 60 feet
Components: V, S Components: V, S, M (a sphere of compacted charcoal)
Duration: instantaneous Duration: instantaneous
You teleport to an unoccupied space in the area affected by You crush an explosive burst down to a pinpoint,
a spell, placing yourself in its area of effect. concentrating its force. When a damage-dealing effect that
At Higher Levels: When you cast this spell using a spell targets an area within range takes effect, you can cause only
slot of 4th level or higher, you additionally gain 10 temporary one creature in the area to be affected.
hit points for each slot level above 3rd. If you do, the effect deals maximum damage, instead of
Spell Lists. Sorcerer rolling damage.
Spell Lists. Sorcerer, Wizard
Charge Spell
cantrip evocation Confinement Ring
6th-level abjuration
Casting Time: 1 action
Range: self Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: 1 round Components: V, S
Duration: 10 minutes, concentration
You condense magical power around yourself, adding one
additional damage die to each damage roll made by spells A 10 foot radius cylinder of luminous runes shimmers into
you cast before the end of your next turn. existence at a point you can see within 60 feet, extending 100
Spell Lists. Sorcerer, Warlock, Wizard feet into the air.
The circle is an object that can be damaged and destroyed.
Clutch of Terror It has 40 hit points, an AC equal to your Spell Save DC, and
3rd-level necromancy immunity to poison and psychic damage.
Casting Time: 1 action The circle provides total cover and blocks exit by
nonmagical means, but freely allows creatures to enter.
Range: 60 ft.
While the circle has 40 or more hit points, it additionally
Components: S, M (a drop of fear-sweat)
Duration: 1 minute, concentration blocks teleportation and ethereal travel.
At Higher Levels: When you cast this spell using a spell
You sink a terrifying spectral claw into the head (or closest slot of 7th Level or higher, the circle has 10 additional hit
equivalent) of a creature within reach and drag it towards points for each level above 6th.
you. Make a melee spell attack with a reach of 15 feet. Spell Lists. Cleric, Sorcerer, Wizard
On a hit, the target takes 4d10 necrotic damage and is
dragged up to 10 feet toward you, then must succeed on a Conjure Hunt
Wisdom saving throw or be Frightened for the next minute. A 7th-level conjuration
Frightened creature repeats this save at the end of each of its
Casting Time: 1 action
turns, ending the effect on a success.
Range: 60 ft.
At Higher Levels: When you cast this spell using a spell
Components: V, S
slot of 4th level or higher, the damage increases by 2d10 for
Duration: 1 minute (concentration)
each slot level above 3rd.
Spell Lists. Bard, Cleric, Paladin You conjure two Yeth Hounds that last for a minute in
unoccupied spaces you can see within 60 feet. The yeth
Command Ichor hounds act on your initiative and follow your verbal
2nd-level necromancy commands.
When this spell ends, the yeth hounds dissolve into smoke.
Casting Time: 1 reaction, which you take when you see a
creature within 60 feet of you take piercing or slashing At Higher Levels: When you cast this spell using a spell
damage slot of 8th level or higher, you summon one additional yeth
Range: 60 ft. hound for each slot level above 7th.
Spell Lists. Druid, Warlock
Components: V, M
Duration: instantaneous
You channel hemokinetic force through the spilled blood of
a creature in range when it takes piercing or slashing
damage, forcing it to succeed on a Strength saving throw or
be pushed up to 30 feet in a direction of your choice.
Spell Lists. Sorcerer
Corpseleech Corrupted Offering
1st-level necromancy 9th-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: touch Range: 10 ft.
Components: S, M (The corpse of a Medium or larger Components: V, S
creature that died in the last minute, which the spell Duration: 1 minute
consumes)
You force one nonfiend creature within range to succeed
Duration: 10 minutes
on a Wisdom saving throw or be Charmed by you and hostile
You touch the corpse of a Medium or larger creature that to each other nonfiend creature it can see for the next
died in the last minute and consume its lingering vitality, minute.
desiccating its flesh to dust and gaining 2d8 temporary hit While Charmed in this way, the creature's Strength score
points that last for the duration. permanently increases by 1, to a maximum of 22, whenever it
At Higher Levels: When you cast this spell using a spell reduces a humanoid former ally to 0 hit points.
slot of 2nd level or higher and targeting a Large or larger The charmed creature repeats this saving throw at the end
corpse, you gain 2d8 additional temporary hit points for each of each of its turns, ending the effect on a success.
slot level above 1st. Spell Lists. Cleric
Spell Lists. Druid
Corruptive Emblem
Corpus Potency 8th-level enchantment
1st-level necromancy Casting Time: 1 action
Casting Time: 1 reaction, which you take when you or a Range: touch (30 ft. radius)
friendly undead creature within 30 ft. makes a Constitution Components: V, S
saving throw Duration: until dispelled
Range: 30 ft.
You imbue an object that you touch with evil power that
Components: S, M (A small piece of the target's flesh)
radiates palpably in a 30 foot radius.
Duration: instantaneous
A creature with a Wisdom score of 13 or lower that starts
As a reaction when you or one undead creature friendly to its turn in the area and can see the object is Charmed by you
you within range makes a Constitution saving throw, you until it takes any damage, or until the object is moved or
attempt to dampen the effect by magically wresting control of destroyed (AC 20, 20 HP; Immunity to Poison and Psychic
the target's bodily functions, granting it advantage on the damage).
save. If the saving throw was against a damaging effect, the Unless surprised, a creature can avert its eyes to avoid this
target takes no damage on a successful save. effect. If it does, it treats each creature within 10 feet of the
Spell Lists. Cleric, Druid, Paladin object as Invisible.
Spell Lists. Sorcerer, Warlock, Wizard
Corrupt Marrow
4th-level necromancy Covetous Intercession
Casting Time: 1 action 3rd-level conjuration
Range: 60 ft. (15 foot radius) Casting Time: 1 reaction, which you take when a creature
Components: V, S, M (a bone worth 1 cp taken from a living friendly to or charmed by you is targeted with an attack.
creature, which the spell consumes) Range: 120 ft.
Duration: 1 round Components: V, S
Duration: instantaneous
Each creature in a 15 foot radius centered on a point you
can see within range must succeed on a Constitution saving You teleport to switch places with a creature friendly to or
throw or take 3d10 necrotic damage. A creature that fails this charmed by you, intercepting an attack meant for it. You
save by 5 or more is Paralyzed until the end of your next turn. become the attack's new target.
Spell Lists. Cleric (Death Domain), Sorcerer, Wizard, Spell Lists. Bard
Warlock
Crackling Frenzy Crumple Space
2nd-level evocation 6th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 5 feet Range: 120 ft.
Components: V, S Components: V, M (a pinch of powdered granite)
Duration: 10 minutes Duration: instantaneous
An energizing spark of electricity crackles across your You collapse a line of space into a single point. Choose a
fingers. One creature within 5 feet of you must succeed on a point along a 5 feet wide line that is 30 feet long and wholly
Constitution saving throw or take 14 (4d6) lighting damage within 120 feet. Each creature in the line's area must succeed
and be Stunned until the end of its next turn. on a Charisma saving throw or be teleported to the nearest
A creature that succeeds on this saving throw instead gains unoccupied space to the chosen point, then take 22 (4d10)
14 (4d6) temporary hit points that last for up to 10 minutes. force plus 13 (2d12) psychic damage.
While it has any of these temporary hit points, the creature's Spell Lists. Sorcerer, Warlock, Wizard
melee attacks deal an additional 7 (2d6) lightning damage.
At Higher Levels: When you cast this spell using a spell Crushing Pulse
slot of 3rd level or higher, the damage and temporary hit 2nd-level evocation
points increase by 3 (1d6) for each slot level above 2nd.
Casting Time: 1 action
Spell Lists. Artificer
Range: self
Components: V, S
Creeping Bone Duration: instantaneous
5th-level necromancy
Gravity momentarily intensifies in the area within 15 feet
Casting Time: 1 action
of you. Each other creature in the area must succeed on a
Range: Touch
Strength saving throw or fall prone. Any fall damage taken as
Components: V, M
a result deals maximum damage, instead of rolling.
Duration: 1 minute, concentration
At Higher Levels: When you cast this spell using a spell
One creature grappled by you must succeed on a slot of 3rd level or higher, the effect's radius increases by 5
Constitution saving throw or gain 2d10 cumulative feet for each slot level above 2nd.
temporary hit points as plates of bone begin to grow over its Spell Lists. Artificer, Druid, Ranger
skin. On each of your turns until the spell ends or you release
your grapple, you can use your action to force the target to Curse of Living Bones
repeat this save. 8th-level necromancy
While a creature has any of these temporary hit points, it is Casting Time: 1 action
restrained. While a creature has 30 or more of these Range: 120 ft.
temporary hit points, it is petrified.
Components: V, S
Spell Lists. Artificer, Cleric, Paladin
Duration: until dispelled

Creeping Ruin One creature you can see within range must succeed on a
5th-level conjuration Charisma saving throw or be Cursed.
A creature Cursed in this way has its skeleton animated
Casting Time: 1 action
within it, and must succeed on a Strength saving throw at the
Range: self (15 ft. radius)
beginning of each of its turns or have its movement
Components: V, S, M
controlled by its skeleton until the beginning of its next turn.
Duration: 8 hours
A humanoid creature that dies while cursed in this way has
A mass of tiny spiders begins to swarm around you in a 15 a Skeletal Liberator tear free of its flesh at the beginning of
foot radius. When a creature starts its turn in the area or its next turn.
enters it for the first time on a turn, you may force it to The skeletal liberator is Charmed by you for 1 hour, or until
succeed on a Constitution saving throw or take 10 poison you or your companions do anything harmful to it. When the
damage, or half as much on a success. The spell lasts 8 charmed condition ends, the skeletal liberator becomes
hours, or until it has dealt a total of 100 damage. hostile to all living creatures.
At Higher Levels: When you cast this spell using a spell Spell Lists. Cleric, Wizard
slot of 6th level or higher, the spell's radius increases by 10 ft.
and the maximum damage it can deal increases by 100 for
each slot level above 5th.
Spell Lists. Druid, Cleric, Paladin, Ranger
Curse of Stolen Sight Darting Bolt
3rd-level enchantment 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 5 ft. Range: 30 ft.
Components: V Components: S, M (A bat's tooth worth 1 cp, which the spell
Duration: 10 days consumes)
Duration: instantaneous
You grasp the face of a creature within your reach and
drive your thumb into its eye, forcing it to succeed on a Requires proficiency in Thieves' Cant.
Charisma saving throw or be Cursed for the duration of the You flick the bat's tooth used in the spell's casting and send
spell. One of the cursed creature's eyes clouds over, it darting chaotically toward a target in range. Make a ranged
occasionally weeping a small amount of blood, and it gains spell attack. On a hit, the target takes 3d6 force damage.
disadvantage on Wisdom (Perception) checks. If this attack misses, you can make a second attack roll
As an action, you can see through the cursed creature's against another creature you can see within 10 feet of the
eyes and hear what it hears until the start of your next turn, original target.
gaining the benefits of any special senses that the creature Spell Lists. Artificer, Bard, Sorcerer, Wizard
has. During this time, you are deaf and blind with regard to
your own senses. Darting Duplicate
At Higher Levels: When you cast this spell using a spell 1st-level illusion
slot of 5th level or higher, the Duration is 30 days. If you use a Casting Time: 1 bonus action
spell slot of 7th level or higher, the spell lasts until it is Range: Touch
dispelled.
Components: V, S
Spell Lists. Bard
Duration: Instantaneous

Dark Gleam An illusory duplicate of you steps clumsily into an


1st-level illusion unoccupied space within 5 feet of you, presenting a tempting
target before winking out of existence.
Casting Time: 1 action
Each creature hostile to you that can reach that space must
Range: Touch
succeed on an Intelligence saving throw or lose its reaction
Components: V, S, M (a blind person's tears worth at least 1
as it makes an attack of opportunity against the duplicate.
gp, which the spell consumes)
Spell Lists. Bard, Sorcerer, Wizard
Duration: 1 hour, concentration
Requires proficiency in Thieves' Cant. Deathlord's Favor
You touch a nonmagical light source, twisting the light 4th-level necromancy
produced by it. For the duration, the light produced by the Casting Time: 1 action
enchanted source can be seen only by creatures within 10
Range: 60 ft.
feet of it, and provides no illumination for other creatures.
Components: V, S
Spell Lists. Druid, Ranger, Wizard Duration: Instantaneous

Darkfire Abyss You harvest the life from your thralls to heal yourself,
9th-level conjuration reducing each friendly undead creature of your choice that
you can see within range to 0 hit points and regaining hit
Casting Time: 1 action
points equal to the total hit points lost in this way.
Range: 120 ft.
Spell Lists. Cleric, Druid (Circle of Spores), Paladin
Components: V, S
(Oathbreaker)
Duration: until dispelled
A burst of black fire erupts in a 15 foot radius centered on Death Throes
a point you can see within 120 feet, leaving behind an area of 1st-level necromancy
magical darkness.
Casting Time: 1 reaction, which you take when a friendly
Each light in the area is extinguished, and each creature in
creature you can see within 30 feet drops to 0 hit points
the area must succeed on a Dexterity saving throw or take 70 Range: 30 ft.
(20d6) fire damage, or half as much on a success. Components: V
At the beginning of each of your turns, if a source of Bright Duration: instantaneous
Light is within 15 feet of the area its radius expands by 5 feet,
then each creature in the area takes 17 (5d6) fire damage. As a reaction when another creature you can see within
Spell Lists. Cleric, Sorcerer, Warlock, Wizard range is reduced to 0 hit points, you imbue it with a sudden
burst of energy, allowing it to use its reaction to make a melee
attack before falling unconscious.
Spell Lists. Bard, Cleric, Paladin
Death's Aid Dedication of Blood
1st-level necromancy 3rd-level necromancy
Casting Time: 1 reaction, which you take when you fail a Casting Time: 1 action
saving throw Range: self
Range: 60 ft. Components: S, M (a melee weapon worth at least 1 sp)
Components: V, S Duration: instantaneous
Duration: instantaneous
You brandish the weapon used in the spell’s casting and
You sacrifice your undead thralls to bolster yourself with make a melee attack with it against one creature within 5 feet
the burst of energy released, reducing any number of friendly of you. On a hit, the attack deals an additional 16 (3d10)
undead creatures you can see within range to 0 hit points. necrotic damage.
You add 1d4 to the result of your saving throw for each If this damage kills a creature, up to one friendly creature
undead creature killed in this way. within 30 feet of you can use its reaction to gain 15
Spell Lists. Sorcerer, Wizard temporary hit points or to make a melee weapon attack.
Spell Lists. Cleric, Paladin, Warlock
Death's Beckon
2nd-level necromancy Delay Spell
5th-level abjuration
Casting Time: 1 action
Range: 60 ft. Casting Time: 1 reaction, which you take when you see a
Components: S creature within 60 feet of you casting a spell
Duration: Instantaneous Range: 60 ft.
Components: V
You call a fragment of abyssal energy down to strike a
Duration: 1 round
creature within range, using its suffering to forge a
momentary rift to the Corpsevaults. Make a ranged spell You freeze a spell in mid-air, delaying its effect until the end
attack against the target. On a hit, the target takes 3d10 of your next turn. The spell keeps its original targets, and fails
necrotic damage. if those targets are no longer valid when the spell resolves.
If this damage reduces a humanoid target to 0 hit points, a The spell's caster must maintain concentration on the spell
rift appears in the earth beneath it, disgorging a Horde until the spell takes effect, or have the spell fail.
Ghoul in the nearest unoccupied space that acts on your Spell Lists. Artificer, Wizard
initiative and is hostile to all living creatures.
Spell Lists. Warlock, Wizard Demand Offering
2nd-level enchantment
Deceptive Demise Casting Time: 1 action
4th-level illusion Range: 5 ft.
Casting Time: 1 reaction, which you take when you take Components: V, S
damage Duration: instantaneous
Range: self (30 ft.)
You choose an item that a humanoid creature within range
Components: V, S
is wearing, wielding, or carrying. The creature must make a
Duration: 1 round
Wisdom saving throw or use its reaction to hand you the
You feign being wounded more grievously than you actually chosen item. If the item could not be removed as an action,
are, teleporting up to 30 feet to a location you can see and such as in the case of most armor and shields, the spell fails.
turning Invisible until the beginning of your next turn, and Spell Lists. Cleric, Paladin
may immediately attempt to Hide.
A corpse-like duplicate of your body crumples to the Dematerialize
ground in the space you vacated, which dissolves into mist at 3rd-level evocation
the end of your next turn, or if it takes any damage. Casting Time: 1 reaction, which you take when targeted with
Spell Lists. Bard, Sorcerer, Wizard
an attack or harmful spell
Range: self
Components: V, S
Duration: instantaneous
As a reaction to being targeted with an attack or harmful
spell, you attempt to dodge across the border ethereal. Roll a
d20. On an 11-20, you disappear until the beginning of your
next turn, when you reappear in the unoccupied space
nearest to where you departed.
Spell Lists. Bard, Sorcerer, Wizard
Demonic Lash Desecration Stride
2nd-level conjuration 6th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 15 ft. Range: self ft.
Components: V, S Components: V, S
Duration: instantaneous Duration: 1 minute (concentration)
A roiling whip of lacerating fire springs from your hand as Your tie to reality becomes unstable as you flicker and
you lash out in a frenzied series of strikes. Make a melee spell distort space around you. Whenever you take damage, you
attack against the target. On a hit, the target takes 5 (2d4) may immediately teleport up to 30 feet to an unoccupied
slashing plus 7 (2d6) fire damage. space you can see.
A creature hit by two or more of these attacks in a turn Nonmagical plants within 10 feet of that space blacken,
must succeed on a Wisdom saving throw or be Frightened and each other creature within 10 feet of that space takes 9
until the end of your next turn. (2d8) necrotic damage.
At Higher Levels: When you cast this spell using a spell Spell Lists. Cleric, Warlock
slot of 3rd level or higher, you make an additional attack for
each slot level above 2nd. Devouring Rain
Spell Lists. Cleric, Paladin 9th-level conjuration
Casting Time: 1 action
Demonrot Barbs Range: 300 ft. (15 ft. radius cylinder)
5th-level conjuration Components: V, S
Casting Time: 1 action Duration: 1 minute, concentration
Range: 60 ft.
An acrid rain begins to fall in a 15 foot radius, 300 foot tall
Components: V, S, M
cylinder centered on a point you can see within range. A
Duration: 1 minute
creature that starts its turn in the area, or that enters it for
You cast forth a hail of barbed spores infused with toxins the first time on a turn, must succeed on a Constitution
cultivated by the demon queen of fungus. Make a ranged spell saving throw or take 44 (8d10) acid damage, or half as much
attack against a creature in range. On a hit, the target takes on a success. A creature killed by this damage melts and is
4d8 piercing damage and suffers one of the following effects disintegrated.
of your choice: Spell Lists. Druid, Cleric

The creature loses any resistance or immunity to Poison


Discharge
damage or the Poisoned condition for the next minute.
1st-level evocation
One spell effect of 3rd level or below affecting the creature
ends. Casting Time: 1 reaction, which you take when you succeed
The creature has disadvantage on the next Constitution on a saving throw against a spell
saving throw it makes in the next minute. Range: 60 ft.
Components: S
Spell Lists. Druid (Circle of Spores) Duration: instantaneous
As a reaction when you succeed on a saving throw against
Descent of Crows a spell, you convert some of the waste magical energy to
4th-level conjuration
electricity and send it rocketing back, dealing 1d10 lightning
Casting Time: 1 action damage per level of the spell to the spell's caster.
Range: Special Spell Lists. Artificer
Components: V, S, M
Duration: 1 round
One Large or smaller creature that you can see is mobbed
by spectral crows that swarm around it, pecking viciously.
The creature is Blinded for the duration, or until it moves at
least 5 ft., and must succeed on a Dexterity saving throw or
take 28 (8d6) piercing damage, or half as much on a success.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, it can affect a Huge or smaller
creature. If you cast it using a spell slot of 6th level or higher,
it can affect a Gargantuan or smaller creature.
Spell Lists. Druid, Ranger, Paladin (Oath of the Ancients)
Disfigure Distant Watchers' Draw
2nd-level necromancy 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: touch Range: 60 ft. (15 ft. radius)
Components: V, S Components: V, S, M (a leaden weight wrapped in silver wire
Duration: instantaneous worth 2 sp)
Duration: 1 minute, concentration
Your palm flares with black fire and you reach to grab a
creature's flesh. Make a melee spell attack. On a hit, the You choose a point you can see within range, twisting and
target takes 14 (4d6) necrotic damage and must make a altering gravity for creatures in a 15 foot radius centered it.
Constitution saving throw. Each creature in the area must succeed on a Constitution
On a failed save, the creature takes an additional 9 (2d8) saving throw or float 10 feet into the air and begin Levitating
slashing damage as a handprint of its skin peels away, leaving for the next minute.
a terrible scar. An affected creature repeats this saving throw at the end of
The scarred creature suffers disadvantage on Charisma each of its turns, ending the effect on a success or falling up
(Persuasion) checks until cured by Lesser Restoration or to 30 feet in a direction of your choice on a failure.
similar magic. A creature that strikes a solid object, creature, or surface
At Higher Levels: When you cast this spell using a spell while falling in this way takes falling damage as normal.
slot of 3rd level or higher, the necrotic damage increases by At Higher Levels: When you cast this spell using a spell
1d6 for each slot level above 2nd. slot of 4th level or higher, the radius affected increases by 5
Spell Lists. Cleric, Paladin, Sorcerer, Wizard feet for each slot level above 3rd.
Spell Lists. Sorcerer, Warlock, Wizard
Dispersion Chord
2nd-level abjuration Doomcrack Rataclysm
Casting Time: 1 action 8th-level conjuration
Range: 10 feet Casting Time: 1 action
Components: S, M (a crystal blade worth 2 gp) Range: 120 ft.
Duration: 1 minute, concentration Components: V, S, M (the gilded skull of a slain balor worth
1,000 gp)
You carve a bright, 10 foot long line through the air within
Duration: 1 minute, concentration
10 feet of you that disrupts any magic which crosses it.
Spells that pass directly over or beneath the line (within A lurid, sickly green crack between planes opens at a point
100 feet of it) or that affect an area that includes any part of it you can see within range and from it spills forth a torrent of
have their Save DC and any attack roll made as part of the bodies, conjuring four Ratfolk Clawpacks in spaces within
spell reduced by 1d4. 15 feet of it.
Spell Lists. Bard, Sorcerer, Wizard The Clawpacks are friendly to you and obey your mental
commands (no action required) for as long as you maintain
Displace Soul concentration. If you don't issue any commands to the
9th-level enchantment Clawpacks or lose concentration, they attack the nearest
Casting Time: 1 action creature on their turn.
In combat, the Clawpacks share your initiative count, but
Range: 5 ft.
take their turns immediately after yours.
Components: V, S
Duration: 1 minute (concentration) When the spell ends, the Clawpacks become hostile to all
creatures (including each other) and disregard your
You force a creature within range to succeed on a commands. At the beginning of each of your turns roll a d20
Charisma saving throw or fall Unconscious as its soul is for each remaining Clawpack; on a 1-5, it disappears.
forced out of its body and into the Border Ethereal. At Higher Levels: When you cast this spell using a spell
While its soul is in the Border Ethereal, the creature can slot of 9th level, two additional Ratfolk Clawpacks emerge
still see, hear, and speak faintly across the barrier. from the breach at the beginning of each of your turns,
The creature repeats this saving throw at the end of each appearing in spaces within 10 feet of it.
of its turns for the next minute, ending the effect on a Spell Lists. Bard, Warlock, Wizard
success.
A creature that fails three consecutive saving throws
against this effect has its soul remain trapped in the Border
Ethereal until returned by a Wish spell or similar magic, and
does not make any further saving throws to end the effect.
Spell Lists. Bard, Sorcerer, Warlock
Doomed Sleep of Moil Dweomer Rupture
7th-level enchantment cantrip evocation
Casting Time: 1 action Casting Time: 1 action
Range: 30 ft. Range: 60 ft.
Components: V, S, M (a finger from a humanoid creature Components: V, S, M
that died in their sleep) Duration: 1 round, concentration
Duration: 1 minute, concentration
You disturb the weave around a creature you can see in
One creature you can see within range must succeed on a range, straining it to its breaking point. The target must make
Constitution saving throw or fall asleep for the next minute. a Constitution saving throw. On a failed save, the creature
While asleep in this way, the creature takes 22 (4d10) takes 2d10 necrotic damage the next time it casts a spell
necrotic damage at the beginning of each of its turns, and before the end of your next turn.
may repeat this saving throw whenever it takes damage or This spell's damage increases by 2d10 when you reach 5th
when a creature attempts to wake it as an action, ending the level (4d10), 11th level (6d10), and 17th level (8d10).
effect on a success. Spell Lists. Druid, Sorcerer
A creature illuminated by Bright Light has advantage on
this saving throw. Earthblood Reclamation
Spell Lists. Warlock 6th-level necromancy
Casting Time: 1 action
Douse Range: touch (10 ft. radius)
1st-level transmutation Components: V, S
Casting Time: 1 bonus action Duration: instantaneous
Range: 60 ft.
You touch a creature and drain the life from the earth in a 5
Components: S
foot radius around it, parching the ground and desiccating
Duration: instantaneous
any corpses in the area.
You dim one source of Bright Light you can see within 60 The target regains 9d8 hit points, or regains twice as many
feet to Dim Light, or extinguish a source of Dim Light you hit points if a creature was reduced to 0 hit points in the
can see in the area. affected area since the end of your last turn.
Casting this spell does not reveal your position to any At Higher Levels: When you cast this spell using a spell
creature you are Hidden from, and does not end the slot of 7th level or higher, the healing increases by 1d8 for
Invisibility spell. each slot level above 6th.
Magical light sources produced by a spell of a higher level Spell Lists. Druid
than this spell was cast at are unaffected.
At Higher Levels: When you cast this spell using a spell Eldritch Exegesis
slot of 2nd level or higher, you may have it affect one 4th-level divination
additional target in range for each slot level above 1st. You
Casting Time: 1 bonus action
may choose the same target multiple times. Range: 5 feet
Spell Lists. Artificer, Rogue (Arcane Trickster), Sorcerer, Components: V, S
Wizard Duration: 1 minute, concentration

Drown in Blood You open your mind to the full reality of a creature you can
4th-level necromancy see within 5 feet and details of its immediate past and
possible futures pour into your mind.
Casting Time: 1 action
Until the beginning of your next turn, you add your
Range: 60 ft. Intelligence modifier to your AC against attacks made by that
Components: V, S
creature and to any saving throws against abilities it controls.
Duration: 1 minute (concentration)
Spell Lists. Cleric, Sorcerer, Warlock, Wizard
Blood wells up in the mouth and lungs of a creature you
can see within range, suffocating it.
The target must succeed on Constitution saving throw or
take 4d8 necrotic damage and be unable to speak or breathe
for the next minute. An affected creature repeats this saving
throw at the end of each of its turns, ending the effect on a
success.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the necrotic damage increases by
2d8 for each slot level above 4th.
Spell Lists. Sorcerer, Wizard
Embrittle Bones Enforced Appearance
3rd-level necromancy 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 ft. Range: 5 feet
Components: V, S, M (a cracked finger-bone) Components: V, S, M (a drop of the target's blood or other
Duration: 1 minute, concentration vital fluids)
Duration: instantaneous
You attempt to weaken the vital structure of a non-ooze
creature you can see within range. The target must succeed You target an unoccupied space within 5 feet and
on a Constitution saving throw or be Poisoned for the next wrenching upon any lingering traces of teleportation magic.
minute. If a creature teleported out of that space in the last hour, it
While Poisoned in this way, attacks against the creature must make a Charisma saving throw. On a failure, the
score a critical on an 18-20. creature is teleported back into that space. On a successful
At the end of each of its turns, the target can make another saving throw, the creature becomes immune to this effect for
Constitution saving throw. On a success, the spell ends on the one hour.
target. If two or more creatures teleported out of the target space
At Higher Levels: When you cast this spell using a spell in the last hour, only the one that did so most recently is
slot of 4th level or higher, the critical range increases by 1 for affected.
each two slot levels above 3rd. Spell Lists. Cleric, Paladin, Sorcerer, Wizard
Spell Lists. Bard, Sorcerer, Warlock, Wizard
Entrench
Enchain Essence 1st-level conjuration
5th-level necromancy
Casting Time: 1 bonus action
Casting Time: 1 action Range: self (5 ft. radius)
Range: 60 ft. Components: V, S
Components: V, S, M (a scrap of scarred skin) Duration: 1 minute, concentration
Duration: 1 minute, concentration
Sturdy roots snake forth from your body, digging deep into
You wrest the raw life essence of a creature you can see the earth around you in a 5 foot radius. Until the spell ends,
within range, twisting and exposing its weaknesses. The the area is difficult terrain, your speed is reduced to 0, and
target must make a Constitution saving throw. On a failed you gain the maximum number of temporary hit points
save, the creature is restrained and has vulnerability to all possible from any spell or magical effect.
damage that it is not resistant or immune to for the next If you move or are moved, the spell ends immediately.
minute. The creature repeats this save at the end of each of At Higher Levels: When you cast this spell using a spell
its turns, ending the effect on a success. slot of 2nd level or higher, the spell's radius increases by 5
Spell Lists. Bard, Cleric, Paladin (Oathbreaker) feet for each slot level above 1st.
Spell Lists. Druid, Paladin, Ranger
Endurance of the Mother's Faithful
6th-level necromancy Envenomed Touch
Casting Time: 1 action 2nd-level transmutation
Range: 150 ft. (30 ft. radius) Casting Time: 1 action
Components: V, S Range: Touch
Duration: instantaneous Components: S, M (a vial of poison worth 200 gp)
Duration: 1 minute
You release a burst of reanimating spores in a 30 foot
radius centered on a point you can see within range. Deadly venom beads on your fingers as you drag them
Each creature in one or more of these areas that died in across a creature in range. The target takes 2d6 poison
the last minute is restored to life with 15 hit points and is damage, then must succeed on a Constitution saving throw
Poisoned for the next 24 hours. or be Poisoned for the next minute.
For each area created by the Sprouting Doom spell within At the end of each of its turns, the target can make another
range, you may create an additional burst of reanimating Constitution saving throw. On a success, the spell ends on the
spores, centered on a point in that area. target.
Spell Lists. Druid, Warlock (The Rot Mother) At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, it deals 3 (1d6) additional poison
damage for each slot level above 2nd.
Spell Lists. Druid, Ranger
Erratic Fireball Exploding Shot
2nd-level evocation 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: special Range: touch
Components: V Components: V, S, M (a piece of ammunition worth at least 1
Duration: instantaneous cp)
Duration: 1 minute, concentration
You fire a volatile sphere of roiling flame, which travels an
uncertain distance before exploding. You choose a direction, You touch a piece of ammunition, setting it aglow with an
launching a fireball that explodes in a 20 foot radius centered infusion of volatile magics.
on a point 2d8x5 feet away from you. Each creature in the The first time you make an attack using this ammunition
area must succeed on a Dexterity saving throw or take 21 during this spell’s duration, the attack deals an additional 4d6
(6d6) fire damage and be knocked prone, or take half as fire damage on a hit.
much damage on a success. Whether you hit or miss, the piece of ammunition then
At Higher Levels: When you cast this spell using a spell explodes. Each creature within 10 feet of the target must
slot of 3rd level or higher, the damage increases by 2d6 for make a Dexterity saving throw. On a failed saving throw, a
each slot level above 2nd. creature takes 4d6 fire damage, or half as much damage on a
Spell Lists. Sorcerer successful one.
At Higher Levels: When you cast this spell using a spell
Essence Tunnel slot of 4th level or higher, the spell's duration increases to 10
6th-level conjuration minutes.
Spell Lists. Artificer, Ranger, Sorcerer, Wizard
Casting Time: 1 action
Range: 30 ft.
Components: V, M (a surface with a planar alignment) Exultation of Blood
Duration: 1 minute, concentration 2nd-level necromancy
Casting Time: 1 bonus action
You target a surface you can see that is at least 10 feet by
Range: self
10 feet and the surface ripples and liquefies, becoming a
Components: V, S
Large, unstable portal connected to a random point on an
Duration: 1 hour
elemental, paraelemental, or quasi-elemental plane of your
choice that the surface shares an affinity with. You absorb and gain strength from the spilt blood of your
For the next minute, a creature can use its action to push foes, gaining 5 temporary hit points for each creature you hit
through the portal, taking 33 (6d10) damage of a type with an attack this turn.
associated with the connected plane. These temporary hit points last for an hour, and while you
Spell Lists. Druid, Sorcerer, Wizard have any of these temporary hit points attacks you make are
made with advantage.
Eternal Tide Spell Lists. Bard, Paladin
5th-level necromancy
Casting Time: 1 action Eye of Rot
Range: self 4th-level enchantment
Components: V, S, M Casting Time: 1 action
Duration: 10 minutes, concentration Range: 120 ft.
Components: V, M (the eye of a creature killed within the
As a bonus action on each of your turns, you may restore
past 24 hours)
one hit point to an undead creature that was reduced to 0 hit
points since the end of your last turn. Duration: 1 minute, concentration
Spell Lists. Cleric, Druid (Circle of Spores), Paladin You attempt to curse a creature you can see within range,
(Oathbreaker), Sorcerer, Wizard turning the phlegmatic and bilious humors of its own body
against it. The target must succeed on a Charisma saving
throw or be Cursed until the spell ends.
While Cursed in this way, a creature is Poisoned, takes
4d10 necrotic damage at the start of each of its turns, and
repeats this saving throw at the end of each of its turns,
ending the effect on a success.
A creature you cannot see makes the saving throw to end
this effect with advantage.
Spell Lists. Bard, Sorcerer
Eye of Veiling Felloil Rain
2nd-level illusion 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: self (5 ft. radius)
Components: S, M (a pin that has pierced an eye) Components: V, S
Duration: 1 minute Duration: 1 minute
You distort the vision of a creature in range, obscuring Each other creature in a 5 foot radius column extending
yourself from it. The target must make an Intelligence saving beneath and around you is doused in a fine mist of glistening
throw. On a failed save, you become Invisible to the creature oil, and must succeed on a Constitution saving throw or take
for the next minute. An affected creature repeats this saving 8d6 poison damage, or half as much on a success.
throw at the end of each of its turns, ending the effect on a If an affected creature takes any fire damage in the next
success. minute, it ignites. Until a creature takes an action to douse
Spell Lists. Bard, Sorcerer the fire, the target takes 5 (1d10) fire damage at the end of
each of its turns.
Fealty's Clarion At Higher Levels: When you cast this spell using a spell
7th-level conjuration slot of 4th level or higher, the spell's radius increases by 10
feet for each slot level above 3rd.
Casting Time: 1 action
Spell Lists. Druid, Ranger
Range: unlimited (30 ft.)
Components: V, S, M (a token gifted from each summoned
creature worth at least 1 gp, which the spell consumes) Ferocity of the Fleshforges
5th-level transmutation
Duration: instantaneous
Casting Time: 1 action
Requires a noble title.
Range: 5 feet
You call upon oaths given by your ally, crushing in your hand
Components: V, S
a token of fealty gifted to you by them and sending a cry for
Duration: Instantaneous
help rippling across the planes.
The creature recognizes you as the sender, and can choose You feed a portion of your own flesh to a friendly beast
to immediately be teleported to an unoccupied space of your within 5 feet, causing its flesh to strain and distend. You lose
choice within 30 feet of you. 10 hit points, and the creature transforms into a Nashrou
If the creature is dead, it can form a spiritual body to aid Slayer that acts under your control until no hostile creatures
you that appears as it did in life with full resources, and remain within its line of sight, or until you or your allies deal
dissolves into light when reduced to 0 hit points, or after 1 any damage to it, then becomes hostile to all creatures.
hour. A dead creature summoned in this way can never again As an action, a creature can attempt to return the Nashrou
be summoned with this spell. Slayer to its previous form with a successful Wisdom (Animal
At Higher Levels: When you cast this spell using a spell Handling) check against your Spell Save DC.
slot of 8th level or higher, you can target one additional Spell Lists. Druid, Ranger
creature for each slot level above 7th.
Spell Lists. Cleric, Sorcerer Filth Harvest
5th-level necromancy
Fear-Reek Casting Time: 1 action
cantrip conjuration
Range: 30 ft.
Casting Time: 1 action Components: V, S
Range: self (30 ft. radius) Duration: instantaneous
Components: V, S, M (a talon worth 1 gp from a huge or You tear away at a weakened foe, forcing negative energy
larger creature)
into its body and draining away the life that flees before it.
Duration: 1 minute, concentration
One creature you can see within range that is Paralyzed,
You begin to exude a pungent musk that drives creatures Poisoned, or infected with a disease must make a
around you into a frenzy. Each creature in the area subtracts Constitution saving throw. On a failed save, the creature
1d4 from saving throws they make against being Frightened. takes 8d10 necrotic damage and you gain temporary hit
This spell’s duration increases when you reach 5th level points equal to the half the damage dealt.
(10 minutes), 11th level (1 hour), and 17th level (8 hours). Spell Lists. Druid, Sorcerer, Warlock
Spell Lists. Druid, Sorcerer, Warlock, Wizard
Fireburst Flaying Scream
1st-level evocation 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: touch
Components: V Components: V, S
Duration: instantaneous Duration: instantaneous
You cause the fires engulfing a creature to flare explosively. Your eyes blaze with abyssal flame as you lift a
One burning creature within 20 feet erupts in an explosion of grappled creature aloft and scream at it with such
flame. It and each other creature within 20 feet of it must strength its flesh begins to peel away.
succeed on a Dexterity saving throw or take 10 (3d6) fire Each light the creature is carrying is doused, then the
damage. creature must succeed on a Constitution saving throw or
At Higher Levels: When you cast this spell using a spell take 3d6 fire plus 6d8 thunder damage, or half as much on a
slot of 2nd level or higher, the damage increases by 1d6 for success.
each slot level above 2nd. A creature killed by this damage has its skin peeled off and
Spell Lists. Druid (Circle of Wildfire), Sorcerer blown away in a spray of gore.
Spell Lists. Bard, Paladin, Sorcerer
Flash Freeze
2nd-level evocation Flickerbolt
Casting Time: 1 bonus action 6th-level conjuration
Range: Touch Casting Time: 1 action
Components: S, M Range: 90 ft.
Duration: 1 round Components: V, S
Duration: instantaneous
You attempt to briefly paralyze an immobile creature with
overwhelming cold. One grappled or restrained creature You dip in and out of reality, channeling the energy of your
within range must succeed on a Constitution saving throw or passage into bolts of cosmic force. Make three ranged spell
be Paralyzed until the end of your next turn. attack rolls against targets in range. On a hit, the target takes
Spell Lists. Druid, Ranger, Sorcerer, Wizard 3d6 lightning plus 2d10 force damage.
Before or after making each of these attacks, you may
Flatten Reality teleport up to 30 feet to an unoccupied space you can see.
3rd-level transmutation At Higher Levels: When you cast this spell using a spell
Casting Time: 1 bonus action slot of 7th level or higher, you make one additional attack for
Range: self (150 ft. line) each slot level above 6th.
Components: V, S Spell Lists. Sorcerer, Warlock
Duration: 1 round, concentration
Flickering Advance
A line of distorted space 150 feet long and 5 feet wide 3rd-level transmutation
extends from your space, superpositioning each creature in
Casting Time: 1 bonus action
the area over the space.
Range: self
Until the end of your next turn or until you leave the area,
Components: V, S
you and each creature in the area count as being within 5 feet
Duration: 1 round
of each other creature in the area, and may teleport to any
unoccupied space in the area as a Bonus Action. You begin to move with magically empowered speed until
At Higher Levels: When you cast this spell using a spell the end of your next turn, or until you are hit with an attack.
slot of 4th level or higher, the spell's duration increases by 1 Until the spell ends, your speed is doubled, attacks against
round for each slot level above 3rd. you are made at disadvantage, and whenever you are missed
Spell Lists. Sorcerer, Warlock, Wizard with an attack you may teleport up to 10 feet to an
unoccupied space you can see.
Spell Lists. Sorcerer, Wizard
Foetid Fusation Force Barrage
8th-level conjuration 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 150 feet
Components: V, S, M Components: V, S, M (a spindle of phase spider silk worth
Duration: 1 minute, concentration 30 gp)
Duration: instantaneous
Each creature of your choice that you can see within range
must make a Charisma saving throw. Each creature that You send two arcane bolts soaring to strike in quick
failed has its initiative reduced to 0, then teleports to an succession. You can direct them at one target or several.
unoccupied space you can see within range. Make a ranged spell attack for each bolt, resolving one at a
You may teleport any two creatures that failed this save into time. On a hit, the target takes 2d10 force damage and the
the same space, fusing them together into a single malformed next spell attack you make against the same target this turn
body for the next minute. You may fuse multiple pairs of has advantage.
creatures together in this way. At Higher Levels: When you cast this spell using a spell
While fused, creatures act on the same turn, and only one slot of 4th level or higher, you create one additional bolt for
of them may use movement, use a bonus action, or take each slot level above 3rd.
reactions in a turn. Whenever one of them takes damage, the Spell Lists. Sorcerer, Warlock, Wizard
other takes the same damage, and up to one of the creatures
may repeat this saving throw at the end of their turn, ending Force Rift
the effect and moving to the nearest unoccupied space on a 3rd-level evocation
success.
Casting Time: 1 action
Spell Lists. Warlock
Range: Self (60-foot line)
Components: V, S, M (a cracked lodestone)
Fold Space Duration: instantaneous
4th-level conjuration
You wrench gravity in a line 100 feet long and 5 feet wide
Casting Time: 1 action
extending from you. Each creature in the line must make a
Range: 30 ft.
Strength saving throw. A creature takes 5d10 force damage
Components: V, S, M (a star of folded paper)
and is knocked prone, or takes half as much damage and is
Duration: instantaneous
not knocked prone on a successful one. A creature that fails
You teleport to an unoccupied location you can see within by 5 or more is additionally pushed 15 feet away.
30 feet. Each creature within 15 ft. of the space you departed Spell Lists. Sorcerer, Warlock, Wizard
must succeed on a Strength saving throw or be pulled up to
10 ft. toward the space you departed and take 22 (4d10) Freeze the Blood
psychic damage. 9th-level evocation
Spell Lists. Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 ft.
Foment Intrigue Components: V, S, M
4th-level enchantment Duration: instantaneous
Casting Time: 1 action
You bombard a creature you can see in range with lethal,
Range: 60 ft.
blood-freezing cold which wears away at the very core of it.
Components: V, M (a quill or pen snapped in anger)
The creature must succeed on a Constitution saving throw or
Duration: 1 minute, concentration
take 2d4 points of exhaustion, or half as many on a success.
Requires a noble title. Spell Lists. Cleric, Druid
You send insidious thoughts whispering through the minds of
two creatures you can see within range.
At the beginning of each creature's turn, it must succeed on
a Wisdom saving throw or become hostile to the other target
and indifferent to all other creatures until the beginning of its
next turn.
If both targets succeed on their saving throw in a round or
if one of them is reduced to 0 hit points, the effect ends.
Spell Lists. Bard, Sorcerer, Warlock
Frostbite Touch Ghastly Gnawing
6th-level evocation 5th-level necromancy

Casting Time: 1 action Casting Time: 1 action


Range: touch Range: 60 ft.
Components: S, M Components: V, S, M (a sack of rats worth 1 gp, which the
Duration: instantaneous spell consumes)
Duration: 1 hour, concentration
Icy steam rolls off your palm as you attempt to grasp a
creature's limb, freezing it solid. Make a melee spell attack You draw forth the spirits of the rats used as the spell's
attack against the target. On a hit , the target takes 10d6 cold material component, creating an Ephemeral Swarm in an
damage, then must succeed on a Constitution saving throw unoccupied space within 10 feet of you.
or be afflicted with Frostbite. The Ephemeral Swarm is friendly to you and obeys your
mental commands (no action required) for as long as you
maintain concentration. If you don't issue any commands to
Frostbite. When a creature contracts frostbite, it the Ephemeral Swarm, it takes no actions even in self
loses the use of one of its limbs of its choice until defense.
this disease is cured, as the limb goes stiff and pale When the spell ends, the Ephemeral Swarm doesn't
and the creature loses feeling in it. The creature disappear. Instead, you lose control of the Ephemeral Swarm,
cannot rest, and loses 5 hit points at the end of it becomes hostile toward you and your companions, and it
each hour. This disease is cured if the affected limb pursues and attacks the nearest living creature on each of its
is removed. turns.
After 24 hours, the Ephemeral swarm dissipates.
Spell Lists. Druid, Ranger
Spell Lists. Druid, Sorcerer, Warlock, Wizard
Ghastly Scourge
Gallseal 8th-level Necromancy
3rd-level conjuration Casting Time: 1 action
Casting Time: 1 bonus action Range: 20 ft.
Range: touch Components: S, M
Components: V, M (a sealed oak gall) Duration: instantaneous
Duration: instantaneous You summon a lash of crackling, unfiltered death and
You touch a creature and suspend one disease or condition swing it at a creature. Make a melee spell attack with a reach
affecting it, condensing the target's infirmity into a hardened of 20 feet. On a hit, the target takes 6d10 + 60 necrotic
knot of concentrated poison within its flesh that remains for damage. If this damage reduces a creature to 0 hit points
24 hours before being regurgitated harmlessly. without killing it, it immediately fails one death save.
The condition can be Blinded, Charmed, Choking, Spell Lists. Sorcerer, Warlock, Wizard
Deafened, Paralyzed, Poisoned, or Stunned.
If the creature takes 15 or more damage from a single Ghostfire Flare
source in that time, the knot bursts and the creature takes 2nd-level necromancy
6d6 poison damage. Casting Time: 1 action
Spell Lists. Druid, Ranger Range: 30 feet
Components: V, S, M (a pinch of grave dirt)
Garden of Rot and Ruin Duration: 1 minute, concentration
9th-level conjuration
Pale flames erupt beneath up to two creatures you can see
Casting Time: 1 action within range, forcing each of them to succeed on a Dexterity
Range: 120 ft. (30 ft. radius) saving throw or take 2d6 fire plus 1d10 necrotic damage.
Components: V, S At Higher Levels: When you cast this spell using a spell
Duration: special, concentration slot of 3rd level or higher, you can select one additional target
Each area affected by the Sprouting Doom spell within for each slot level above 2nd.
range releases a cloud of hallucinogenic spores in a 30 foot Spell Lists. Cleric, Warlock
radius centered on itself.
Each of these areas is heavily obscured, and a creature that
starts its turn in one or more of these areas must succeed on
a Constitution saving throw or be Poisoned until the start of
its next turn. While Poisoned in this way, a creature is
Charmed by you and your allies and is hostile to each
creature it is not Charmed by.
Each of the affected areas lasts for as long as you maintain
concentration, or until dealt 20 or more fire or radiant
damage from a single source.
Spell Lists. Druid (Circle of Spores), Warlock
Gift of Transcendent Pleasure Glazier's Ace
5th-level illusion 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: 15 ft.
Components: V, S Components: S, M (a bottle, window, or similar glass object
Duration: 1 minute, concentration worth at least 1 cp, which the spell consumes)
Duration: instantaneous
One creature you can see within range is suffused in an
aura of pure rapturous delight for the next minute, losing the Requires proficiency in Thieves' Cant.
ability to take reactions. You smash the glass object used in the spell's casting,
At the beginning of each of the creature's turns, it must sending shards flying in a 15 foot cone.
succeed on a Wisdom saving throw or voluntarily fail all Each creature in the area must succeed on a Dexterity
other saving throws until the beginning of its next turn. On a saving throw or be Blinded and Bleeding (1d6) for the next
success, the effect ends. minute. An affected creature repeats this saving throw at the
Spell Lists. Bard end of each of its turns, ending the effect on a success.
At Higher Levels: When you cast this spell using a spell
Gift of Writhing Pain slot of 3rd level or higher, the size of the cone increased by 10
5th-level illusion feet for each slot level above 2nd.
Spell Lists. Artificer, Bard, Ranger
Casting Time: 1 action
Range: 60 ft.
Components: V, S Glowspore Bolt
3rd-level conjuration
Duration: 1 minute, concentration
Casting Time: 1 action
One creature you can see within range falls prone and is
Range: 60 ft.
wracked with agony for the next minute.
Components: V, S, M (a dram of fungus gnat mucous worth
At the beginning of each of the creature's turns, it must
2 gp)
succeed on a Constitution saving throw or take 16 (3d10)
Duration: instantaneous
psychic damage and be unable to stand until the beginning of
its next turn, ending the effect on a success. You grow a dense ball of luminescent spores between your
At Higher Levels: When you cast this spell using a spell hands and send it flying at a target in range. Make a ranged
slot of 6th level or higher, you can target one additional spell attack. On a hit, the target takes 3d6 poison damage
creature for each slot level above 5th. plus 3d6 radiant damage.
Spell Lists. Bard On a hit or miss, glowing spores linger in the air around
the target in a 15 foot radius, shedding dim light in the area
Glacier Tomb for the next minute.
7th-level abjuration Creatures in the area cannot benefit from Invisibility.
At Higher Levels: When you cast this spell using a spell
Casting Time: 1 action
Range: 60 ft. slot of 4th level or higher, the poison damage increases by
Components: V, S, M 2d6 and the radius of light increases by 5 feet for each slot
Duration: instantaneous level above 4th.
Spell Lists. Druid, Ranger, Warlock
You attempt to encase a creature within range in a shell of
translucent ice. The creature must succeed on a Constitution Glyph of Light's Bane
saving throw or gain 40 temporary hit points, or half as much 2nd-level enchantment
on a success. While a creature has any of these temporary hit
points, it suffers the following effects: Casting Time: 1 action
Range: touch
It is restrained and has vulnerability to fire damage. Components: V, S
It cannot speak or breathe. Duration: 1 minute, concentration
It cannot rest or die. One creature grappled by you must succeed on a Charisma
It must succeed on a Constitution saving throw at the end
saving throw or take 4d6 fire damage and be Cursed for the
of each of its turns or have its Strength and Dexterity
next minute.
scores reduced by 7 (2d6), to a minimum of one, until it is
While cursed in this way, the creature takes 2d6 fire plus
released.
1d10 necrotic damage whenever it ends its turn illuminated
Spell Lists. Druid, Warlock by Bright Light
Spell Lists. Cleric, Paladin
Glyph Mine Grasping Grave
3rd-level evocation 3rd-level necromancy
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet (5 foot radius) Range: 15 ft.
Components: V, S, M (a notched peg) Components: V, S
Duration: 1 minute Duration: instantaneous
A bright glyph flares on the ground in an unoccupied 5 foot You call forth a skeletal hand from the earth to grasp at a
radius space you can see within range. creature. Make a melee spell attack with a reach of 15 feet.
The first time a creature enters that space in the next On a hit, the target takes 6d10 necrotic damage and must
minute, a wave of pressure explodes from the glyph's center succeed on a Strength saving throw or fall prone.
in a 10 foot radius, forcing each creature in the area to make Spell Lists. Sorcerer, Warlock, Wizard
a Constitution saving throw.
On a failed saving throw, a creature takes 4d8 thunder Grasping Spout
damage, or takes half as much damage on a success. 2nd-level transmutation
At Higher Levels: When you cast this spell using a spell Casting Time: 1 action
slot of 5th level or above, the spell's duration increases to 1
Range: 60 ft.
hour.
Components: V, S
Spell Lists. Artificer, Ranger
Duration: instantaneous

Gnawbore You launch forth a tendrilous spout of acrid water at a


cantrip transmutation creature you can see within range, which must succeed on a
Strength saving throw or take 4d8 plus your spellcasting
Casting Time: 1 action
modifier acid damage and be dragged up to 30 feet directly
Range: 60 ft.
toward you.
Components: V, S, M (a pouch full of rodent teeth worth 3
Spell Lists. Cleric, Druid, Ranger, Warlock
sp)
Duration: 1 minute, concentration
Gravebolt
You choose a target creature, object, or 5 foot section of a 2nd-level necromancy
nonmagical surface within range. Casting Time: 1 action
When you cast this spell, and at the beginning of each of
Range: 120 ft.
your turns for the duration, the target takes 1d4 force
Components: V, S
damage as material is scraped and ground away from it as Duration: 1 minute
though gnawed by invisible teeth.
A creature or object reduced to 0 hit points by this damage You fire a bolt of clinging shadow at a creature, diminishing
disintegrates entirely. any lights it carries. Make a ranged spell attack against a
This spell’s damage increases by 1d4 when you reach 5th creature in range. On a hit, the creature takes 3d10 plus your
level (2d4), 11th level (3d4), and 17th level (4d4). spellcasting modifier necrotic damage and any sources of
Spell Lists. Artificer, Druid bright light within 5 feet of it are reduced to dim light for the
next minute.
Gore Inversion At Higher Levels: When you cast this spell using a spell
6th-level necromancy slot of 5th level or higher, you fire an additional bolt at a
creature in range for each three spell levels above 2nd.
Casting Time: 1 action
Spell Lists. Cleric, Sorcerer, Warlock, Wizard
Range: 60 ft.
Components: V, S
Graveway Travel
Duration: 1 round
2nd-level conjuration
One unconscious creature you can see within range must Casting Time: 1 bonus action
succeed on a Constitution saving throw or die and be turned
Range: self
inside out in a spray of gore.
Components: S
If a creature dies in this way, each creature of your choice Duration: instantaneous
within 60 feet that can see the target is Frightened until the
end of your next turn. You sink into the earth, traveling through the uncountable
Spell Lists. Warlock, Wizard layers of ancient death to rise from another plot. You use 10
feet of your movement to step magically into a Large or larger
area of loose earth and emerge in an unoccupied space
within 5 feet of any Large or large area of loose earth within
60 feet.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the duration becomes 1 minute
(concentration), and you may repeat this transportation ability
as a bonus action on each of your turns for the duration.
Spell Lists. Druid, Ranger, Sorcerer, Cleric
Grave Terror Hallowed Balance
8th-level necromancy 9th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 15 ft. Range: 60 ft.
Components: V, S Components: V, S, M
Duration: instantaneous Duration: instantaneous
One creature you can see within 15 feet must succeed on a You bind creatures in a web of life, guiding the flow of
Wisdom saving throw or take 18d10 psychic damage and be energies to both harm and heal. Each creature of your choice
dragged up to 15 feet toward you, or take half as much within range must succeed on a Constitution saving throw or
damage on a success. lose half its current hit points.
A creature that isn't Frightened may use its reaction to You may then restore a number of hit points up to the total
move up 15 feet directly away from you. If it does, it gains amount lost this way, divided as you choose between
advantage on this saving throw. creatures in range.
Spell Lists. Cleric Spell Lists. Cleric, Druid

Gravity Gash Hammerhand Blow


5th-level evocation 4th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: self (60-foot line) Range: 5 feet
Components: S, M Components: V, M (a melee weapon)
Duration: instantaneous Duration: instantaneous
You extend your hand and light and air distort as gravity You strike forth with the weapon used in the spell's casting,
intensifies in a line 60 feet long and 10 feet wide. Each wreathing it power.
creature in the area must succeed on a Constitution saving Make a weapon attack against the target. On a hit, the
throw or take 27 (6d8) force damage and fall prone, or take target suffers the attack’s normal effects and takes an
half as much damage on a success. additional 3d10 force damage.
Spell Lists. Sorcerer, Warlock, Wizard A target affected by one or more spells that increase its
armor class takes an additional 1d10 force damage and has
Greasebody one such spell affecting it end.
2nd-level transmutation Spell Lists. Artificer, Cleric, Paladin
Casting Time: 1 action
Range: 30 ft. Harmless Gift
Components: V, S, M (sweat collected from a dying person 1st-level enchantment
worth at least 1 gp, which the spell consumes) Casting Time: 1 action
Duration: 1 minute, concentration Range: 5 ft.
Components: V, S, M (a giftwrapped trinket worth at least 1
Requires proficiency in Thieves' Cant.
gp)
You cause a creature or an object you can see within range to
Duration: instantaneous
grow unnaturally slick. If the target is unwilling, it can make a
Constitution saving throw. On a success, the spell has no You extend a small gift toward a creature within range. If
effect. the creature has an Intelligence score of 4 or higher and
If the target is a creature, it gains the following effects: could carry the gift, it must succeed on a Wisdom saving
throw or accept the gift. A target automatically succeeds on
The target can attempt to escape from grapples and other this saving throw if it can't be Charmed.
forms of restraint as a bonus action.
While it carries the gift, the creature has disadvantage on
If the target expends its last 5 feet of movement on its
attacks that target you, and may repeat this saving throw as
turn, it continues moving in the same direction for up to
an action, discarding the gift on a success. A creature makes
10 additional feet. this saving throw with advantage if you took any hostile
When the target is hit with an attack, it is pushed up to 10
action toward it since the end of its last turn.
feet from that attack's source.
At Higher Levels: When you cast this spell using a spell
If the target is an object, a creature holding that object slot of 5th level or higher, the target is additionally Charmed
must succeed on a Dexterity saving throw at the beginning of by you while it carries the gift.
each of its turns or throw it 10 feet in a random direction. Spell Lists. Bard
Spell Lists. Artificer, Bard, Sorcerer, Wizard
Heartless Summoning Horrid Growth
6th-level conjuration 3rd-level conjuration

Casting Time: 1 action Casting Time: 1 action


Range: 60 ft. Range: touch
Components: V, S Components: S, M
Duration: 1 round Duration: 1 minute, concentration

One demon of CR 10 or below that you can see within You seed a creature with spores that burst into fungal
range must succeed on a Charisma saving throw or be growths, anchoring a creature to the nearest surface. Make a
wreathed in runic magic. If the demon dies before the melee spell attack. On a hit, the creature takes 6d6 necrotic
beginning of your next turn, another demon of equal or lesser damage and becomes grappled in place for the spell's
CR is summoned in its space. duration if it is within 5 feet of a solid surface. The escape DC
Spell Lists. Bard, Sorcerer, Wizard is equal to your save DC.
Spell Lists. Druid, Ranger
Heartstop
8th-level necromancy Hurl Meteor
6th-level evocation
Casting Time: 1 action
Range: 60 ft. Casting Time: 1 action
Components: S Range: 150 feet
Duration: instantaneous Components: V, S, M (a fiendhorn token worth 10 gp)
Duration: instantaneous
You attempt to magically crush a creature's heart within its
chest. One creature you can see within range must succeed A burning stone flies from your extended palm, growing as
on a Constitution saving throw or die. A creature with no it flies. Make a ranged spell attack.
unexpended hit dice makes this save at disadvantage. On a hit, the target takes 10d6 bludgeoning plus 10d6 fire
Spell Lists. Bard, Sorcerer, Warlock, Wizard damage.
Against a target at lower elevation than you (at least 5 feet
Hellfire Cell lower), this attack has advantage and pushes the target up to
5th-level evocation 15 feet away on a hit.
Spell Lists. Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 120 feet (30 foot cube)
Components: V, S, M (a bar of baatorian greensteel worth
Ice Needle Hail
4th-level evocation
500 gp)
Duration: 1 minute, concentration Casting Time: 1 action
Range: 120 ft.
A thin sheet of evil flame traces out a cubic barrier, 30 feet
Components: V, S, M
to a side, centered on a point you can see within range. Duration: instantaneous
When the barrier appears, each creature whose space it
passes through is pushed to the nearest unoccupied space Needles of glittering ice rain down in a 10 foot-radius, 40
within the barrier. foot-tall cylinder centered on a point you can see within
A creature that passes through the barrier for the first time range. Each creature in the area takes 10 cold damage, then
on a turn must succeed on a Dexterity saving throw or take must succeed on a Dexterity saving throw or take 6d6
28 (8d6) fire damage, or half as much on a success. piercing damage, or half as much on a success.
This damage ignores resistance to fire damage, and treats Spell Lists. Druid, Ranger, Warlock
immunity to fire damage as resistance.
Spell Lists. Sorcerer, Warlock, Wizard Ichordrip Blessing
2nd-level conjuration
Hellfire Orb Casting Time: 1 action
7th-level evocation Range: 60 ft.
Casting Time: 1 action Components: V, S, M (a venomous worm worth 1 gp)
Range: 120 ft. (20-foot radius) Duration: 10 minutes
Components: S, M Putrid black ichor begins to drip from the weapons of each
Duration: instantaneous creature within 30 feet of you. The first time each one of
A sphere of crackling necrofire flares in your palm, then those creatures hits with a weapon attack, it deals an
rushes to a point you can see within range and explodes. additional 7 (1d6) poison damage and the effect ends for it.
Each creature in a 20-foot-radius sphere centered on that Spell Lists. Druid, Ranger
point must succeed on a Dexterity saving throw or take 21
(6d6) fire damage plus 21 (6d6) necrotic damage and be
knocked prone. On a success, the creature takes half as much
damage and isn't knocked prone.
Spell Lists. Warlock (Fiend)
Incubate Fears Ionic Attunement
5th-level illusion 4th-level transmutation
Casting Time: 1 action Casting Time: 1 reaction, which you take when you deal 15
Range: touch or fewer lightning damage to a target.
Components: V, S Range: 60 ft.
Duration: 1 minute Components: V, S
Duration: 1 minute, concentration
You draw forth and congeal the fears of a Frightened or
Unconscious creature within 5 feet, pulling forth 3 Living When you deal 15 or fewer (minimum 1) lightning damage
Nightmares that last for a minute and act under your control to a creature with a spell or magical effect, you can attune
in unoccupied spaces you can see within 10 feet of the target. your magical energy to that creature's natural frequencies.
Spell Lists. Bard, Cleric For the next minute, that creature has disadvantage on
saving throws against spells and magical effects you control
Into the Spiraling Depths that deal lightning damage, and lightning damage you deal
8th-level conjuration ignores that creature's damage resistance.
Casting Time: 1 action Spell Lists. Artificer, Sorcerer, Wizard
Range: 120 ft. (15 ft. radius)
Components: V, S Knowledge of the Hour
7th-level divination
Duration: 1 minute, concentration
Casting Time: 1 action
An enormous spectral maw breaches forth in a 15 ft.
Range: 60 ft.
radius through a planar rift centered on a point you can see
Components: V
within range. Each creature in the area must succeed on a
Duration: instantaneous
Dexterity saving throw or take 36 (8d8) piercing damage and
be abducted to the depths of Abysm. You reach out to the mind of a creature you can see within
An abducted creature makes a Charisma saving throw at range and thrust the certain knowledge of its looming death
the end of each of its turns returning to the nearest upon it, Cursing it (no saving throw). While Cursed in this
unoccupied space to where it departed on a success, or way, the target suffers the following effecs:
taking 22 (4d10) acid damage on a failure. A creature killed
While it has fewer than 100 hit points, the Cursed
by this damage does not return.
Spell Lists. Warlock creature is Frightened.
At the end of each of its turns, the Cursed creature must
succeed on a DC 11 unmodified d20 roll or take 10d10
Invocation of the Bloodlord
force damage and have the curse end for it.
2nd-level necromancy
Casting Time: 1 reaction, which you take when a creature Spell Lists. Bard, Cleric, Wizard
you can see is reduced to 0 hit points.
Range: 30 ft. Lacerating Rain
Components: V, S, M (a lock of the target's hair) 5th-level conjuration
Duration: 1 round Casting Time: 1 action
You spit forth a dread command as a companion begins to Range: 120 ft. (15 ft. radius)
fall in battle, preventing the target from falling Unconscious Components: V, S, M
due to having 0 hit points until the end of its next turn. Duration: instantaneous
Spell Lists. Cleric, Paladin, Sorcerer, Wizard A hail of jagged blades formed from blood appear in the air
and rain down in a 15 foot radius centered on a point you can
Invocation of the Rot Shepherd see within range.
4th-level necromancy Each creature in the area must make a Dexterity saving
Casting Time: 1 action throw. On a failed save, a creature takes 7d8 slashing damage
Range: self and begins to bleed, losing 10 hit points at the start of each of
Components: V, M its turns for the next minute, or until it receives any magical
Duration: 8 hours healing. On a successful save, a creature takes half as much
slashing damage and does not begin to bleed.
You act as a conduit to the energies of undeath, channeling
Spell Lists. Sorcerer, Warlock, Wizard
them to empower your undead horde. For the duration,
friendly zombies within 30 feet of you may attempt to
Grapple or Shove a creature as a bonus action.
Spell Lists. Druid, Warlock
Lava Geyser Lignify
5th-level evocation 5th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 100 feet (15 foot radius cylinder) Range: 120 ft.
Components: V, S, M (an obsidian flute worth 2 gp) Components: V, S, M
Duration: instantaneous (1 minute) Duration: 1 round
You call a torrent of lava to spew up from the earth in a 60 You transform a creature's flesh, causing it to take on
foot high, 15 foot radius cylinder centered on a point within properties of living wood. One creature you can see within
range. range must succeed on a Constitution saving throw or gain
Each creature in the area must make a Dexterity saving the Plant type in addition to its other creature types, plus one
throw. On a failed saving throw, a creature takes 6d10 fire additional effect of your choice that lasts until cured by
damage and is knocked prone. On a successful saving throw, Greater Restoration or similar magic:
a creature takes half as much damage and is not knocked
The creature's movement speed is reduced by half and it
prone.
cannot fly.
For the next minute, the ground in the cylinder's area is
The creature can't take bonus actions or reactions.
covered in lava. A creature that ends its turn on the ground in
the area or enters it for the first time on a turn must make the The creature gains vulnerability to fire damage.
same saving throw. The creature takes 11 (2d10) fire damage whenever it
deals fire damage.
Spell Lists. Artificer, Cleric (Forge Domain), Druid,
Sorcerer, Warlock, Wizard At Higher Levels: When you cast this spell using a spell
slot of 7th level or higher, the duration becomes 1 minute
Lay Bare (concentration). On each of your turns until the spell ends,
2nd-level enchantment you can use your bonus action to force the target to repeat
Casting Time: 1 action the saving throw, applying another effect of your choice to the
Range: 60 ft. target on a failure.
Components: V, S, M (a preserved nerve) Spell Lists. Druid
Duration: 1 round, concentration
You amplify the fears of a creature you can see within
Litany of Flesh Devoured
4th-level enchantment
range to expose its weaknesses. The target must succeed on
a Wisdom saving throw or be Frightened until the end of your Casting Time: 1 action
next turn. While Frightened in this way, the creature has Range: self (30 ft. radius)
disadvantage on Constitution saving throws. Components: V
Spell Lists. Bard, Druid, Ranger Duration: 1 round, concentration
You begin a dread chant of torment that heightens
Lightning Burst sensations of stress and pain to unbearable levels. Each
3rd-level evocation creature of your choice within 30 feet of you that can hear it
Casting Time: 1 action must make a Charisma saving throw.
Range: 120 ft. On a failed save, the next time that creature takes damage
Components: V, S, M (a flake of rust) before the end of your next turn, it takes the same amount of
Duration: instantaneous psychic damage. A creature that fails this save by 5 or more
takes a point of Exhaustion, additionally.
A crackling ball of lightning kindles into existence at a
Spell Lists. Bard
point you can see, then rapidly expands. Each creature in a
20-foot-radius sphere centered on that point must make a
Dexterity saving throw. A target takes 8d6 lightning damage
Litany of Forsaken Vows
3rd-level enchantment
on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell Casting Time: 1 action
slot of 4th level or higher, the radius increases by 5 ft. for Range: self (30 ft. radius)
each slot level above 3rd. Components: V
Spell Lists. Sorcerer, Warlock, Wizard Duration: 1 minute, concentration
You begin a wretched chant that corrupts a mortal's
connection to the divine. Each humanoid creature of your
choice within 30 feet of you that can hear it must succeed on
a Charisma saving throw or be cursed for the next minute.
Whenever a creature cursed in this way receives magical
healing, it gains the same amount of temporary hit points.
While it has any of these temporary hit points, the creature
becomes hostile to all living creatures.
Spell Lists. Bard, Paladin (Oathbreaker)
Living Exorcism Maddening Shadows
5th-level enchantment 4th-level illusion

Casting Time: 1 action Casting Time: 1 action


Range: touch Range: 60 ft.
Components: V, S Components: V, S
Duration: instantaneous Duration: 1 minute, concentration

You touch a creature and attempt to empty its body of Whispering darkness boils forth in a 20 foot radius from a
spirits. The creature and each other spirit inhabiting its body point you can see within range, extinguishing all lights in the
must succeed on a Charisma saving throw or have its area.
disembodied spirit expelled into the nearest unoccupied A creature other than you that starts its turn in the area
space. must succeed on a Wisdom saving throw or take 6d6 psychic
While disembodied, a creature's spirit gains a fly speed damage and be Frightened until the beginning of its next
equal to its movement speed and cannot deal damage, but turn.
otherwise uses its own statistics. The creature's body counts A creature that fails this saving throw by 5 or more falls
as Unconscious while emptied of spirits. prone, additionally.
A body not inhabited by its native spirit can be Possessed Spell Lists. Druid, Ranger, Sorcerer
by any disembodied spirit within 5 feet as an action, rising
and acting under that spirit's control. Mana Tithe
If the body is already Possessed, a disembodied spirit in 5th-level abjuration
the body's space may attempt to expel and replace the Casting Time: 1 bonus action
possessing spirit with a contested Charisma check. Range: 60 feet
Spell Lists. Bard, Cleric, Paladin Components: V, S, M (a preserved leech worth 1 sp, which
the spell consumes)
Lodestone Bond Duration: instantaneous
5th-level transmutation
You attempt to bleed away a creature's reserves of magic,
Casting Time: 1 action forcing it to make a Charisma saving throw. On a failure, the
Range: 120 ft. target must expend one spell level worth of spell slots for
Components: V, S, M (a bent shoe-nail) each point it failed by.
Duration: 1 minute, concentration A creature that can't do so loses no spell slots on a failed
You generate an irresistibly attractive force between two saving throw, and is instead Dazed until the end of its next
creatures you can see within range. At the end of each turn on a failure.
affected creature's turn, it must succeed on a Strength saving Spell Lists. Artificer, Bard, Cleric, Paladin
throw or be dragged up to 30 feet directly toward the other
affected creature.
Design Note: Spellcasters Without Spell Slots. At DM
Whenever one affected creature enters a space within 5
discretion, a spellcasting monster that does not
feet of the other for the first time on a turn, each of them use spell slots affected by this ability may suffer
takes 10 (3d6) bludgeoning damage. some other effect, such as temporarily losing the
Spell Lists. Artificer, Druid, Ranger ability to cast its most powerful spell, or having
one or more uses of a limited magical ability
Lolth's Favor depleted.
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet (15 foot radius)
Components: V, S, M (a living widow spider worth 2 sp,
Manifest Archdemon
9th-level transmutation
which the spell consumes)
Duration: instantaneous Casting Time: 1 bonus action
Range: self
You bless a willing creature or one summoned by you with
Components: V, S
the undivided attention of the Spider Queen. The creature Duration: 1 round, concentration
immediately dies, exploding in a torrent of venomous spiders.
Each creature within 15 feet of it must succeed on a You partially transform until the end of your next
Constitution saving throw or take 14 (4d6) piercing plus 14 turn, taking on a rough likeness of your archdemon
(4d6) poison damage, or half as much on a success. patron.
If the target is a drow, shunned, or spiderkind creature, you While transformed, you may take any action,
may cast this spell with a casting time of 1 bonus action. reaction, or legendary action listed on your
At Higher Levels: When you cast this spell using a spell patron's stat block, and gain its Legendary Actions.
slot of 4th level or higher, it may additionally target the corpse Spell Lists. Warlock (Any Demonic Patron)
of any friendly creature that died
in the last minute.
Spell Lists. Cleric, Druid, Ranger
Manifest Law Misdirection
4th-level abjuration 4th-level conjuration
Casting Time: 1 action Casting Time: 1 reaction, which you take when you see a
Range: 60 feet creature within 60 feet of you casting a spell
Components: V, M (a sheet of vellum torn from a a legal Range: 60 feet
codex worth 2 gp, which the spell consumes) Components: V, S
Duration: 1 minute Duration: instantaneous
You attempt to bind a creature's magic, forcing it to make a You attempt to dodge a harmful spell by magically
Wisdom saving throw. switching places with a willing creature within range, or with
On a failure, you can choose a spell level. You learn each an illusion within range you are concentrating on. You and
spell of that level that the target can cast, then can choose your target teleport to exchange places with one another. If
one spell revealed in this way. you were the target of the triggering spell, your target
The target loses the ability to cast that spell for the next becomes the triggering spell's new target.
minute. Spell Lists. Bard
At Higher Levels: When you cast this spell using a spell
slot of 5th Level or higher, the duration becomes 24 hours. Moment Lock
Spell Lists. Artificer, Paladin 7th-level transmutation
Casting Time: 1 action
Mental Scourge Range: 60 feet
3rd-level enchantment Components: V, S, M (a ring of braided feathers)
Casting Time: 1 action Duration: 1 minute, concentration
Range: 60 ft.
You touch a creature, attempting to smear a single moment
Components: V, S, M (a whip or flail)
in its life across time.
Duration: 1 round
The target must make a Charisma saving throw. On a
You attempt to turn a creature's mind against it. One failure, on each of the affected creature's turns for the next
creature you can see within range must make an Intelligence minute it must take the same action it took on its previous
saving throw. A creature takes 28 (8d6) psychic damage on a turn, expending no resources to do so.
failed save, or half as much damage on a successful one. The creature repeats this saving throw at the end of each
A creature that fails this save by 5 or more additionally has of its turns, ending the effect on a success or teleporting to
its movement controlled by you on its following turn. The the space it began its turn on a failure.
creature can take its action before or after moving. Spell Lists. Bard, Sorcerer, Wizard
Spell Lists. Bard, Sorcerer
Mordenkainen's Altered Orbs
Mindwrack Binding 2nd-level evocation
7th-level enchantment
Casting Time: 1 action
Casting Time: 1 action Range: 60 ft.
Range: self (30 ft. radius) Components: S,M (a silver ring worth at least 5 sp)
Components: V, S, M (a tooth pulled from a living creature) Duration: 1 minute, concentration
Duration: 1 round, concentration
For the duration, whenever a creature casts a spell that
You send a pulse of terrible mental static that briefly affects a spherical area centered on a point you can see
overwhelms the faculties of nearby creatures. Each creature within range, you can increase or decrease that sphere's
of your choice within 15 ft. of you must succeed on a Wisdom radius by 1d4 x 5 feet.
saving throw or be Paralyzed until the end of your next turn. Spell Lists. Artificer, Wizard
At Higher Levels: When you cast this spell using a spell
slot of 8th level or higher, the radius increases by 15 ft. for
each slot level above 7th.
Spell Lists. Bard, Cleric, Sorcerer, Warlock, Wizard
Mordenkainen's Arcing Fingertips Mordenkainen's Defense Against Oozes
5th-level evocation and Slimes
1st-level abjuration
Casting Time: 1 action
Range: 90 foot cone Casting Time: 1 action
Components: S,M (a bit of fur and a crystal rod worth at Range: self
least 2 gp) Components: V,S,M (a nahcolite crystal worth at least 10 gp,
Duration: instantaneous which the spell consumes)
Duration: 1 minute, concentration
A bolt of lightning leaps from each of your splayed
fingertips. Up to ten creatures in a 90 foot cone must make a Until the spell ends, a protective barrier envelops you,
Dexterity saving throw. protecting you against amorphous creatures.
A creature takes 8d6 lightning damage on a failed save, or Whenever an ooze deals any acid damage to you, that
half as much damage on a successful one. damage is reduced by 5. While you are engulfed or swallowed
At Higher Levels: When you cast this spell using a spell by an ooze, it is Poisoned.
slot of 6th level or higher, you can instead have it target up to Spell Lists. Artificer, Wizard
5 creatures each in two 90 foot cones extending from you.
Spell Lists. Artificer, Wizard Mordenkainen's Disjunction
9th-level enchantment
Mordenkainen's Celerity Casting Time: 1 action
4th-level transmutation Range: self (30 foot radius)
Casting Time: 1 action Components: V,S
Range: self Duration: instantaneous
Components: V,S,M (a collection of myriapod legs worth at You attempt to sunder all active magic in a 30 foot radius
least 1 gp) centered on yourself. Spells you are concentrating on and
Duration: 8 hours magic items you are carrying are unaffected.
For the duration, spells you cast with a casting time of 1 Each spell that is not being concentrated on in the area
action and a range of self can instead be cast with a casting ends. Each summoned creature in the area disappears. Each
time of 1 bonus action. nonartifact magic item in the area that no creature is attuned
Spell Lists. Artificer, Bard, Wizard to is destroyed.
If a spell effect in the area is being concentrated on, the
Mordenkainen's Cogitation creature concentrating on it must make a Charisma saving
7th-level enchantment throw. On a failed saving throw, the spell ends.
A creature that is attuned to one or more magic items in
Casting Time: 1 bonus action
the area must make a Charisma saving throw for each of
Range: self
them. On a failed save, the item is destroyed.
Components: V,S
Spell Lists. Bard, Wizard
Duration: instantaneous
You delve into your mind palace, instantly poring through Mordenkainen's Encompassing Vision
memories of study and experimentation in minute detail. 3rd-level divination
You can immediately replace a number of your prepared
Casting Time: 1 action
spells equal to your Intelligence modifier.
Range: self
At Higher Levels: When you cast this spell using a spell
Components: V,S,M (an inscribed crystal disk worth at least
slot of 8th level or higher, you can use your action to cast a
10 gp)
spell this turn as if you had not cast a spell as a bonus action
Duration: 1 hour
this turn.
Spell Lists. Wizard You gain an enhanced awareness of your surroundings as
your vision stretches in all directions. For the duration, you
Mordenkainen's Defense Against Silence have advantage on Wisdom (Perception) checks and Initiative
2nd-level abjuration rolls.
Spell Lists. Artificer, Bard, Wizard
Casting Time: 1 action
Range: 30 ft. (5 foot diameter)
Components: S,M (a piece of pottery worth at least 1 gp,
which the spell consumes)
Duration: 1 minute, concentration
As part of the casting of this spell, you smash the piece of
pottery used as a material component of this spell, creating a
zone of magical non-silence in a space you can see within
range. For the duration, the area can't be affected by any form
of magical silence.
Spell Lists. Artificer, Bard, Wizard
Mordenkainen's Faithful Phantoms Mordenkainen's Instant Opposition
5th-level conjuration 7th-level abjuration
Casting Time: 1 action Casting Time: 1 reaction, which you take when you see a
Range: 90 ft. creature within 60 feet of you casting a spell
Components: V,S,M (a carved cylinder featuring the carved Range: self
faces of a celestial, devil, slaad, and modron) Components: V,S
Duration: 10 minutes, concentration Duration: instantaneous
You sculpt raw magical force into two phantasmal You attempt to neutralize a spell as it is cast, meeting it
constructs, summoning two Faithful Phantoms to with a tailored blend of opposing cosmic energies; fire with
unoccupied spaces within range. water, order with chaos, etc.
The phantoms are friendly to you and your companions for The spell caster must succeed on an Intelligence saving
the duration, and act on initiative count 0, instead of rolling throw or have its spell fail.
initiative. they obey any verbal commands that you issue to If the target fails this saving throw by 5 or more, you can
them (no action required by you). If you don't issue any instead have the spell rebound upon its caster. If the spell
commands to the phantoms, they defend themselves from targets one or more creatures, it instead targets only the spell
hostile creatures but otherwise take no actions. caster. If the spell targets an area, it instead targets an area
If your concentration is broken, the phantoms immediately centered on the spell caster.
disappear. Spell Lists. Wizard
Spell Lists. Bard, Wizard
Mordenkainen's Invisibility to Exotic
Mordenkainen's Force Missiles Ancestries
4th-level evocation 3rd-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: self
Components: S,V Components: V,S
Duration: instantaneous Duration: 1 minute, concentration
A brilliant globe of magical energy darts from your You and anything you are wearing or carrying become
outstretched hand, unerringly striking a target within range. invisible to humanoid races other than humans, non-drow
The globe deals 11 (2d10) force damage to its target, and elves, and dwarves.
half as much force damage to each other creature within 5 Spell Lists. Bard, Wizard
feet of it.
At Higher Levels: When you cast this spell using a spell Mordenkainen's Involuntary Wizardry
slot of 5th level or higher, the spell creates one more globe for 5th-level enchantment
each slot above 4th.
Casting Time: 1 action
Spell Lists. Artificer, Wizard
Range: 120 feet
Components: V,S
Mordenkainen's Ingenious Aegis Duration: instantaneous
2nd-level abjuration
You call forth a magical spasm from a creature you can see
Casting Time: 1 action
within range, forcing it to succeed on a Charisma saving
Range: self
throw or immediately use its highest level unexpended spell
Components: V,S
slot to cast Magic Missile at that level.
Duration: 1 minute, concentration
The missiles produced by it are divided evenly between
A protective magical force surrounds you. For the duration, other creatures within 30 feet of the target, with any extras
you add your Intelligence score to your AC against any attack (those that cannot be divided evenly between creatures
made by a creature with a lower Intelligence score than you. within 30 feet of the target) hitting the creature that produced
Spell Lists. Artificer, Wizard them.
Spell Lists. Wizard
Mordenkainen's Lucubration Mordenkainen's Protection from
6th-level enchantment Lycanthropes
Casting Time: 1 action 1st-level abjuration
Range: self Casting Time: 1 action
Components: V,S Range: touch
Duration: instantaneous Components: V, S, M (30 gp worth of powdered moonstone,
You recall a spell of 5th level or below with a casting time which the spell consumes)
greater than 1 action that you cast in the last 8 hours, casting Duration: 1 minute, concentration
it at its lowest possible level as part of this spell. Until the spell ends, one willing creature you touch is
Spell Lists. Wizard protected against lycanthropes.
Creatures afflicted with lycanthropy have disadvantage on
Mordenkainen's Protection from attack rolls against the target and the target cannot contract
Armored Assailants any form of lycanthropy.
1st-level abjuration Spell Lists. Artificer, Bard, Wizard
Casting Time: 1 action
Range: touch Mordenkainen's Protection from
Components: V,S Reptiles and Amphibians
Duration: 1 minute, concentration 1st-level abjuration

Until the spell ends, one willing creature you touch is Casting Time: 1 action
protected against creatures that are wearing metal armor. Range: touch
Creatures wearing metal armor have disadvantage on Components: V, S, M (a bit of snakeskin and a dried frog's
attack rolls against the target, and the target can't be leg)
grappled or forced to move by them. Duration: 1 minute, concentration
Spell Lists. Artificer, Wizard Until the spell ends, one willing creature you touch is
protected against reptiles and amphibians.
Mordenkainen's Protection from Avians Reptiles and amphibians have disadvantage on attack rolls
1st-level abjuration against the target and the target has advantage on saving
Casting Time: 1 action throws against contact poisons produced by them.
Range: touch Spell Lists. Artificer, Wizard
Components: V,S,M (a feather wrapped in tough leather)
Duration: 1 minute, concentration Mordenkainen's Reversed Advance
3rd-level illusion
Until the spell ends, one willing creature you touch is
protected against flying creatures. Casting Time: 1 action
Creatures with a fly speed have disadvantage on attack Range: self
rolls against the target and cannot gain any benefit from Components: V, S
descending toward the target. Duration: 1 minute, concentration
Spell Lists. Artificer, Wizard Until the spell ends, a creature that moves within 5 feet of
you for the first time on a turn must succeed on a Strength
Mordenkainen's Protection from Insects saving throw or be pushed up to 30 feet directly away from
and Arachnids you.
1st-level abjuration Spell Lists. Artificer, Bard, Wizard
Casting Time: 1 action
Range: touch
Components: V, S, M (a bit of snakeskin and a dried frog's
leg)
Duration: 1 minute, concentration
Until the spell ends, one willing creature you touch is
protected against terrestrial arthropods, such as insects and
arachnids.
Creatures with exoskeletons have disadvantage on attack
rolls against the target and the target has advantage on
saving throws against venom injected by them.
Spell Lists. Artificer, Bard, Wizard
Music of the Spheres Necromiasma
3rd-level evocation 1st-level necromancy
Casting Time: 1 action Casting Time: 1 reaction, which you take when a creature
Range: 120 ft. you can see fails a Constitution saving throw by 5 or more.
Components: V, S, M (two stones of equal weight but Range: 30 ft.
different size) Components: V, S
Duration: 1 minute, concentration Duration: 1 round
You set one object orbiting another by forging a As a reaction when a creature you can see within 30 feet
gravitational bond between them. You choose two creatures fails a Constitution save by 5 or more, you corrupt the
or objects you can see within range. The first creature is creature's wounds with foul vapors. The creature is
levitated off the ground and revolves up to 30 feet clockwise unaffected by the first source of healing it receives before the
around the second, maintaining the same distance. A end of its next turn.
creature levitated in this way may make a Constitution saving Spell Lists. Cleric, Druid
throw, resisting the effect on a success.
On each of your turns until the spell ends, you can use your Necropulse Salvo
BonusAction to select another two targets. 9th-level necromancy
Spell Lists. Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 120 ft. (20 foot cone)
Mycelia Snare Components: V, S, M
1st-level conjuration Duration: instantaneous
Casting Time: 1 reaction, which you take when you see a
You rend the veil at three points you can see within range,
creature end its turn within 15 feet of an area affected by
from each of which spill a torrent of negative energy in a 20
the Sprouting Doom spell
foot cone.
Range: 120 ft.
For each of these areas a creature is in, it must succeed on
Components: S
a Dexterity saving throw or take 35 (10d6) necrotic damage
Duration: instantaneous
and be knocked prone, or take half as much damage on a
As a reaction when a creature you can see within 120 feet success.
ends its turn within 15 feet of an area affected by the Spell Lists. Sorcerer, Warlock, Wizard
Sprouting Doom spell, you extend a grasping tendril of pale
mycelia from the area towards the creature, forcing it to Night's Caress
succeed on a Strength saving throw or fall prone and be 3rd-level enchantment
dragged up to 15 feet towards a point of your choice in the Casting Time: 1 action
area. Range: Touch
Spell Lists. Druid (Circle of Spores)
Components: S
Duration: 1 minute
Nail to the Sky
9th-level transmutation You gently touch a creature and its mind is
overcome with irresistible torpor. Make a melee
Casting Time: 1 action
spell attack. On a hit, the target falls asleep for
Range: 500 feet
the next minute.
Components: V, S, M (a golden plumb-weight worth 50 gp)
A sleeping creature wakes early if a creature takes
Duration: 1 minute, concentration
an action to shake it awake, or if it takes any damage.
You attempt to permanantly launch a creature you can see Spell Lists. Bard, Sorcerer, Wizard
within range into the outer darkness. The target must make a
Charisma saving throw or have the effect that gravity has Numbing Torpor
upon it reversed. 2nd-level evocation
If you maintain concentration for the spell's full duration,
Casting Time: 1 reaction, which you take when you are hit
the effect remains until dispelled.
with a melee attack with a metal weapon
Spell Lists. Warlock, Sorcerer, Wizard Range: self
Components: S
Duration: 1 turn
You blow a stream of icy steam over a metal weapon in
retaliation, chilling it and forcing the attacker to succeed on a
Constitution saving throw or drop its weapon. If the attacker
picks up the weapon this turn, up to one creature may use its
reaction to make an attack of opportunity against it.
Spell Lists. Druid, Ranger, Sorcerer
Oathbind Ossuary Call
5th-level enchantment 4th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: self (30 ft. radius)
Components: V, M (a golden chain worth 500 gp, which the Components: V, M
spell consumes) Duration: 8 hours
Duration: instantaneous
You project an aura of magical strength that bolsters your
Requires a noble title. skeletal horde. Friendly skeletons within 30 feet of you may
You bind a willing creature to an oath it made in the last use your spell attack bonus in place of their melee attack
minute, cursing it. bonus, and their weapon damage becomes magical.
The Cursed creature cannot voluntarily take positive You act as a conduit to the energies of undeath, channeling
actions directly contrary to that oath, and you know if this them to empower your undead horde. For the duration,
curse ends for it. friendly zombies within 30 feet of you may attempt to
At Higher Levels: When you cast this spell using a spell Grapple or Shove a creature as a bonus action.
slot of 9th level, the cursed creature additionally cannot be Spell Lists. Cleric, Sorcerer, Wizard
magically compelled to take such actions.
Spell Lists. Bard, Cleric, Paladin Pallid Rooting
4th-level conjuration
Oceanic Assault Casting Time: 1 action
7th-level transmutation Range: 60 ft.
Casting Time: 1 action Components: V, S
Range: 30 ft. Duration: 1 minute, concentration
Components: V, S
You infest a creature you can see within range with fast-
Duration: 1 minute, concentration
growing spores, causing tendrils of mycelia to burst from its
You transform an unoccupied 5 foot radius space filled flesh and root it in place. The target must succeed on a
with water that you can see within range into a Water Weird Constitution saving throw or be Poisoned for the next
acts on your initiative and under your mental control. minute.
On each of your turns for the next minute, you may repeat A creature Poisoned in this way repeats this saving throw
this action, creating an additional Water Weird. at the end of each of its turns, ending the effect on a success
When the spell ends, each Water Weird created by it de- or taking 6d6 piercing damage and being restrained until the
animates, becoming inert water. While you have three or end of its next turn on a failure. The escape DC is equal to
more Water Weirds created by this spell active, you have your save DC.
disadvantage on saving throws made to maintain At Higher Levels: When you cast this spell using a spell
concentration. slot of 5th level or higher, the damage increases by 2d6 for
Spell Lists. Cleric, Sorcerer each slot level above 4th.
Spell Lists. Druid, Ranger
Ooze Deluge
5th-level conjuration Panickfog
4th-level conjuration
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V, S, M (a bezoar worth 100 gp) Range: 60 ft.
Duration: instantaneous Components: V, S, M (a drop of condensation collected from
Flesh-melting ooze cascades down in a 20 foot radius, 100 a sleeping stranger's window)
Duration: 1 minute, concentration
foot high cylinder centered on a point you can see within
range. A dense, psychically charged fog descends in a 30 ft. radius
Each creature in the area must succeed on a Constitution centered on a point you can see within 120 feet, obscuring
saving throw or take 8d8 acid damage and be knocked prone, the area for the spell's duration with frightening apparitions
or take half as much damage and not be knocked prone on a and distorted sounds.
success. A creature hostile to you that starts its turn in the fog, or
A creature that is flying makes this saving throw with enters it for the first time on a turn, must succeed on a
disadvantage. Wisdom saving throw or be Frightened of you until the end of
Spell Lists. Druid, Ranger your next turn. A creature that fails this save by 5 or more
uses all of its remaining movement to move in a random
direction.
Spell Lists. Artificer, Druid, Ranger
Peaceshroud Poison Edge
4th-level enchantment 1st-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: self (30 ft. radius) Range: Touch
Components: V, S Components: V, S
Duration: 1 hour, concentration Duration: 1 minute, concentration
A stilling glow begins to emanate from you in a 30 foot You anoint an edged weapon or piece of ammunition you
radius for the next hour. touch with a drop of your corrupted life essence, poisoning it
A creature that starts its turn in the area or enters it for the for the next minute. The first time each turn a creature is
first time on a turn must make a Wisdom saving throw. dealt piercing or slashing damage with the weapon, it must
On a failure, the creature is unable to take hostile actions succeed on a Constitution saving throw or be Poisoned until
until the beginning of its next turn. the end of its next turn.
Spell Lists. Paladin When you cast this spell, you lose one hit point, then may
choose to lose one unexpended hit die. If you do, the spell
Penetrating Gaze doesn't require Concentration.
3rd-level divination At Higher Levels: When you cast this spell using a spell
slot of 2nd level or higher, you may have it affect one
Casting Time: 1 action
additional weapon or piece of ammunition in range for each
Range: 60 ft.
Components: S two slot levels above 1st.
Duration: instantaneous Spell Lists. Druid, Ranger

You tear through the mind of a creature you can see within Poison Thoughts
range, searching for signs of its weaknesses. 6th-level enchantment
The target must make an Intelligence saving throw. On a
Casting Time: 1 action
failure, the target takes 5d8 psychic damage you learn which
Range: 60 ft.
saving throws it is proficient in.
Components: V
On a successful saving throw, the creature takes half as
Duration: 1 minute, concentration
much damage and you do not learn its saving throw
proficiencies. One Poisoned creature that you can see within 60 feet has
Spell Lists. Bard, Cleric, Wizard the Poisoned condition end for it, then must succeed on a
Wisdom saving throw or be Charmed and Dominated by you
Plague Chant for the next minute. The charmed creature follows your
4th-level necromancy verbal commands.
Casting Time: 1 action The target can repeat this saving throw at the end of each
of its turns, ending the effect on a success.
Range: 90 ft.
Spell Lists. Druid, Warlock
Components: V, M (Dust collected from an ancient corpse's
lungs worth 20 gp, which the spell consumes)
Duration: instantaneous Polar Burst
2nd-level evocation
You begin an ancient chant which spews forth a slithering
Casting Time: 1 action
cloud of foul, miasmatic vapors that travels between your
Range: self (10 foot radius)
foes, leaving death in its wake. Make a ranged spell attack
Components: V, S
against a creature in range. On a hit, the target takes 6d6
Duration: instantaneous
necrotic damage.
If this attack hits, you may have the plague chant leap to A blast of icy wind rushes out from you in each direction,
another creature within 15 feet of the previous target that you driving your foes away. Each creature within 10 feet of you
have not yet targeted with this spell this turn. Make a new must succeed on a Strength saving throw or take 13 (3d8)
attack roll against the new target, which could cause this cold damage and be pushed up to 10 feet away.
ability to leap again. At Higher Levels: When you cast this spell using a spell
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 ft. for
slot of 5th level or higher, each attack deals an additional 1d6 each slot level above 2nd, and a creature that fails the save is
necrotic damage for each slot level above 4th. pushed an additional 5 ft. away.
Spell Lists. Cleric Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard
Power Word: Hush Psychic Lance
3rd-level enchantment 3rd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 ft. Range: 60 ft.
Components: V, M (a fresh lily worth 5 cp) Components: V, S
Duration: instantaneous Duration: instantaneous
Requires proficiency in Thieves' Cant. You channel a lance of psychic energy at a creature within
You utter a word of power that can compel one creature you range of you or of a creature charmed by you, and may have
can see within range to drop unconscious. If the creature you this attack originate from a creature charmed by you, using
choose has 10 hit points or fewer, it is reduced to 0 hit points. that creature's senses.
Otherwise, the spell has no effect. Make a ranged spell attack against the target. On a hit, the
If the creature would make death saving throws, it does so target takes 8d6 psychic damage and is pushed up to 10 feet
as normal. away.
Spell Lists. Bard, Druid, Ranger, Wizard Spell Lists. Bard, Sorcerer

Predictive Sway Psychic Rebound


1st-level divination 3rd-level illusion
Casting Time: 1 reaction, which you take when you are hit Casting Time: 1 reaction, which you take when take damage
with an attack from an attack
Range: self Range: self
Components: V, S Components: S
Duration: instantaneous Duration: instantaneous
When you are hit with an attack, you can make an You psychically link with your attacker, forcing them to
Intelligence or Wisdom saving throw with DC equal to the experience your pain in your stead. The attacker must
attack roll. succeed on a Intelligence saving throw or take an amount of
On a success, you can move up to 5 feet and the attack psychic damage equal to the damage you took from the
misses. triggering attack.
Spell Lists. Sorcerer, Wizard Spell Lists. Sorcerer (Aberrant Mind), Warlock

Procession of Ancient Right Purge Humors


3rd-level enchantment 6th-level abjuration
Casting Time: 1 reaction, which you take when you roll Casting Time: 1 action
initiative Range: touch
Range: self (30 ft. radius) Components: V, S, M (a petrified egg worth 10 gp)
Components: V, M (a drop of royal blood worth 1 gp, which Duration: instantaneous
the spell consumes)
You touch a creature, attempting to violently drive the
Duration: instantaneous
impurities from its body.
Requires a noble title. The target must make a Constitution saving throw. On a
You call out a command that echoes with the strength of failed save, the target takes 10d8 necrotic damage, plus an
ages. Each creature of your choice within range must make a additional 2d8 necrotic damage for each condition affecting
Wisdom saving throw. On a failure, the creature's initiative is it.
reduced by 5, to a minimum of 0. On a successful save, the target takes half as much
Spell Lists. Bard, Sorcerer damage, then each condition affecting it ends.
The conditions ended can be bleeding, blinded, burning,
Profane Fate charmed, choking, confused, cursed, dazed, deafened,
2nd-level enchantment diseased, dominated, frightened, paralyzed, petrified,
poisoned, possessed, stunned, or turned.
Casting Time: 1 action
Range: 60 ft. At Higher Levels: When you cast this spell using a spell
Components: V, S slot of 7th level or higher, the additional necrotic damage per
Duration: instantaneous condition increases by 1d8 damage for each slot level beyond
6th.
You attempt to curse a creature you can see within range Spell Lists. Cleric, Druid, Wizard
with impending misfortune. The creature must succeed on a
Charisma saving throw or be Cursed.
Whenever a creature you have Cursed in this way that you
can see succeeds on a saving throw, you can end the curse on
that creature and cause the creature to fail instead.
Spell Lists. Cleric, Paladin
Putrid End Rain of Fire
4th-level necromancy 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 90 feet
Components: V, S, M (a venomous worm worth 1 gp) Components: V, S, M (a pinch of marigold seeds)
Duration: 8 hours Duration: instantaneous
You touch a living creature, infusing its flesh with the seeds Three bolts of fire flare from above, each exploding in a 5
of decay. If the target drops to 0 hit points as a result of taking foot radius centered on a point within range you can see.
damage, the target dies and dissolves into a pool of black Each flammable object in the area of one or more
sludge. explosions ignites, and each creature in the area of one or
An unwilling creature can make a Constitution saving more of the explosions must make a Dexterity saving throw,
throw, resisting the effect on a success. unless it is beneath total cover.
Spell Lists. Cleric, Druid On a failed saving throw, a creature takes 3d6 fire damage.
At Higher Levels: When you cast this spell using a spell
Quash Magic slot of 3th level or above, the spell's fire damage increases by
3rd-level abjuration 1d6 for each two slot levels above 2nd.
Spell Lists. Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: 30 ft.
Components: V, S, M (the remnants of an expended spell Raise the Horde
scroll worth at least 1 sp, which the spell consumes) 5th-level necromancy
Duration: 1 round, concentration Casting Time: 1 action
Range: 60 ft.
Requires proficiency in Thieves' Cant.
Components: V, S, M (an iron bell)
You suppress one spell of 7th level or below affecting a space
Duration: 1 hour
or creature you can see within range, negating its effect until
the beginning of your next turn. Up to 5 corpses within 60 feet of you that have been dead
Spell Lists. Bard for no longer than 1 year rise as Horde Ghouls that act on
your turn and follow your metal commands.
Quicken Heart The ghouls remain animate for 1 hour, after which time
1st-level enchantment they collapse and die.
At Higher Levels: When you cast this spell using a spell
Casting Time: 1 action
Range: 15 ft. slot of 6th level or higher, it may animate 5 additional Horde
Components: V, S Ghouls for each slot level above 5th. If you cast this spell
Duration: instantaneous using a spell slot of 9th level, it may animate any number of
Horde Ghouls from corpses within range.
You trigger an overwhelming fight or flight response in a Spell Lists. Cleric, Sorcerer, Warlock, Wizard
creature you can see within range, forcing it to make a
Wisdom saving throw. Rat-Blossom Coronation
On a failure, the creature is Frightened until the end of 4th-level transmutation
your next turn and must use its reaction, if available, to move
Casting Time: 1 action
half its speed directly away from you.
Range: 30 ft.
On a successful saving throw, the target can use its
Components: S, M (a live rat)
reaction to make a melee attack.
Duration: 10 minutes, concentration
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional target You toss the rat used as the material component in this
for each slot level above 1st. spell to an unoccupied space within range where it begins to
Spell Lists. Druid, Ranger, Warlock split and multiply and convolute, ratflesh growing and
tangling until it transforms into a Waterdavian Rat-King for
the duration.
In combat, the rat-king shares your initiative count, but
takes its turn immediately after yours.
When the spell ends or the rat-king drops to 0 hit points, it
reverts to its normal rat form and any Waterdavian Smallrats
created with its Thrashing Mass reaction disappear. Any
additional damage dealt beyond the rat-king's hit point total
does not carry over.
Spell Lists. Druid, Ranger
Reanimate Reveal Pedigree
5th-level Necromancy 2nd-level divination

Casting Time: 1 bonus action Casting Time: 1 minute


Range: 60 ft. Range: Touch
Components: V, S Components: V, M (an object the caster inherited worth at
Duration: 1 minute least 500 gp)
Duration: instantaneous
You animate up to five humanoid corpses within range that
you can see that rise as Zombie Rotters that act on your turn Requires a noble title.
and follow your mental commands. You touch a creature or corpse and feel the echoes of
The zombies remain under your control for 1 minute, after history in its blood, learning the name and titles of its most
which they become hostile to all living creatures. historically significant direct ancestor.
Spell Lists. Cleric, Sorcerer, Warlock, Wizard Spell Lists. Bard, Sorcerer, Wizard

Rend Magic Reveal Providence


3rd-level abjuration 5th-level divination

Casting Time: 1 action Casting Time: 10 minutes


Range: 60 ft. Range: Touch
Components: V, S Components: V, S, M (A set of golden weights and scales
Duration: instantaneous worth 1,000 gp)
Duration: instantaneous
The controller of one spell or magical effect you can see
within 60 feet must succeed on a Constitution saving throw You touch an object and scour it with exploratory magics,
or have the spell or effect end. reading elements of its past from lingering auras and
If the magical effect was produced by an item, the item may choosing one of the following effects:
not be activated again until the end of your next turn.
You learn whether an object has been stolen or acquired
Spell Lists. Artificer, Bard, Cleric, Druid, Paladin,
by deceit in the last year.
Sorcerer, Warlock, Wizard
You learn the number and direction of creatures that have
touched the object in the last month.
Render Judgement You learn which spells have been cast upon the object in
3rd-level evocation
the last tenday.
Casting Time: 1 action You learn the name of the last creature to attune to the
Range: 30 ft. object.
Components: V, S You learn the direction of the closest object within 1000
Duration: instantaneous feet made by the same craftsman. The spell fails if the
object was the target of this spell within the last 10 days.
You call down a flare of scouring light from the sky upon a
creature you can see within range. The target must make a Spell Lists. Artificer, Bard, Cleric, Paladin, Wizard
Charisma saving throw.
On a failed save, the target takes 3d8 radiant damage and
is Cursed until cured by Remove Curse or similar magic.
Whenever the cursed creature takes any damage, it takes
an additional 1d8 radiant damage if it reduced a creature to 0
hit points in the last hour.
Spell Lists. Paladin

Render to the Flame


3rd-level evocation
Casting Time: 1 action
Range: 60 feet (20 foot radius)
Components: V, S
Duration: 1 minute, concentration
Questing flames rise to engulf up to six creatures of your
choice in a 20 foot radius within range.
Each target must succeed on a Dexterity saving throw or
begin burning for the duration.
At the beginning of each of its turns, the target takes 2d10
fire damage. While burning in this way, attacks made against
the target have advantage.
These flames are extinguished if your concentration ends,
or if a creature uses its action to extinguish them for a target.
Spell Lists. Cleric, Druid, Sorcerer, Warlock, Wizard
Rime Sphere Sanguine Cyclone
5th-level conjuration 5th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. (30 foot radius) Range: 150 ft. (15 foot radius)
Components: V, S Components: V, S
Duration: 10 minutes Duration: 1 minute (concentration)
You raise a 30 foot radius spherical barrier of opaque ice You conjure forth a raging whirlwind of blood in a 15 foot
centered on a point you can see within 60 feet, where it radius centered on a point you can see within range.
appears suspended and stationary in space, requiring no The area is difficult terrain, and a living creature that starts
support. If the barrier cuts through a creature’s space when it its turn in the area must succeed on a Constitution saving
appears, the creature within its area is pushed to a side of the throw or lose one unexpended hit die, or drop to 0 hit points
wall of the creature's choice. if it cannot.
The barrier can be damaged and destroyed (AC 10, 100 hit Whenever a creature loses a hit die in this way, the
points, vulnerability to fire damage), and whenever a creature whirlwind's radius grows by 5 feet, then each creature in its
deals 25 or more damage to the barrier in a turn it may open area takes 3 (1d6) slashing damage.
a breach large enough for a Medium creature to squeeze At Higher Levels: If you cast this spell using a spell slot of
through at a point in the attack's reach or range. 7th level or higher, the Duration is 1 hour. If you use a 9th
If the barrier has 50 hit points or fewer, a Large creature level spell slot, the spell lasts until it is dispelled. Using a spell
may squeeze through any hole opened in it. slot of 7th level or higher grants a Duration that doesn't
At Higher Levels: When you cast this spell using a spell require Concentration.
slot of 6th level or higher, the barrier's hit points increase by Spell Lists. Druid, Sorcerer
10 for each slot level above 5th.
Spell Lists. Druid, Ranger Sapping Cold
2nd-level evocation
Rouse Blood Casting Time: 1 action
5th-level transmutation
Range: 60 ft.
Casting Time: 1 action Components: S, M
Range: 30 ft. Duration: 1 minute, concentration
Components: V
One creature you can see within 30 feet must succeed on a
Duration: 1 minute
Constitution saving throw or be unable to gain advantage on
You kindle the bloodlust of a friendly creature you can see any roll for the next minute.
within range. The creature can make a melee weapon attack Spell Lists. Artificer, Druid, Ranger
or attempt to grapple a creature as a Bonus Action on each of
its turns, and gains 10 temporary hit points whenever it Scatterspell Bombardment
reduces a creature to 0 hit points with a melee weapon 5th-level evocation
attack. Casting Time: 1 action
Spell Lists. Bard Range: self (60 foot cone)
Components: V, S, M (a fistfull of ball bearings)
Sanctum Arms Duration: instantaneous
5th-level conjuration
You launch a cascade of shimmering orbs in a 60 foot cone
Casting Time: 1 action
that detonate as they land, forcing each creature in the cone's
Range: Touch (120 ft. radius)
area to make three Dexterity saving throws.
Components: V, M (1,000 gp worth of powdered sapphire, For each failed saving throw, a creature takes 3d6 damage
which the spell consumes)
of one type of your choice. The chosen type may be acid, cold,
Duration: 1 year
fire, lightning, or thunder.
Requires a noble title. At Higher Levels: When you cast this spell using a spell
You touch the ground and sapphire runes flare out in a 120 slot of 6th level or above, damage suffered on each failed
foot radius before fading, encircling each creature of your saving throw increases by 1d6 for each slot level above 5th.
choice in the area and marking their arms and armor. Spell Lists. Artificer, Sorcerer, Wizard
When one or more of these targets rolls initiative in the
area, each target in the area can summon any arms and
armor in the area that are marked in this way to themselves,
instantly donning any armor summoned in this way.
Spell Lists. Cleric, Paladin
Scour Conduit Shadowsink
4th-level abjuration 5th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 40 feet Range: self
Components: V, S Components: V, S
Duration: instantaneous Duration: instantaneous
Light flares from your hand to engulf a creature within If you are in Dim Light or Darkness, the shadows around
range, reverberating through any active magical connections you deepen to a pure black and you sink through to the world
bound to it. Make a ranged spell attack against the target. of shadow, teleporting to an unoccupied space in Dim Light
On a hit, the target takes 8d6 nonlethal radiant damage. or Darkness that you can see within 60 feet.
If the target is affected by one or more magical effects such When you teleport, each creature within 5 feet of the space
as a contract, curse, spirit possession, or spell controlled by you departed must succeed on a Charisma saving throw or
another creature, each controller of such an effect takes the be drawn through this passage behind you, taking 5d12
same amount of damage, then can end the effect. necrotic damage and emerging in the nearest unoccupied
Spell Lists. Cleric, Paladin space to you on a failure. A creature grappled by you makes
this saving throw with disadvantage.
Screaming Flame Spell Lists. Sorcerer (Shadow Magic, Warlock
1st-level evocation
Casting Time: 1 reaction, which you take when a creature Shield of Bones
you can see targets you with a melee attack. 1st-level conjuration
Range: special Casting Time: 1 reaction, which you take when you or an
Components: V undead ally within 60 feet is targeted with a ranged attack.
Duration: instantaneous Range: 60 ft.
Components: S, M (a pinch of bone dust)
You scream a gout of vengeful flame at your attacker,
Duration: 1 round
forcing it to succeed on a Dexterity saving throw or take 3d6
fire damage and make its attack with disadvantage. You raise a barrier of bones and earth to protect yourself or
A Draconic Bloodline Sorcerer that casts this spell may an undead ally from missile fire. The attack's target gains 3/4
choose for this damage to instead be of the type associated cover against ranged attacks until the beginning of your next
with their draconic ancestry. turn.
At Higher Levels: When you cast this spell using a spell Spell Lists. Sorcerer, Wizard
slot of 2nd level or higher, you may make this reaction when
targeted by a ranged or melee attack made by a creature you Shred Lungs
can see within 60 feet of you. 2nd-level transmutation
Spell Lists. Sorcerer
Casting Time: 1 reaction, which you take when a creature
that is not hidden from you ends its turn in an area filled
Seal of Misery with fog or a similar spell effect that you control.
7th-level enchantment Range: special
Casting Time: 1 action Components: V, S
Range: 120 ft. (20 ft. radius) Duration: instantaneous
Components: V, S
You attempt to savage a creature's lungs with harsh
Duration: 1 hour
magical vapors as it ends its turn in the area of a gaseous
You raise an opaque barrier of crimson light enclosing a 20 spell effect you control, such as a Fog Cloud or Cloudkill. The
foot radius sphere centered on a point you can see within creature must succeed on a Constitution saving throw or take
range, trapping creatures within in a battle for survival. 3d10 necrotic damage and be unable to speak or breathe for
A creature that moves or is moved out of the area must the next minute.
succeed on a Strength saving throw or take 5d10 necrotic An affected creature repeats this saving throw at the end of
damage and be pushed up to 20 feet toward the area's center, each of its turns, ending the effect on a success.
or take half as much damage on a success. Spell Lists. Druid (Circle of Spores)
If the sphere contains one or fewer creatures that are not
Incapacitated, the effect ends.
Spell Lists. Warlock, Wizard
Shrivel Tongue Sink into Earth
3rd-level necromancy 3rd-level illusion
Casting Time: 1 reaction, which you take when you see a Casting Time: 1 action
living creature within 60 feet of you cast a spell Range: 30 ft.
Range: 60 ft. Components: V
Components: V, S Duration: 1 minute, concentration
Duration: instantaneous
You assail the senses of a creature you can see within
You drain the moisture from the mouth of a creature, range, making it feel as though the earth has ceased to
punishing it for casting a spell. After the spell resolves, the support them and they are falling into it. The creature must
target must succeed on a Constitution saving throw or take succeed on an Intelligence saving throw or fall prone and be
2d8 necrotic damage and be unable to speak or perform the Blinded for the next minute.
verbal components of spells until the end of its next turn. When the target stands from prone, the effect ends and the
On a successful saving throw, the target takes half as much creature takes 4d10 psychic damage, feeling as though its
damage. spirit has smashed into its body after a long fall.
At Higher Levels: When you cast this spell using a spell At Higher Levels: When you cast this spell using a spell
slot of 4th level or above, the spell's damage increases by 2d8 slot of 5th level or higher, the target must repeat this saving
for each slot level above 3rd. throw whenever it attempts to stand, taking 2d10 psychic
Spell Lists. Druid, Ranger damage and failing to stand on a failed save.
Spell Lists. Bard, Sorcerer, Wizard
Sickening Wind
4th-level conjuration Skin Dance
4th-level illusion
Casting Time: 1 action
Range: 60 ft. Casting Time: 1 action
Components: V, S Range: 60 ft.
Duration: instantaneous Components: V, S
Duration: 1 hour
A befouling wind blows in a 60 foot line that is 10 feet
across, traveling from one point you can see within range to You assume the appearance of a humanoid creature you
another. can see within range, then teleport to an unoccupied space
Each creature in the area must succeed on a Strength within 5 feet of it.
saving throw or take 21 (6d6) poison damage and be pushed While you are within 5 feet of the creature you are
up to 20 feet in the direction of the wind's travel. mimicking, a creature with a Passive Insight lower than your
On a successful saving throw, a creature takes half as much save DC that attempts to target either you or the mimicked
damage and is not pushed. creature with an attack or spell instead selects one of the two
At Higher Levels: When you cast this spell using a spell of you at random as the target.
slot of 5th level or above, a creature that fails its saving throw Spell Lists. Sorcerer
against this spell is additionally Poisoned until the end of
your next turn.
Spell Lists. Artificer, Druid, Ranger

Silencer's Grasp
3rd-level abjuration
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: instantaneous
You grasp at a Large or smaller creature, smothering its
attempts to call out.
Make a melee spell attack against the target. On a hit, the
target is grappled. If the target attempts to escape, you can
use your spell attack bonus to contest it, instead of making a
Strength (Athletics) check.
If the grappled creature casts a spell, it must succeed on a
Constitution saving throw or have the spell fail. On a
successful saving throw, the creature escapes your grapple.
Spell Lists. Artificer, Cleric, Paladin
Skinsend Slaying Smite
4th-level necromancy 5th-level evocation
Casting Time: 1 minute Casting Time: 1 bonus action
Range: Self Range: self
Components: V Components: V
Duration: 8 hours Duration: 1 minute, concentration
You cause your own skin to peel off your body and animate The next time you hit a creature with a melee attack before
as a construct under your mental control. You may project this spell ends, your weapon is wreathed in deathly energies,
your consciousness to your animated skin or return it to your and the attack deals an extra 8d8 necrotic damage to the
actual body as an action. When your consciousness is in your target.
body, you are Incapacitated (except for transferring your will Additionally, if this attack reduces the target to 20 hit
to your skin, or dismissing the spell). points or fewer, it must succeed on a Constitution saving
Your possessed skin is identical to you in all ways, except throw or die. If the target is not native to the plane you’re
the following: It has only half the number of hit points you on, it has disadvantage on this saving throw.
had at the time you cast the spell, it cannot be healed above Spell Lists. Paladin
this maximum, it is immune to bludgeoning damage, and it
can move through spaces as small as 1 inch without Snaptrap
squeezing. Your skin can take any actions you could normally 3rd-level transmutation
take in your own body (such as to fight or cast spells). Casting Time: 1 action
When your skin leaves your body, your body’s hit points Range: 60 ft.
drop to 0 and you are stable. Your body cannot recover hit
Components: V, S, M (an iron spring)
points until your skin returns; only effects that can regrow
Duration: instantaneous
body parts can heal you, such as the Regenerate spell.
If your body regains any hit points before your skin returns You call upon elements of the natural environment,
to it, the skin dies and your consciousness returns weaving them together into components of a spiked cage that
automatically to your body. crashes together around a creature you can see within range.
When your skin returns to your body, you regain hit points The target must succeed on a Dexterity saving throw or
equal to your skin’s remaining hit points. If the spell ends take 4d8 piercing damage and be restrained until the
before you reunite with your skin or if your skin is killed beginning of its next turn, or take half as much damage on a
while you are in your body, you remain Incapacitated and at 0 success.
hit points until your skin is restored to you (requiring At Higher Levels: When you cast this spell using a spell
powerful magic, as described above). If your body dies while slot of 4th level or higher, the damage increases by 1d8 for
you are possessing your skin, you die when the spell ends, each slot level above 3rd.
regardless of how many hit points the skin has left. If your Spell Lists. Artificer, Druid, Ranger
skin is slain with your consciousness in it, your
consciousness returns automatically to your body. Snip Bindings
This spell leaves long scars on your skin where it split 3rd-level abjuration
apart, although these fade normally with the use of healing Casting Time: 1 action
magic. Range: Touch
Spell Lists. Druid, Sorcerer Components: S, M (a pair of silver shears worth 2 gp)
Duration: instantaneous
Skyhammer Bolt You snip carefully away at the threads of magic binding a
7th-level evocation magical effect or creation into being, altering its effects in one
of the following ways:
Casting Time: 1 action
Range: 1 mile Whenever the effect or creation deals damage, it deals two
Components: V, S, M (fulgurite worth 1 gp, which the spell fewer dice of damage.
consumes) If the effect or creation has a radius or range, its radius or
Duration: instantaneous range is decreased by 10 feet.
If the effect or creation can move or be moved, the
A bolt from the blue rockets downward, blasting a creature
distance it can move or be moved is decreased by 10 feet.
you can see within range into the earth. If the effect or creation has a duration, its duration is
The target must make a Dexterity saving throw. It takes
reduced by half.
14d10 lightning damage on a failed save, or half as much
damage on a successful one. On a failed save, the target also Spell Lists. Artificer, Bard
immediately falls up to 500 feet if it is not supported by a
solid surface.
Spell Lists. Cleric, Druid
Song of Ruin Sow Demonseed
4th-level enchantment 4th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: touch
Components: V Components: V, S
Duration: 1 minute Duration: 1 hour
Each other creature within range that can hear you must You plant a spectral seed in a Medium or Large plant
succeed on Wisdom saving throw or become hostile to a within 5 feet, transforming it into a Gravesnag that remains
random creature within 15 feet of it and indifferent to all under your control for the next hour, after which it becomes
other creatures for the next minute. hostile to you and your allies and indifferent to all other
A creature repeats this saving throw at the end of each of creatures.
its turns, ending the effect on a success. This control ends early if you give the gravesnag a suicidal
This effect ends early if the affected creature takes damage command, or if you or your allies deal any damage to it.
from any source other than another affected creature, or if a At Higher Levels: When you cast this spell using a spell
creature takes an action to shake the affected creature out of slot of 5th level or higher, the Gravesnag dies when the spell
its fury. ends.
Spell Lists. Bard Spell Lists. Druid, Ranger

Soulbound Swap Spawn Blood Echo


2nd-level conjuration 5th-level necromancy
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self (60 ft. range) Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Special (concentration)
You and one friendly or charmed creature of the same size You shed a portion of your life force, molding it into a
category within range teleport to trade places with one Blood Echo in an unoccupied space within 5 feet that lasts
another. until the spell ends and acts under your mental control.
Spell Lists. Bard The blood echo initially takes on your likeness, attack
bonus, and saving throws. The spell lasts for a number of
Sow Chaos hours equal to the number of hit dice as part of casting this
7th-level enchantment spell. If you spend 6 or more hit dice in this way, the spell
Casting Time: 1 action does not require concentration.
Range: 60 ft. (15 foot radius) Spell Lists. Bard, Sorcerer
Components: V, S
Duration: 1 minute Spell Cheat
1st-level divination
You unleash a disorienting burst of chaotic psychic force in
Casting Time: 1 action
a 15 foot radius centered on a point you can see within range.
Range: 30 ft.
Each creature in the area must succeed on a Wisdom
Components: V, S
saving throw or become Charmed by each other creature that
Duration: instantaneous
failed this saving throw and hostile to each creature that did
not for the spell's duration. Requires proficiency in Thieves' Cant.
An affected creature repeats this saving throw at the end of You cast a spell of 1st level or below that you saw cast within
each of its turns, ending the effect on a success. range since the end of your last turn, using your own Spell
This saving throw cannot be failed voluntarily. Attack Modifier and Spell Save DC, if applicable.
Spell Lists. Sorcerer Spell Lists. Artificer, Bard
Spiritual Arsenal Sporeflight
5th-level conjuration 3rd-level transmutation
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: 60 ft. Range: self
Components: V, S Components: S
Duration: 1 minute, concentration Duration: instantaneous
You conjure a spectral arsenal of multifarious floating You transform into a cloud of spores and move up to your
weaponry that flares in and out of existence with each speed without provoking attacks of opportunity before
assault, striking at each of your foes. When you cast the spell, reverting to your normal form.
you can make a melee spell attack against each creature of You may pass through other creatures and move through a
your choice within range. On a hit, the target takes 3d8 space as small as 1 inch with this movement, and each
radiant damage. creature whose space you move through in this way for the
As a bonus action on each of your turns for the duration, first time on a turn must succeed on a Constitution saving
you can repeat this attack. throw or be Poisoned until the end of your next turn.
Spell Lists. Cleric Spell Lists. Druid (Circle of Spores)

Splinterburst Sprouting Doom


5th-level transmutation 3rd-level conjuration
Casting Time: 1 bonus action Casting Time: 1 action
Range: 120 ft. Range: 120 ft. (5 ft. radius)
Components: V, S Components: S, M (a satchet of exotic spores worth 1 gp,
Duration: instantaneous which the spell consumes)
Duration: 1 minute
One tree you can see within range explodes in a hail of
massive splinters. Each creature within 15 feet of the tree A roiling growth of multifarious fungus that lasts for a
must succeed on a Dexterity saving throw or take 27 (6d8) minute bursts forth in a 5 foot radius centered on a point you
piercing damage, or half as much on a success. can see within range, exuding toxic spores.
Spell Lists. Druid The area is difficult terrain for nonplant creatures other
than you, and a nonplant creature that starts its turn in the
Spontaneous Combustion area takes 20 poison damage. This effect ends early if the
5th-level evocation area is dealt 20 or more fire or radiant damage from a single
Casting Time: 1 action source.
Range: 60 ft. At Higher Levels: When you cast this spell using a spell
Components: S, M (ash from a funeral pyre worth 1 sp, slot of 4th level or higher, you may create an additional area
of fungal growth centered on a point you can see within
which the spell consumes)
range for every two slot levels above the 3rd.
Duration: 1 minute, concentration
Spell Lists. Cleric, Sorcerer, Paladin, Warlock, Wizard
You cause a creature you can see within range to
burst suddenly and dramatically into flame. The Starfire Lance
creature must succeed on a Dexterity saving throw or 4th-level evocation
take 6d6 fire damage and ignite for the spell's duration.
Casting Time: 1 action
Until the spell ends or a creature takes an action
Range: 150 feet
to douse the fire,
Components: V, S, M (a needle of sky-iron worth 50 gp)
the target has disadvantage on attack rolls and
takes 2d6 fire damage at the end of each of Duration: instantaneous
its turns. You send a pinprick of starfire flying ahead, burning
Spell Lists. Artificer, Sorcerer, Warlock, Wizard through all in its path. Make a ranged spell attack. On a hit,
the attack deals 4d6 fire damage plus 6d8 radiant damage.
For the purposes of line-of-effect and AC bonuses from
cover, this attack ignores all cover from any nonmagical,
nonliving material, disintegrating through it without
resistance and leaving a 2 inch wide hole in its wake.
Spell Lists. Artificer, Sorcerer, Warlock, Wizard
Star-Strung Glide Strands of the Demonweave
2nd-level transmutation 5th-level conjuration

Casting Time: 1 bonus action Casting Time: 1 reaction, which you take when you see a
Range: 60 feet creature within 60 feet of you casting a spell
Components: V, S, M (a stretched length of fishing line) Range: 60 ft.
Duration: 1 round, concentration Components: V, S
Duration: instantaneous
You gain a fly (hover) speed equal to your movement speed
until the end of your next turn. You weave a portion of the expended magic from a
Spell Lists. Cleric, Druid, Sorcerer, Warlock, Wizard creature's spell into threads of prismatic silk that envelop and
bind it.
Static Surge Any damage dealt by the spell is reduced by half, and the
2nd-level evocation spell's caster must succeed on a Strength saving throw or be
restrained until it takes any damage. The escape DC is equal
Casting Time: 1 action
to your save DC.
Range: touch
Spell Lists. Cleric, Druid
Components: V, S, M (a woolen triskelion knot)
Duration: instantaneous
Strip Masks
Your fingers crackle with electricity as you reach for a 7th-level abjuration
creature. Make a melee spell attack.
Casting Time: 1 action
On a hit, the target takes 3d10 lightning damage. A target
Range: Touch
dealt 20 or more lightning damage by this attack is pushed up
Components: V, S
to 15 feet away and is dazed until the end of its next turn. Duration: instantaneous
A target dealt 20 or more damage in this way is pushed up
to 15 feet away and is dazed until the end of its next turn. Requires a noble title.
The dazed creature can only do one of the following things Your palm flares with light as it touches a creature, burning
on their turn: move, use an action, or use a bonus action. away all magical veils. The target must make a Charisma
At Higher Levels: When you cast this spell using a spell saving throw.
slot of 3rd level or above, the lightning damage increases by On a failure, the target takes 12d8 radiant damage and
1d10 for each slot level above 2nd. each illusory, shapechanging, or mind-affecting magic
Spell Lists. Artificer affecting it ends.
This damage can’t reduce the target’s hit points below 1.
Steal Dreams Spell Lists. Bard, Cleric
4th-level enchantment
Casting Time: 1 action
Sudden Spoiling
6th-level necromancy
Range: touch
Components: V, S Casting Time: 1 action
Duration: instantaneous Range: 15 ft.
Components: V, S
You touch an unconscious or blinded creature, attempting
Duration: instantaneous
to tear out a portion of its dreams and ambitions. The
creature must make an Intelligence saving throw. One creature you can see within range must succeed on a
On a failed save, you learn one closely held secret of the Constitution saving throw or take 11d8 necrotic damage, or
creature's, and the creature takes 33 (6d10) nonlethal psychic half as much on a success.
damage. If this spell was cast as a reaction on the target's turn, the
A creature reduced to 0 hit points in this way is Cursed. A target is additionally Stunned on a failed save until the end of
creature cursed in this way cannot gain levels or otherwise your next turn.
advance through experience. When this curse ends, the Spell Lists. Druid, Sorcerer, Warlock
creature gains any levels prevented by the curse.
Spell Lists. Bard, Cleric

Still Arcana
5th-level abjuration
Casting Time: 1 action
Range: 60 ft.
Components: V, S
Duration: instantaneous
You send out a ripple of stilling antimagic. Each creature
within range that is concentrating on a spell must succeed on
a Constitution saving throw or lose concentration. You may
cast this spell even while incapacitated.
Spell Lists. Paladin
Sudden Wasting Tailored Bane
8th-level necromancy 3rd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: touch Range: 60 ft.
Components: V, S, M Components: V, S
Duration: instantaneous Duration: 10 minutes
You saturate a creature with energies of mixed life and You weave a magical snare, sculpted to disrupt a specific
death, accelerating both its own natural healing and decay. spell. Choose a spell in secret. When a creature within 60 feet
The target may expend any number of hit dice to heal itself of you casts that spell, you can reveal your choice to end this
(without adding its Constitution modifier), then must succeed spell and to gain control of the triggering spell, selecting new
on a Constitution saving throw or take 88 (16d10) necrotic targets for it.
damage, or half as much on a success. Spell Lists. Artificer, Sorcerer
If the target is killed by this damage, its flesh rots away into
a putrid slurry, leaving only a fungus-encrusted skeleton Taste The Air
behind. 3rd-level divination
Spell Lists. Druid, Warlock
Casting Time: 1 bonus action
Range: Self (60 ft. radius)
Suppression Field Components: S
3rd-level transmutation Duration: 1 round
Casting Time: 1 action
Your tongue slithers out to taste the air. Make a Wisdom
Range: 100 feet (15 foot radius)
(Perception) check with advantage. You learn the creature
Components: V, S, M (a scrap of mail)
type and exact location of each creature within 60 feet of you
Duration: 1 minute, concentration
whose challenge rating (or level, if it doesn't have a challenge
A field of irresistible force blooms at a point you can see rating) is less than or equal to your result.
within range, dragging creatures in the area to the ground. Until the end of your next turn, each affected creature
Each creature in the area when it appears must succeed on cannot be Hidden from you, and you ignore the effects of
a Strength saving throw or be knocked prone and restrained. Invisibility on that creature.
A creature can repeat this saving throw as an action, or can Spell Lists. Druid, Ranger, Sorcerer
make a Strength (Athletics) check to help an affected
creature to its feet, ending the effect on a success. Tell Fortune
Spell Lists. Artificer, Cleric, Paladin cantrip divination
Casting Time: 1 action
Symmetry Loop Range: 30 ft.
5th-level enchantment
Components: V
Casting Time: 1 action Duration: 1 minute
Range: self (20 ft. radius)
You read the subtle omens that surround a creature,
Components: V, S, M (a mica wafer worth 2 sp, which the
searching for signs of its immediate future.
spell consumes)
Roll a d20, then assign it to a creature you can see within
Duration: 1 minute, concentration
range that has not been affected by this spell in the last hour;
A looping golden threadlight whorls out from you in a 20 the first check, saving throw, or attack that creature makes in
foot radius. Each creature in the area must make a Charisma the next minute uses the number you rolled, instead of
saving throw, becoming cosmically linked to you and to one rolling.
another for the next minute on a failure. An unwilling creature can make a Charisma saving throw,
Whenever you or a creature that failed this saving throw resisting the effect on a success.
would take any damage, you can use your reaction to deal an Spell Lists. Bard, Cleric, Wizard
equal amount of damage to another linked creature.
Spell Lists. Artificer, Bard, Wizard
The Chittering Thought-Knot Severance
7th-level enchantment 5th-level divination
Casting Time: 1 action Casting Time: 1 action
Range: 60 ft. Range: 60 ft.
Components: V Components: S, M (a hollow glass cube worth 1 gp, which
Duration: 1 round, concentration the spell consumes)
Duration: 1 round
You fill the mind of a creature you can see with horrid
chittering, crowding the creature's own thoughts out of its You meld the mind of a creature in range with several near-
mind. The creature must succeed on a Wisdom saving throw reality versions of itself, filling its mind with chaotic echoes of
or be Dominated by you until the beginning of your next turn. its own thoughts.
A target that can see more of your allies than its own The target must make an Intelligence saving throw, taking
within 60 feet of it makes this saving throw with 8d8 psychic damage and becoming Dazed until the end of the
disadvantage. your next turn on a failure.
Spell Lists. Bard, Druid, Warlock On a success, the target takes half as much damage and
isn't Dazed.
The Queen's Will A target that is Concentrating on a spell has disadvantage
1st-level enchantment on this saving throw, and is additionally Stunned until the
end of your next turn on a failure.
Casting Time: 1 reaction, which you take when you see a
friendly creature within range miss with an attack or fail a Spell Lists. Bard, Cleric, Wizard
saving throw
Range: 60 ft. Thunderous Touch
3rd-level evocation
Components: V
Duration: instantaneous Casting Time: 1 action
Range: Touch
You call out an imperious command with all the authority
Components: S
of your dread patron, dealing 1d10 psychic damage to your
Duration: instantaneous
target and allowing it to reroll the triggering attack or saving
throw, taking the second result. Make a melee spell attack. On a hit, the target takes 5d10
Spell Lists. Bard, Cleric, Paladin thunder damage and is pushed 15 feet away from you. A
creature pushed into a wood or plaster wall or object less
The Sky, Consumed than a foot thick is pushed through it.
9th-level evocation At Higher Levels: When you cast this spell using a spell
Casting Time: 1 action slot of 4th level or higher, the damage increases by 1d10 for
Range: self (500 foot radius) each slot level above 3rd.
Spell Lists. Druid, Ranger
Components: V, S
Duration: 1 round, concentration
To Dust
A point of fire appears in the sky above you, growing 2nd-level necromancy
second by second as it hurtles toward earth. Each creature
Casting Time: 1 action
and object within 500 feet of you immediately begins Burning
Range: 30 ft.
(1d10).
Components: V, S
At the beginning of your next turn, the fire blots out the sky
Duration: 1 round
entirely for an instant before striking you. You and each
creature within 500 feet of you must make a Dexterity saving You cause any number of friendly undead skeletons or
throw. skeletal corpses within 30 feet to explode into clouds of bone
On a failed saving throw a creature takes 28d6 fire shrapnel and choking dust. Each creature within 10 feet of
damage, or half as much on a success. one or more exploding skeletons must succeed on a
Spell Lists. Cleric, Druid (Circle of Stars), Sorcerer, Constitution saving throw or take 4d6 piercing damage and
Wizard be unable to speak or breathe until the end of your next turn.
Spell Lists. Sorcerer, Warlock, Wizard
Toxic Aura Twist Spell
5th-level conjuration 6th-level abjuration

Casting Time: 1 action Casting Time: 1 reaction, which you take when you see a
Range: self (30 ft. radius) creature within 60 feet of you casting a spell
Components: V, S Range: 60 ft.
Duration: 1 hour Components: V, S
Duration: instantaneous
Fuming, iridescent venom begins to ooze from the earth at
your feet, its fumes drifting inexorably toward the wounds of You attempt to wrest control of a rival mage's spell. The
your foes. spell caster must make a Charisma saving throw. On a failed
Whenever a creature within 30 feet of you takes any save, the spell caster takes 1d6 psychic damage per level of
bludgeoning, piercing, or slashing damage, you may deal 1d6 the spell, and you choose new targets for the spell.
additional poison damage to it. Spell Lists. Sorcerer, Wizard
Spell Lists. Druid, Ranger
Twist the Heart
Transfix With Power 7th-level enchantment
2nd-level evocation Casting Time: 1 action
Casting Time: 1 action Range: touch
Range: 60 feet Components: V, S, M (a spool of golden thread worth 10 gp)
Components: V, S, M (a clay shard etched with acid) Duration: 1 hour, concentration
Duration: 1 round You touch a creature's chest and magical bindings of
A web of electricity envelops a creature you can see within golden light drift from your fingers through its flesh and wrap
range, forcing it to make a Constitution saving throw. around its heart. Make a melee spell attack. On a hit, the
On a failed saving throw, the target takes 4d6 lightning target takes 8d10 psychic damage and must make a Wisdom
damage and is restrained until the end of your next turn. saving throw.
This restraint's escape DC is equal to your Spell Save DC. On a failure, the creature is Dominated by you for the next
At Higher Levels: When you cast this spell using a spell hour, and repeats this saving throw whenever it takes
slot of 3rd level or above, you can target one additional damage, ending the effect on a success.
creature for each two slot levels above 2nd. While Dominated in this way, the creature takes 5 (1d10)
Spell Lists. Artificer, Sorcerer, Wizard psychic damage whenever it deals damage to or is dealt
damage by a former ally.
Transporting Touch Spell Lists. Bard, Cleric, Sorcerer
2nd-level conjuration
Casting Time: 1 action
Unendurable Agony
8th-level enchantment
Range: touch
Components: S Casting Time: 1 action
Duration: instantaneous Range: 20 ft.
Components: V
You attempt to shove a creature through a spacial rift with
Duration: 1 minute, concentration
a burst of magical force. Make a melee spell attack. On a hit,
the target takes 3d10 force damage and must succeed on a You wail forth an discordant melody that distorts
Charisma saving throw or be teleported up to 30 feet to an perception, wracking creatures with unendurable physical
unoccupied space you can see within 30 feet of the target. and mental agony.
Spell Lists. Artificer, Bard, Sorcerer, Wizard Each other creature within range must make a Wisdom
saving throw. On a failed save, a creature becomes hostile to
Twist Light itself and indifferent to all other creatures for the next
1st-level transmutation minute.
An affected creature repeats this saving throw whenever it
Casting Time: 1 bonus action
takes 10 or more damage from a single source, ending the
Range: self (60 foot cone)
effect on a success.
Components: V, S, M (a drop of pure water)
At Higher Levels: When you cast this spell using a spell
Duration: 1 minute, concentration
slot of 9th level, the range increases to 40 feet.
You bend the light in a 60 foot cone extending from you, Spell Lists. Wizard, Warlock
becoming Invisible to creatures in the area until you move or
take an action.
You can hide from a creature you are Invisible from without
obscurement, and you have advantage on Dexterity (Stealth)
checks made to do so.
Creatures you are Invisible and Hidden from have
disadvantage on Wisdom (Perception) checks made to detect
you.
Spell Lists. Artificer, Sorcerer, Wizard
Unfasten Untether Mind
2nd-level transmutation 5th-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 ft. Range: Touch
Components: S, M (a key copied without its owner's Components: V, S
knowledge worth at least 1 sp) Duration: 1 round
Duration: instantaneous
You attempt to share a truth with a creature its mind
Requires proficiency in Thieves' Cant. cannot contain. Make a melee spell attack against the target.
You magically unfasten the armor of a creature you can see On a hit, the target takes 3d10 force plus 6d12 psychic
within range. damage and must make a Wisdom saving throw.
The target must succeed on a Dexterity saving throw or A creature that fails is Frightened and Blinded until the
have the AC bonus offered by its armor reduced by a end of your next turn as its field of perception expands and
cumulative 2 until the target takes an action to adjust it. expands and expands until it encompasses the entirety of the
Armor reduced to an AC of 10 falls off entirely until donned multiverse.
again. A creature that fails this save by 10 or more is additionally
Spell Lists. Bard, Sorcerer, Wizard Paralyzed until the end of your next turn.
Spell Lists. Warlock
Unholy Enthrallment
4th-level enchantment Vector-Spread
Casting Time: 1 action 2nd-level necromancy
Range: touch Casting Time: 1 bonus action
Components: V, S Range: 60 ft.
Duration: 24 hours Components: V, M (a dram of diseased phlegm worth 1 sp)
Duration: instantaneous
Your eyes blaze with dread authority as you cow an unholy
creature trapped in your grasp. One fiend or undead creature You send corruption spiraling out from a Bleeding,
grappled by you must succeed on a Charisma saving throw or Diseased, Paralyzed, or Poisoned creature you can see within
be Dominated by you for the duration. range, forcing each creature within 15 feet of it to succeed on
The creature repeats this saving throw whenever it takes a Constitution saving throw or be afflicted with the same
damage, ending the effect on a success. conditions until the end of your next turn.
Spell Lists. Bard, Paladin At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the affected radius increases by 5
Unspeakable Insight feet for each slot level above 2nd.
3rd-level enchantment Spell Lists. Cleric, Druid, Ranger
Casting Time: 1 reaction, which you take when you see a
creature within 60 feet of you casting a spell Wake the Bones
3rd-level necromancy
Range: 120 ft.
Components: V, S, M (a cracked lens) Casting Time: 1 action
Duration: instantaneous Range: 30 ft.
Components: V, M
You fill a creature's mind with insights too terrible to be
Duration: instantaneous
borne, wreathing it in eldritch energies. One creature you can
see or telepathically sense within range must succeed on a You infuse a living creature's skeleton with necrotic
Wisdom saving throw or gain 20 temporary hit points. energies, attempting to reanimate it. One creature you can
While a creature has any of these temporary hit points, its see within range must succeed on a Constitution saving
Intelligence score increases by 5, to a maximum of 25. At the throw or have its skeleton rattle within its flesh, taking 6d6
end of its turn, a creature loses all of these temporary hit points of bludgeoning damage and being dragged up to 10
points and takes psychic damage equal to twice the feet in a direction of your choice on a failure, or taking half as
temporary hit points lost. much damage on a success.
Spell Lists. Sorcerer (Aberrant Mind), Warlock (The Great A living creature with 0 hit points that fails this save dies.
Old One) At the beginning of its following turn, the creature's skeleton
tears itself out of the creature's body, acting on the creature's
initiative, and is hostile to all living creatures.
Spell Lists. Cleric, Sorcerer, Warlock, Wizard
Waking Dream Window to Madness
4th-level enchantment 4th-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: touch Range: 60 ft.
Components: V, S Components: V, S, M (a dried pineal gland)
Duration: 1 hour, concentration Duration: 1 minute, concentration
You touch an Unconscious creature and plague it with You create an illusory portal to the far realm in an
terrible nightmares, forcing it to sleepwalk under your unoccupied space within range that fills a 10 foot cube. A
control. The creature must Wisdom saving throw or rise creature other than you that starts its turn within 30 feet of
under your control for the next hour, or until it regains the portal and can see it takes 1d4 psychic damage. A
consciousness, and can perceive and take actions as though creature other than you that starts its turn within the portal's
conscious for the duration. space must make an Intelligence saving throw. A creature
Whenever the creature would wake, you may make a DC takes 8d8 psychic damage and is Stunned until the beginning
10 Constitution saving throw. On a success, the creature of its next turn on a failed save, or takes half as much damage
remains Unconscious. and is not Stunned on a success.
Spell Lists. Bard, Cleric On each of your turns until the spell ends, you can use your
Bonus Action to force each creature within 60 feet of the
Wheel of Ruin portal to succeed on a Strength saving throw or be pulled 10
6th-level evocation feet towards it.
Casting Time: 1 action At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher, the distance a creature is pulled on
Range: self
a failed Strength save increases by 5 ft. for each slot level
Components: V, S
above 4th.
Duration: 1 minute, concentration
Spell Lists. Warlock
You conjure an abyssal storm that lasts for a minute and
follows your movement, swirling as you circle it. Wrack
On each of your turns, you may call down demonic 2nd-level enchantment
lightning as a bonus action. You and each creature encircled
Casting Time: 1 action
by the movement you took this turn must succeed on a
Range: 60 ft.
Dexterity saving throw or take 6d6 lightning plus 2d10
Components: V, S
necrotic damage, or half as much on a success.
Duration: 1 minute, concentration
You overwhelm a creature in range with indescribable pain.
Rules Clarification: Encircling. A creature is encircled The target must succeed on a Constitution saving throw or
by your movement if the ground you moved over fall prone and be unable to stand on its following turn.
on this turn marks a contiguous path that A creature that fails this save by 5 or more subtracts 1d4
intersects itself, creating an enclosed shape that
from attacks and saving throws it makes for the next minute.
contains the creature. The path of your movement
At Higher Levels: When you cast this spell using a spell
counts as part of the shape it encloses.
slot of 3rd level or higher, you may target one additional
creature for each slot level above 2nd.
Spell Lists. Bard, Sorcerer
Spell Lists. Druid, Warlock
Wraithblade Wrench Heart
5th-level conjuration 3rd-level necromancy
Casting Time: 1 bonus action Casting Time: 1 action
Range: self Range: 60 ft.
Components: V, S Components: S, M
Duration: 1 minute, concentration Duration: 1 minute, concentration
You create a spectral blade in your hand that passes One creature you can see within range feels a cold, spectral
through armor without resistance. This magic sword lasts hand sink into its chest and grip its heart.
until the spell ends. It counts as a simple melee weapon with At the beginning of each of the creature's turns it takes 4d8
which you are proficient. It deals 4d8 necrotic damage on a necrotic damage and must succeed on a Wisdom saving
hit and has the finesse and light properties. In addition, it throw or be Frightened until the beginning of its next turn,
treats all targets as unarmored (An unarmored creature's AC ending the effect on a success.
is usually 10 plus its Dexterity modifier). It treats creatures At Higher Levels: When you cast this spell using a spell
with Natural Armor, Unarmored Defense, or similar traits slot of 4th level or higher, the damage increases by 1d8 for
normally. every slot level above the 3rd.
If you drop the weapon or throw it, it dissipates at the end Spell Lists. Cleric, Sorcerer, Paladin, Warlock, Wizard
of the turn. Thereafter, while the spell persists, you can use a
bonus action to cause the sword to reappear in your hand.
Spell Lists. Druid, Ranger

Wreath of Blades
4th-level evocation
Casting Time: 1 action
Range: self (10 foot radius)
Components: V, S
Duration: 1 minute, concentration
Razor-sharp blades of hardened magic whirl through the
air in a 10 foot radius centered on you.
A creature other than you that starts its turn in the area, or
that enters it for the first time on a turn, must succeed on a
Dexterity saving throw or take 4d10 slashing damage. On a
successful save, the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or above, the slashing damage increases by
1d10 for each slot level above 4th.
Spell Lists. Artificer, Paladin

Wreath with Flame


3rd-level evocation
Casting Time: 1 bonus action
Range: touch
Components: V, S
Duration: 1 round
You touch a willing creature and envelop it in empowering
flames. Until the end of your next turn, its melee attacks deal
an additional 2d6 fire damage.
Spell Lists. Cleric, Druid, Paladin, Ranger

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