Conflux Spell Compendium - The Homebrewery
Conflux Spell Compendium - The Homebrewery
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
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
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
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
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
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
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