Wolfs Grimoire of Homebrew V2.10
Wolfs Grimoire of Homebrew V2.10
Agonizing Grasp
Necromancy Cantrip
Casting Time: 1 Action
Range: Touch
Components: S
Duration: Instantaneous
You grasp hold onto a creature within range. Make a melee spell attack against the creature,
draining the victim of its lifeforce. On a hit, the target takes 1d10 necrotic damage. On your next
turn you have advantage on your melee spell Attacks against the same target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of
your next turn.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and
17th level (4d10).
Arcing Dart
2nd-Level Evocation
Casting Time: 1 Action
Range: 60ft
Components: V,S
Duration: Instantaneous
You throw a dart of crackling energy at a creature you can see within range. Make a ranged
spell attack. On a hit the dart explodes dealing 3d10 lightning damage, additionally each
creature within 5ft of the initial target must make a Dexterity saving throw, dealing 2d6 lightning
damage on a failure, or half as much on a success.
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage
increases by 1d10 and 1d6 for each level above 2nd.
Ancestral Guardian
5th-Level Conjuration
Casting Time: 1 Action
Range: 60ft.
Components: V,S,M(An embroidered glass flask worth 500 GP containing your blood)
Duration: Concentration, up to 1 Hour
You call forth the spirit of one of your long dead ancestors to help aid you in battle. It manifests
in an unoccupied space that you can see within range. The Spirit uses the Ancestral Spirit stat
block. When you cast this spell choose the spirit's form: Bulwark or Scholar. The spirit
resembles your race and is adorned in heavy armor or robes based on its form.
The Spirit is an ally to you and your companions, in combat it shares your initiative count, but
takes its turn immediately after yours. They obey Verbal commands from you,(no action
required) if no command is given it will take the dodge action and use it to avoid danger.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever
the spell's level appears in the stat block
Spell List:
Cleric, Druid, Sorcerer, Warlock, Wizard
Ancestral Spirit
Your Size Class Undead
Armor Class: 13 + Level of spell (Magical Armor)
Hit Points: 80 (Bulwark only) or 50 (Scholar only) +10 for every level of 6th level or higher
Speed: 30
Caster's Sigil:(1/Day) Scholar only: As a reaction When the scholar makes a spell attack that
hits he can cast the spell again which uses the same roll as the first attack.
Pillar of Protection:(1/Day) Bulwark only: As a reaction If an attack would kill their summoner
The Bulwark teleports to your location and takes the hit in your place causing you to take no
damage they then push you 5ft. away from enemy into an unoccupied space (does not invoke
an opportunity attack)
Actions
Multiattack: Ancestor Guardian makes a number of Attacks equal to half the spell's
level(rounded down).
Ancestors Blessing: (Bulwark only) The Bulwark calls upon their ghostly shield to protect an ally
within 60ft, the shield in their hand disappears as it begins to float around an ally of their choice,
the shield adds a +2 to their AC but decrease The Bulwarks AC by -2 until the end of Bulwarks
next turn.
Elemental Flare: (Scholar only) Ranged Spell attack: Your spell attack modifier to hit, range 90ft.
2d6 + the spells level. Roll a d4 to determine the damage type
1: Fire
2: Cold
3: Lightning
4: Thunder
Longsword: (Bulwark only) Melee weapon attack: Your Spell attack modifier to hit, reach 5 Ft.
one target. Hit 1d8+ 3 + spell level slashing damage
Misty Step: (Scholar only) As a bonus action the Scholar is Briefly surrounded by silvery mist,
the Scholar teleports up to 30 feet to an unoccupied space that they can see.
Shield Blast: (Bulwark) Melee spell attack. Your spell attack modifier to hit, range 5ft. Cone 2d6
+ the spells level Force damage. (Shield must currently be held)
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Bitter Harvest
2nd-Level Necromancy
Casting Time: 1 Action
Range: 30 ft. 20ft. Cube
Components: V,S
Duration: Instantaneous
You sap the lingering life force of all creatures with a 20ft., each creature must then make a
Constitution saving throw a creature can also choose to fail the saving throw, Undead make
their saving throw at disadvantage, on a failed save a creature takes 2d8 necrotic damage and
you heal for half the damage you deal, or half as much damage on a successful one and you do
not heal the damage you deal.
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the Damage is
increased by 1d8 for each spell slot above 2nd level.
Blastbones
4th-Level Necromancy
Casting: 1 Action
Range: 60ft.
Components: V,S,M (a skeleton which you cast the spell on)
Duration: 8 Hour
This spell targets an undead skeleton that you can see within range, the skeleton becomes a
conduit of necrotic energy and begins to radiate a shroud of black smoke, while under the effect
of the spell the skeleton deals extra 1d6 necrotic damage whenever they make an attack.
When you cast this spell, you can choose to detonate the bones immediately or delay the blast
for up to 8 Hours. If you choose to delay the blast, then you can set certain conditions
(“Whenever that door is opened”) or a command word that will cause the bones to explode. if
the timer runs out before the skeleton detonates the skeleton does not blow up.
As bonus action you can detonate the skeleton to cause an explosion within a 20 ft radius
sphere, each creature within the blast radius Must make a Dexterity saving throw on a failure
they take 5d10 necrotic damage, or half as much on a success, the skeleton targeted by this
spell automatically fails this spell. Additionally the detonation is also triggered if the skeleton
dies before you detonate it.
Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target
an additional skeleton for every two slot levels above 4th.
Chilling Smite
2nd level Evocation
Casting Time: 1 Bonus action
Range: Self
Duration: Concentration, up to 1 Minute
Components: V
As a bonus action you can enhance the blade's freezing power, this effect lasts for 1 minute or
untill you next strike a creature, whichever comes first.
The next time you hit a creature with a melee weapon attack during this spell’s duration, your
weapon is sheathed in frost, and the attack deals an extra 2d6 cold damage to the target.
Additionally, the target must make a Constitution saving throw, on a failure they are inflicted with
the frozen condition, on a success they are not frozen. If a creature is killed by this attack they
are frozen in place.
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd.
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Climactic Strike
1st level Transmutation
Casting Time: 1 Bonus action
Range: Self
Duration: Concentration, up to 3 rounds
Components: V,S,M, (A weapon that cost at least 1sp)
You charge a melee weapon you are wielding with the dramatic tension that you build up during
battle. You may release this energy whenever you hit an enemy with a melee attack to deal a
bonus 1d8 thunder damage. Releasing the energy in this way ends the spell. At the end of each
of your turns, if you didn’t release the spell’s energy into your attack, it continues to build. The
thunder damage increases by 1d8.
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d8, when you build up energy you can add an additional 1d8 to the charge for
each slot level above 1st.
Spell List: Bard
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Corpse Bomb
3rd Level Necromancy
Casting: 1 Action
Range: 60 Ft, 10 Ft Sphere
Components: V,S,M(A corpse that has been dead no longer than 24 hours, which is destroyed
upon casting)
Duration: Instantaneous
You target all corpses in a 10 foot sphere centered at the point where the spell is cast. This spell
targets all corpses that have been dead for no longer than 24 hours that you can see within the
sphere. The targeted corpses begin to rapidly bloat on your command and erupt moments later
in a gruesome explosion.
All creatures that are caught in the blast radius must make Constitution Saving Throw, on a
failed save, a creature takes 3d8 poison damage per corpse, and is poisoned. On a successful
save the creature takes half damage and is not poisoned.
This spell can target creatures, such as Undead like Zombies or Boneless. The radius of the
blast is determined by the size of the corpse, a Small creature has a Blast Radius of 5 ft., a
Medium creature has a Radius of 10 ft., and a Large creature has a radius of 20 ft. This spell
cannot target any creature smaller than Small size or larger than Large size.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage
increases by 1d8 for each slot level above 4th.
Spell List:
Cleric, Wizard
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Crackling Smite
4th-Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You streak your hand across the blade as lightning coalesces in your palm coating the blade in
lightning. The next time you hit a creature while the spell is active you deal an additional 3d8
lightning damage. Additionally on a hit the target must make a constitution saving throw, on a
failure they are inflicted with the Shocked condition, on a success they are not inflicted with the
shock condition.
Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage
increases by 1d8 for each level above 4th.
You send necrotic energy into a humanoid skull. Your magic awakens the skull, turning it into an
undead servant. The skull is infused with eldritch power, granting it the ability to cast spells. It
becomes a flameskull (the GM has the creature's statistics). Its proficiency bonus equals your
bonus.
On each of your turns, you can use a bonus action to mentally command the flameskull you
created with this spell. The creature must be within 120 ft. of you. You decide what action the
creature will take and where it will move during its next turn, or you can issue a general
command, such as to guard a particular chamber or corridor. If you issue no commands, the
creature only defends itself against hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.
The creature is under your control for 24 hours, to maintain control of the creature for another
24 hours, you must cast this spell on the creature again before the current 24-hour period ends.
This use of the spell reasserts your control over up to two creatures you have animated with this
spell, rather than animating a new one. If the 24 hours pass without you recasting the spell to
keep control of the flame skull, the skull turns to ash.
At Higher Levels. When you cast this spell using a 6th-level spell slot or higher, the flameskull's
hit point maximum increases by 10 for each spell slot level above 5th. Additionally, the damage
of its Fire Ray attack increases by 1d6 for each spell slot level above 5th.
Dance of Elements
1st level evocation
Casting Time: 1 Action
Range: Self (20 ft. radius)
Duration: Instantaneous
Components: V, S,M (The ability to walk)
You start a dance that causes fire and Frost to emanate from your body. The fire and frost fling
wildly from your location. Each creature in a 20 ft. radius of you must make a Dexterity saving
throw. Each creature that fails their saving throw takes 2d6 fire damage and 2d6 cold. A
successful saving throw halves this damage.
When Casting this spell using a 2nd lv. spell or higher, pick either cold or fire damage to
increase by 1d6.
Discordant Twirl
1st level enchantment
Casting Time: 1 Action
Range: Self (30 ft. radius)
Duration: Concentration, up to 1 minute
Components: V,S
You begin a wild dance that implores others to join you. You can maintain this dance each turn
using a bonus action. Each creature that starts their turn within a 30ft. radius of you must make
a Charisma saving throw, a creature can make this saving throw again at the end of their turn.
Whenever a creature fails their saving throw they must move in a random direction using all of
their current movement speed, only stopping if their path is blocked or leave the effect of the
spell. An affected creatures cannot take the disengage or dash action during their turn
additionally opportunity attacks they make are made with disadvantage. Otherwise, their action
continues as normal.
When a creature is under the effects of Discordant Twirl they roll a d8 at the end of their turn to
determine which way they are forced to move. Roll on the Discordant Twirl movement chart.
1. North
2. North East
3. East
4. South East
5. South
6. South West
7. West
8. North West
Dragon Teeth
2nd-Level Transmutation
Casting Time 1 Action
Range: 20ft Cone
Components:V,S
Duration: Instantaneous
You raise one of your legs and stomp the ground with a powerful slam, sending a shockwave
that causes rocks to burst out of the ground in a 20ft cone before you, all creatures caught
within the cone must then make a dexterity saving throw, on a failed saving throw a creature
takes 4d8 bludgeoning damage and is knocked prone, on a successful saving throw a creature
takes half damage and is not knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, the damage
increases by 1d8 for each slot level above 2nd.
Drowning Orb
2nd-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V,S,M (seawater)
Duration: Concentration, up to 1 minute
You conjure a globe of magical water to surround a creature that begins to force its way down
their nose and mouth in order to drown them. Choose one creature in range that you can see.
The target must make a Constitution saving throw. On a failed saving throw, the target cannot
speak and has disadvantage on attack rolls and on Wisdom(Perception) checks that rely on
sight or hearing until the spell ends.
While the spell is in effect, a creature takes 3d6 cold damage. At the end of the target's turns,
they can repeat the saving throw. On a success, the creature takes half damage. Creatures that
can breathe water or do not have to breathe automatically succeed on the saving throw and
take no damage.
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage
dealt increases by 1d6 for each slot level above 2nd.
Flash
6th-Level Transmutation
Casting Time: 1 Action
Range: 100ft
Components: V,S,M (a lodestone)
Duration: Instantaneous
You begin to radiate cracking energy as your body briefly moves with blinding speed. You dash
forward with a bolt of energy tailing you. You can move up to a 100ft from your current location
to any other space in any direction you can see within range.
If you move through a space occupied by a creature they must make a Construction saving
throw, on a failure they take 6d10 lightning damage and half as much on a successful one. If
you move within 5ft of a creature they must make a Dexterity saving throw, on a failure they take
3d10 lightning damage or half as much on a success.
Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage
increases by 1d10 for each level above 6th.
Floblin
2nd-Level Conjuration
Casting Time: 1 action
Range: 30 feet
Components: V,S,M (tuft of goblin hair)
Duration: Instantaneous
You weave a portal into existence directly in front of you from which a goblin is hurled from, the
goblin is randomly taken from somewhere on the same plane as you, this goblin is not allied to
you.
The Goblin hits a creature of your choice that you can see within range. Make a ranged spell
attack, on hit a goblin deals 1d12 bludgeoning damage to its target and itself for each 10ft the
goblin travels.
When you cast the 2nd Level spell Floblin the DM Rolls on the Floblin spell table to see What
type of Goblin is conjured with the casting of the spell.
The Dungeon Master may alter this table to fit the setting of their world as they wish.
Adventurer 5%
Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell
conjures one more goblin for each slot above 2nd, you can target multiple creatures or have
them all hit one target, you make a new ranged spell attack for each goblin.
Iron Maiden
3rd-Level Transmutation
Casting Time: 1 Action
Range: Touch
Material: V,S
Duration: Concentration, up to 1 minute
Make a melee spell attack against a target wearing metal armor. On hit the metal warps,
creating spikes that drive into the creature's body, dealing 4d8 piercing damage. If a creature
targeted by this spell moves more than 5ft they must make a construction saving throw, on a
failure they take 4d8 piercing damage and their movement is halved until the beginning of their
next turn, on a success a creature takes half damage and their movement is not heaved.
Additionally the armor cannot be removed via mundane means while this spell is in effect.
At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage
increases by 1d8 for each slot level above 3rd.
Gravity Well
1st-Level Evocation (Graviturgy)
Casting Time: 1 Action
Range: 60ft
Components: V,S
Duration: Instantaneous
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d12 for each slot level above 1st.
Greater Floblin
5th-Level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V,S,M (lock of a hobgoblin hair)
Duration: Instantaneous
You weave a portal into existence directly in front of you from which a Hobgoblin is hurled from,
the Hobgoblin is randomly taken from somewhere on the same plane as you, this Hobgoblin is
not allied to you.
The Hobgoblin hits a creature of your choice that you can see within range. Make a ranged spell
attack, on hit a A Hobgoblin deals 1d12 bludgeoning damage to its target and itself for each 10ft
the Hobgoblin travels.
When you cast the 5th Level spell Greater Floblin the DM Rolls on the Greater Floblin spell
table to see What type of Hobgoblin is conjured with the casting of the spell.
The Dungeon Master may alter this table to fit the setting of their world as they wish.
Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell
conjures one more Hobgoblin for each slot above 5th, you can target multiple creatures or have
them all hit one target, you make a new ranged spell attack for each Hobgoblin.
Greatest Floblin
8th-Level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V,S,M (braid of a bugbear fur)
Duration: Instantaneous
You weave a portal into existence directly in front of you from which a Bugbear is hurled from,
the bugbear is randomly taken from somewhere on the same plane as you, this Bugbear is not
allied to you.
The Bugbear hits a creature of your choice that you can see within range. Make a ranged spell
attack, on hit a. A Bugbear deals 1d12 bludgeoning damage to its target and itself for each 10ft
the Bugbear travels.
When you cast the 8th Level spell Greatest Floblin the DM Rolls on the Greatest Floblin spell
table to see what type of Bugbear is conjured with the casting of the spell.
The Dungeon Master may alter this table to fit the setting of their world as they wish.
Adventurer 5%
Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the spell
conjures one more Bugbear for each slot above 8th, you can target multiple creatures or have
them all hit one target, you make a new ranged spell attack for each Bugbear.
Spell List: Bard, Sorcerer, Warlock, Wizard
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Grim Scythe
Transmutation Cantrip
Casting Time: 1 Bonus Action
Range: Touch
Components: V,S,M (Quarterstaff, or non-lethal polearm)
Duration: 1 Minute
As a bonus action you draw on energy from the negative plane to manifest a spectral scythe
within your grasp, For the duration, a spectral blade forms on the end of a quarterstaff you
touch. While this blade lasts, you use your spellcasting ability instead of Strength for the attack
and damage rolls for melee attacks. The weapon also becomes magical if it isn’t, it deals
necrotic damage instead of bludgeoning, and its damage die becomes a d8. The spell ends if
you cast it again or if you let go of the weapon.
You spew up a stream of ash made up of gunpowder from your mouth, you then place a small
piece of flint in between your teeth. The ash stays in the air creating a 30ft sphere of soot. You
can center yourself in the middle of the sphere or create it in front of you. Additionally the ash
flying through the air causes the area to become heavily obscured.
A creature that is caught with the ash cloud must make a Constitution saving throw, a creature
can repeat this saving throw on subsequent turns. On a failed saving throw you deal 4d6 poison
damage and the target is covered in a thick coat of gunpowder, on a successful saving throw a
creature takes half damage and is not coated in gunpowder.
Additionally as a bonus action if you are within at least 5ft of the ash cloud you can bite down on
the flint, causing the cloud to burst into flames, however the ash cloud can also be lit by any
flammable source (doing so ends the spell early). Each creature caught within the ash cloud
must make a Dexterity saving throw, any creature covered in gunpowder or oil makes the saving
throw at disadvantage (and takes an additional 4d6 fire damage). On a failed saving throw a
creature takes 4d6 fire damage, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level the Damage is
increased by 1d6 for each spell slot above 4th level.
You call forth a twisting cyclone of flammable volcanic gas(that quickly catches flame) into
existence, you create the Cyclone on a spot within range that you can see. The Cyclone is a
cylinder that is 20ft radius and 60ft tall. Additionally Gublin's Flaming Cyclone counts as difficult
terrain for those caught within the radius of the spell. Each creature caught within the spell must
make a Dexterity saving throw, a creature can repeat this saving throw on subsequent turns and
again at the end of their turn. On a failed saving throw each creature takes 5d8 fire damage. On
a successful saving throw a creature takes half damage and they ignore the difficult terrain
made by Gublin's Flaming Cyclone until the end of their next turn.
Additionally as a bonus action you can move Gublin's Flaming Cyclone 30ft.
Gublin's Flaming Cyclone set flammable items that aren't being worn or carried on fire.
At Higher Levels. When you cast this spell using a spell slot of 5th the Damage is increased by
1d8 for each spell slot above 4th.
You hurl forward a molten ball of stone, which almost immediately splits into 5 smaller pieces of
stone forming the Molten Scattershot.
Make a ranged spell attack for each Scattershot. On a hit, the target takes 4d6 fire damage and
4d6 bludgeoning. If a target is struck by a scattershot, they must succeed a strength saving
throw or be knocked prone. No more than 2 Scattershot can hit a single Target, and the second
Scattershot directed at a creature has disadvantage.
Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you create one
additional piece of the Scattershot for each slot level above 5th.
You chose a point on the ground within range that you can see. You begin to stomp the ground
and with each slam of your foot you tear open volcanic fissures that erupt, spewing out lava into
a 30ft cube centered on the point of the initial fissure. Smaller cracks in the earth begin to tear
open, dredging up even more molten stone, making the area affected by Gublin's Volcanic
Up-Dredge to become difficult terrain.
Each creature that is caught in the area of the spell's effect must make a Dexterity saving
throw, If a creature is flying at least 10ft off the ground they make the saving throw with
advantage but If a creature is prone they make the saving throw at disadvantage. A creature
takes 6d6 fire damage and 6d6 bludgeoning on a failed saving throw, or half as much on a
successful one.
Gublin's Volcanic Up-Dredge set's flammable Items that aren't being worn or carried on fire.
Higher Levels. When you cast this spell using a spell slot of 8th level, or higher the Damage is
increased by 1d6 Fire Damage and 1d6 Bludgeoning Damage, for each spell slot above 7th.
Gublin's Volcanic Eruption sets all flammable items on fire, including those that are being worn
or carried.
Each round you maintain concentration on this spell, the eruption produces additional effects on
your turn.
Round 2. The area in the cylinder becomes lightly obscured as clumps of dirt and molten stone
dislodged by the explosion fall from the sky. Each creature in the cylinder must make a Dexterity
saving throw. On a failed save, a creature takes 3d8 bludgeoning damage(deals double damage
to structures) and becomes restrained. On a successful save, a creature takes half as much
damage and isn’t restrained. A creature that is restrained can use their action to make a
Strength(Athletics) skill check, freeing itself on a successful save.
Round 3-5. The area in the cylinder becomes heavily obscured as poisonous volcanic gas
begins to fill the area. Each creature in the cylinder must make a Constitution saving throw. On
a failed save, a creature takes 3d6 poison damage and is poisoned for 1 minute. On a
successful save, it takes half as much damage and isn’t poisoned. A creature poisoned this way
makes a Constitution saving throw at the end of each of its turns, ending the condition on a
successful save.
Round 6-9. You can open 2 Fissures that tear open as lava bubbles begin to pop, each creature
caught within 5ft of the fissure must make a Dexterity saving throw, on a failed saving throw a
creature takes 4d6 fire damage and is set on fire until they use an action to put themselves out,
or half as much on a successful one.
Round 10. Lava covers the entirety of the floor within the cylinder, every creature caught within
the flow of the lava must make a Dexterity saving throw, on a failed save you deal 4d6 fire
damage and and 4d6 bludgeoning damage additionally the target is knocked prone and is
pushed 5ft away from the initial blast, on a successful saving throw a creature takes half
damage and is not knocked prone and is not pushed 5ft away from the initial blast.
You create a wall of Molten Stone on a solid surface within range. You can form it into a
hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface
made up of ten, 10-foot-square panels. Each panel must be contiguous with another panel. In
any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature within its area is
pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the
creature takes 5d6 fire damage and 5d6 bludgeoning damage, or half as much damage on a
successful save.
Whenever a creature physically attacks the wall or comes into contact with the wall they take
5d6 fire damage. Additionally when a creature starts its turn inside the dome they take 2d6 fire
damage.
The wall is an object made of molten stone that can be damaged and thus breached. Each
panel has AC 17 and 30 Hit Points per inch of thickness. Reducing a panel to 0 Hit Points
destroys it and might cause connected panels to collapse at the DM's discretion.
At Higher Levels: When you cast this spell using a spell slot of 7th Level or higher, the damage
increases by 1d6 fire damage for each slot level above 6th.
Lightning Rune
2nd-Level Conjuration
Casting Time: 1 Action
Range: Touch
Components: S
Duration: 8 hours
You etch a rune that has a faint purple hue, into any non warded surface. The rune is 1 inch in
diameter. If a creature other than you touches an item steps on or brushes the rune, it then
explodes, each creature within a 10ft radius of the rune must make a Dexterity saving throw (a
creature holding an item that has the rune on it makes this save at disadvantage), on a failure a
creature takes 4d6 lightning damage, or half as much on a failed one. You can dismiss the rune
as a bonus action.
A creature can discern the rune's location if they make an Intelligence (investigation) skill check
against your spell save DC.
Higher level. When you cast this spell using a spell slot of 4th level you can create an additional
rune for every 2 levels above 2nd, additional runes can be placed on the same object or space if
there's room for them if not you can place them within 5ft of you.
Living Undeath
5th- Level Necromancy
Casting Time: 10 Minutes (R)
Range: Touch
Components: V,S,M (Drop of poison)
Duration: 8 Hours
You begin a ritual that causes you to walk the boundary of undeath itself granting you aspects of
the living dead. While this spell is active your vitals are temporarily bypassed, your heartbeat is
slowed to 1 beat per minute this however has no negative effects. While this spell is an effect,
mindless undead such as Skeletons and Zombies are not hostile to you unless provoked. If
undead are already hostile to you they do not become passive when you cast this spell.
Longfang
1st-Level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
As a bonus action you can assume a more beast like appearance, growing the fangs of a wild
animal, when casting this spell you can make a melee spell attack. Until the spell ends you can
make a Melee Spell Attack (bite attack) as a bonus action, on a hit you deal 1d6+ your Strength
Modifier. Additionally your natural weapon is magical, and you have a +1 bonus to the attack
and damage rolls you make using it.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage
increases by 1d6 for every two slot levels above 1st.
Magnus Dart
Evocation Cantrip
Casting Time: 1 Action
Range: 60ft
Components: V,S
Duration: Instantaneous
A beam of humming energy sores through the air seeking out an enemy within range. Make a
ranged spell attack against a target, on a hit, it deals 1d8 force damage, and the target must
succeed a strength saving throw or be pushed back 5 feet.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Shroud of Sorrow
3rd-Level Necromancy
Casting Time: 1 Action
Range: Self
Components: V,S,M
Duration: concentration, up to 1 minute
You weave a cloak of shadow that begins to surround the caster, this cloak defends them and
lashes out at those who want to harm its host. While active all incoming melee attacks to hit you
are made at disadvantage, additionally you can weave some of the cloak's energy to make an
attack as bonus action, you can make a ranged spell attack towards a creature within 30ft. of
you, on a hit you deal 2d10 necrotic damage. During the duration of the spell you can make this
attack an amount of time equal to (2 + your spell casting modifier times), once you have made
all the attacks the spell ends.
Simulacrum
7th-Level Illusion
Casting Time: 12 Hours
Duration: Until Dispelled
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to make a life-size copy of the
duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed
inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and
consumed by the spell)
[For the first Simulacrum]
You shape an illusory duplicate of one beast or humanoid that is within range for the entire
casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow,
and it can take actions and otherwise be affected as a normal creature. It appears to be the
same as the original, but it has half the creature's hit point maximum and is formed without any
equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that
it is a construct.
Additionally, the simulacrum has one spell slot of each level, and can use spells up to half your
maximum spell level, rounded down. Once you reach 9th level spells, newly created
simulacrum’s max spell level becomes 5.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken
commands, moving and acting in accordance with your wishes and acting on your turn in
combat. The simulacrum lacks the ability to learn or become more powerful, so it never
increases its level or other abilities. Simulacrums regain all expended spell slots each tenday.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs
and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit
points, at which point it reverts to snow and melts instantly. If you cast this spell again with
active simulacrum(s), each additional simulacrum costs double the previous simulacrum’s price
in material components.
You call upon nature's elements and summon a storm of Ice and Fire that is surrounding a Frost
and Fire elemental who are engaged in a millennia long dance.
When you cast this spell all creatures caught in the spell on a round must make a Constitution
save throw, on a failed save take 6d8 Fire damage and 6d8 Cold damage, and on a successful
save take half damage.
As an bonus action you can move the Elementals 10ft in any detection, the Elementals move
together and can not be moved separately
When cast using a 9th lv. spell slot add 1d8 to each of the damage types.
Spell List:
Druid
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Song of Storms
2nd level evocation
Casting Time: 1 Action
Range: 60ft (20 ft. radius)
Duration: Instantaneous
Components: V, S, M (A piece of wood that was struck by lightning)
You conjure a lighting whirlwind, in which the wind lets out a melodic tune, all creatures (other
than yourself) within a 20ft radius of the spell must make a dexterity saving throw, and take
5d10 Lightning on a failed save or half damage on a successful one.
Spell List: Bard, Druid, The Storm King, Sorcerer, Wizard
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Static Outburst
1st-Level Evocation
Casting Time: 1 Action
Range: Self
Components: V,S,
Duration: Instantaneous
For a brief moment you become a conduit of energy, your body rapidly creates static energy and
quickly begins to overload your nerves with energy ending in a small nova centered on you,
each creature within 10ft of you must make a Dexterity saving throw, on a failure a creature
takes 2d8 lightning damage, and half as much damage on a success
Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d8 for each level above 1st.
Storm Bearer
4th-Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V,S
Duration: Concentration, up to 1 minute
While the spell is active you take on a transformation or a storm. The transformation lasts until
the spell ends. You choose one of the following forms to assume: Static Conduit or Wild
Whirlwind
Electric Conduit. Sparks of arcing lightning emanate from your body as you harness the
energy of a storm, additionally you gain the following benefits.
•All melee attacks you make against a creature wearing metal armor are made with advantage.
•Your weapon is coated in surging energy, all melee attacks you make deal an additional 1d6
lighting damage.
•As a bonus action you can release a nova of electrical energy within a 10ft radius centered on
you, each creature other then you must make a Dexterity saving throw, on a failure they take
1d12 lightning damage or none on a success.
Wild Whirlwind. Rushing winds surround you as your reflexes are heightened, additionally you
gain the following benefits.
•A 15ft radius whirlwind surrounds you, the whirlwind counts as difficult terrain for everyone
other than you, and all ranged attacks that travel through the whirlwind are made at
disadvantage.
Strangulation
2nd-Level Necromancy
Casting Time: 1 Action
Range: 60ft
Components: V,S,M (Rope from a hangman's noose)
Duration: concentration, up to 1 minute
The visage of a hanging tree or an executioner holding a spectral noose for each creature
appears on or above the battlefield. All creatures within a 20ft sphere of where the spell is cast
begin to suffocate as a noose is lowered onto there neck, all affected creatures must make a
Constitution saving throw as the noose is pulled upwards, on a failed save the creature begins
to suffocate taking 2d10 necrotic damage, they may repeat the saving throw on subsequent
turns. While being strangled all attack rolls the creature makes are made at disadvantage. On a
successful saving throw a creature takes half damage on the initial suffocation and does not
suffer disadvantage on attack rolls this round.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher the Damage is
increased by 1d10 for each spell slot above 3rd.