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(MediaStream Press) - A Compendium of Elvish Spells

The document presents a compendium of Elvish spells within the context of Dungeons & Dragons, emphasizing a cultural and racial approach to magic rather than a rigid class-based system. It highlights how different races can have unique magical practices that reflect their heritage and identity, allowing for a more immersive gameplay experience. The spells included showcase various magical abilities tied to the Elvish culture, enhancing the narrative depth and character development in the game.

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Jose Cruz
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0% found this document useful (0 votes)
749 views17 pages

(MediaStream Press) - A Compendium of Elvish Spells

The document presents a compendium of Elvish spells within the context of Dungeons & Dragons, emphasizing a cultural and racial approach to magic rather than a rigid class-based system. It highlights how different races can have unique magical practices that reflect their heritage and identity, allowing for a more immersive gameplay experience. The spells included showcase various magical abilities tied to the Elvish culture, enhancing the narrative depth and character development in the game.

Uploaded by

Jose Cruz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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5E

compatible

A Compendium Of:
Elvish Spells
5e Racial Magic
In a world as rich and diverse as Dungeons & Dragons, that re ects the stoic, earth-based traditions of the dwarven
magic should not be a rigid, formulaic tool accessible solely people, learning to imbue weapons with stone-like durability.
by prede ned schools or classes. Instead, magic can be This dynamic allows for a more exible and nuanced
more dynamic, deeply interwoven with the identity, culture, understanding of magic, showing that it’s not only about raw
and heritage of di erent races. By making magic something power but about the cultural context in which it is wielded.
that stems from the race of the character, we can re ect By learning magic from other races, characters become
their unique relationship with the mystical forces of the more than their racial traits—they become representations of
world, crafting a more immersive and meaningful experience the interconnection between cultures, adopting and
for players. adapting spells to suit their own evolving identity.

Magic as Cultural Expression Breaking the Limitation of Classes


Each race in D&D has its own culture, traditions, and Tying magic to race rather than to speci c classes opens
worldview, and these should naturally extend to how they the door for greater creativity and narrative depth. Instead of
practice magic. For example: the strict boundaries of wizards, sorcerers, druids, or clerics,
• Elves, who live long lives deeply connected to nature characters can have magic re ective of who they are, not
and the fey, might have magic that mirrors the rhythm of just the role they occupy. An orc ghter can have access to
the natural world, focusing on harmony with animals, magical abilities rooted in their primal connection to the
plants, and celestial bodies. world without being labeled as a druid or barbarian. A
• Dwarves, known for their craftsmanship and hal ing rogue might know a few enchantments that help
connection to stone and metal, might practice magic them avoid detection, not because they’re a bard or wizard,
that focuses on forti cation, durability, and shaping the but because hal ings in their culture pass down spells of
earth itself, re ecting their cultural heritage of working trickery and stealth.
with raw materials. This system allows more freedom in creating a character
• Orcs, erce warriors and survivors, might wield magic who blends roles and skills uidly. Classes may still de ne a
that emphasizes power, fury, and physical dominance, general profession or training, but magic would be shaped
drawing on primal forces to enhance their strength and by cultural lineage and personal experience, not by the
intimidate their enemies. arbitrary restrictions of class archetypes.
• Hal ings could use subtle, luck-based magics,
blending stealth, charm, and coincidence, re ecting A More Engaging and Unique Campaign Setting
their nimble and community-oriented lives. By making magic race-based, a campaign world feels
Magic should feel like an extension of the race’s history, more alive and varied. Magic would no longer feel like an
personality, and place in the world, rather than a blanket impersonal force anyone can tap into in the same way—it
system applied to everyone equally. This allows the players would be tied deeply to history, tradition, and culture. When
to engage with their character’s magic in ways that feel true the players encounter di erent races, they would not only
to who their character is. see physical and cultural di erences but also entirely
di erent forms of magic. This would create a setting where
Magic as Heritage and Identity magic is more than just a tool but a living, breathing part of
In this model, magic becomes part of a character's the world’s heritage.
identity, owing from their bloodline, upbringing, and cultural
heritage. A half-orc sorcerer, for example, wouldn’t just cast Magic as a Re ection of Who You Are
spells in the same way a human or an elf might. Their magic By separating magic from schools and classes, and
would be more visceral, chaotic, and raw—re ecting their instead rooting it in race and culture, the game becomes
background as someone from a warlike race. Orcs may view more vibrant, diverse, and immersive. Magic, in this
magic as a tool to enhance their combat prowess, a natural framework, is not a one-size- ts-all system, but an
extension of their physical might. expression of identity, culture, and personal experience. It
Similarly, a gnome’s magic might be tied to their inventive evolves with the character, re ecting not only their abilities
and mischievous nature. Rather than casting spells from a but their very essence and relationship with the world.
book, they could manipulate illusions or enchantments that
suit their small size, wit, and knack for cleverness. In this
way, magic becomes a narrative tool that reinforces who the
character is at their core.
Magic as Experience and Exchange of Cultures
Characters should not be bound only to the magic of their
race. Through experiences, travel, and encounters with other
cultures, characters can learn magic outside of their native
traditions. A tie ing raised among elves might have magic
that blends infernal bloodline powers with Elf nature-based
magic. A human raised among dwarves might wield magic
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Moonlight Gleam
Elf Cantrips Starlit Veil
Evocation cantrip Illusion cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self (10-foot radius)
Components: V, S Components: V, S
Duration: 1 minute Duration: 1 minute
A shimmering eld of starry light surrounds you, creating an
You summon a faint, silvery light that clings to a creature or
illusionary veil of stars. For the duration, you can impose
object within range. The target glows with soft moonlight,
disadvantage on one attack made against you by a creature
shedding dim light in a 10-foot radius. If the target is a
within 10 feet. Additionally, creatures that rely on sight have
creature, it must succeed on a Dexterity saving throw or be
disadvantage on Wisdom (Perception) checks to detect you
outlined in the gleam, causing attacks against it to have
while you are within dim light or darkness.
advantage until the start of your next turn.
"In the soft glow of the stars, we are but whispers in the
"The moon watches over all things, casting her light upon
night."
those who seek to hide in shadow."

Feywild Bloom
Sylvan Step
Transmutation cantrip
Transmutation cantrip
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: Self
Components: V, S
Components: V, S
Duration: Instantaneous
Duration: 1 minute
You cause a patch of owers, mushrooms, or vines to sprout
You become one with the forest, moving with silent grace.
from the ground in a 5-foot square within range. These
For the duration, you leave no tracks and make no sound
plants bloom with vibrant color and remain for 1 hour. You
when moving through natural terrain. You have advantage on
can use this spell to obscure a small object, cover a trap, or
Dexterity (Stealth) checks when attempting to hide in forests
simply add natural beauty to your surroundings. Additionally,
or similar natural environments.
you can cause any di cult terrain made of plants to become
"We tread lightly where the trees whisper and the earth normal terrain for the next minute.
remembers."
"Life ows endlessly through the roots of the world, and with
a whisper, I call it forth."
Leafdart
Conjuration cantrip Whispering Breeze
Casting Time: 1 action Evocation cantrip
Range: 60 feet Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: Instantaneous Components: V, S
You conjure a razor-sharp leaf imbued with fey magic and Duration: Concentration, up to 1 minute
send it darting toward a creature within range. Make a
You conjure a gentle breeze that carries messages across
ranged spell attack. On a hit, the target takes 1d6 slashing
distances. You can send a whisper to a creature within range
damage, and if the target is a beast or plant creature, it must
that only it can hear. You can also cause the breeze to
succeed on a Wisdom saving throw or become charmed by
momentarily shift, granting advantage on the next Dexterity
you until the end of your next turn. The spell’s damage
(Stealth) check of a creature you choose within range.
increases by 1d6 when you reach 5th level (2d6), 11th level
"The wind is an old friend, and it carries our secrets safely
(3d6), and 17th level (4d6).
among the leaves."
"The forest itself shall strike at my enemies, swift and sharp
as a whisper in the wind."
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Glimpse of Eternity
Elf Cantrips
Divination cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round
For a brief moment, you attune to the endless span of time
experienced by the elves. You gain advantage on your next
Intelligence or Wisdom ability check made to recall
information about events or creatures of the past.
Additionally, you cannot be surprised for the duration.
"To live as long as the stars is to know that time itself can be
a guide."

Fey re Spark
Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You call forth a small burst of fey re, igniting an enemy in
radiant ames. Make a ranged spell attack against a
creature within range. On a hit, the target takes 1d8 radiant
damage, and if it is a plant or beast, it takes an extra 1d8
radiant damage. Fey magic surges through the target with a
chime of grace
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Lunar Shield
Elf 1st Level Spells Celestial Ember
1st-level Abjuration 1st-level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S Components: V, S
Duration: 10 minutes Duration: Instantaneous
You call upon the protective light of the moon to form a You conjure a small star-like ame in your hand and hurl it at
shimmering shield around you. Until the spell ends, you gain a target. Make a ranged spell attack. On a hit, the target
a +2 bonus to AC, and any creature that hits you with a takes 2d6 re damage. This re is infused with radiant
melee attack takes radiant damage equal to your energy; if the target is undead or end, it takes an extra 1d6
spellcasting ability modi er. radiant damage. The spell’s re spreads light in a 20-foot
"The light of the moon is a shield for those who walk in radius and dim light for an additional 20 feet.
harmony with the night." "From the heavens falls a spark of celestial re, burning
through the dark."
Sylvan Vine Lash
1st-level Conjuration Moonlit Step
Casting Time: 1 action 1st-level Transmutation
Range: 30 feet Casting Time: 1 bonus action
Components: V, S Range: Self
Duration: Instantaneous Components: V, S
You summon a long, thorny vine imbued with fey energy that Duration: 1 minute
lashes out at a creature within range. Make a melee spell You channel the energy of the moon to move with ethereal
attack. On a hit, the target takes 1d10 piercing damage and grace to a spot within your line of sight that is lit by
must succeed on a Strength saving throw or be pulled 10 moonlight. Your movement doesn’t provoke opportunity
feet toward you. If cast in a forest or an area rich with plant attacks, and you can move through creatures and objects as
life, the spell deals an extra 1d4 damage. if they were di cult terrain. If you end your turn inside a
"From the roots of the world, we draw strength, and from the creature or object, you are immediately shunted to the
vines, we strike." nearest unoccupied space and take 1d10 force damage.
"The moonlight guides my step, letting me walk where others
Harmonic Reverie dare not tread."
1st-level Enchantment
Casting Time: 1 action Warden’s Call
Range: 30 feet 1st-level Divination
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 90 feet
You play a melody of fey origin that entrances a creature of Components: V, S
your choice within range. The target must make a Wisdom Duration: 1 hour
saving throw or become charmed by you for the duration. You attune your senses to the creatures of the forest. For the
While charmed in this way, the creature cannot willingly duration, you can communicate simple ideas, emotions, or
move more than 10 feet away from you. The creature warnings to beasts within range, and you can sense the
repeats the saving throw at the end of each of its turns, general location of all beasts within 90 feet. If a beast is
ending the e ect on a success. hostile toward you or your allies, you can attempt to calm it
"The song of the fey is a melody that lingers in the heart and by making a Charisma (Animal Handling) check with
bends the will." advantage.
"The creatures of the wild are allies to those who walk in
harmony with the land."
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Moonbeam's Grasp
Elf 2nd Level Spells Moonlit Sanctuary
2nd-level Evocation Abjuration 2nd-level
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S Components: V, S, M (a piece of moonstone)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
A pale beam of moonlight wraps around a creature of your
You create a shimmering dome of moonlight in a 10-foot
choice within range. The creature must succeed on a
radius centered on a point within range. The area within the
Strength saving throw or be restrained by the light for the
dome is considered lightly obscured, and any creature that
duration. While restrained, the target takes 1d8 radiant
starts its turn within the dome regains 1d6 hit points.
damage at the start of each of its turns. The creature can
Undead and ends within the dome have disadvantage on
use its action to make another Strength saving throw, ending
attack rolls.
the e ect on a success.
"In the moon’s embrace, even the wounded nd solace and
"The moon does not only guide, but it can also hold fast
strength."
those who would disrupt its peace."

Starfall Strike
Sylvan Refuge
Evocation 2nd-level
2nd-level Abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (20-foot radius) Range: 60 feet
Components: V, S, M (a fresh leaf) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You invoke the protective power of the forest, creating an You call down a radiant star from the heavens, which
area of magical concealment. A 20-foot radius centered on explodes upon impact. Choose a point within range; each
you is lled with faint, shimmering leaves, granting you and creature within a 10-foot radius sphere centered on that
your allies half-cover and advantage on Dexterity (Stealth) point must make a Dexterity saving throw. On a failed save,
checks to remain hidden. While in this area, ranged attacks a creature takes 4d6 radiant damage and is blinded until the
targeting you or your allies are made with disadvantage. end of its next turn. On a successful save, it takes half as
"The forest shelters its children, hiding them from those who much damage and is not blinded.
would cause harm." "From the sky, a star falls to bring light and re to those
below."
Feystrider
2nd-level Conjuration Sylvan Embrace
Casting Time: 1 bonus action Conjuration 2nd-level
Range: Self Casting Time: 1 action
Components: V, S Range: 30 feet
Duration: Concentration, up to 10 minutes Components: V, S, M (a sprig of oak)
You draw upon the magic of the fey, enhancing your agility
Duration: Concentration, up to 1 minute
and speed. For the duration, your walking speed increases
You conjure a circle of ourishing plant life around a creature
by 20 feet, and you can move through di cult terrain without
of your choice within range. The target is surrounded by a
penalty. If you pass within 5 feet of a hostile creature, you
dense thicket that grants it 10 temporary hit points and
can teleport up to 10 feet to an unoccupied space as a
advantage on saving throws against being frightened or
reaction, avoiding opportunity attacks.
charmed. The plants also provide cover, giving the target +2
"To walk the fey paths is to move with the wind, unseen and
to AC against ranged attacks.
untouchable."
"In nature’s embrace, we nd both protection and strength
against our foes."
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Celestial Beacon
Elf 2nd Level Spells
Divination 2nd-level
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You summon a bright, celestial beacon that hovers above a
point within range. The beacon sheds bright light in a 30-
foot radius and dim light for an additional 30 feet. Allies
within the bright light gain advantage on saving throws
against being charmed or frightened, and you can see
through illusions within the light.
"Let the light of the stars guide our way and strengthen our
resolve."

Nature’s Resilience
Transmutation 2nd-level
Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of soil)
Duration: Concentration, up to 1 hour
You touch a willing creature and infuse it with the protective
magic of the earth. The target gains resistance to
bludgeoning, piercing, and slashing damage from non-
magical attacks. Additionally, the target has advantage on
saving throws against being restrained or paralyzed.
"From the earth we draw strength, protecting us with
nature’s own endurance."

Feywild Mirage
Illusion 2nd-level
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of faerie dust)
Duration: Concentration, up to 10 minutes
You create an illusory landscape or creature that moves with
you, allowing you to craft an elaborate, visual deception. You
can make the illusion cover an area up to 20 feet in radius.
All creatures within the illusion must make an Intelligence
saving throw to see through the illusion. On a failed save,
they are deceived and cannot take actions that would
directly interact with or harm the illusion.
"From the heart of the Feywild, we conjure illusions as
dazzling as the dawn.”
Starlight Veil
Elf 3rd Level Spells Aria of the Feywild
3rd-level Illusion 3rd-level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: 30 feet
Components: V, S, M (a piece of crystal) Components: V, S, M (a musical instrument)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
A shimmering veil of starlight emanates from you, obscuring You sing a haunting melody of the Feywild, enchanting
creatures within a 30-foot radius. All creatures of your choice creatures within a 30-foot radius. Each creature of your
within the area are lightly obscured and gain advantage on choice that can hear you must make a Wisdom saving throw
Dexterity (Stealth) checks. Any creature that attacks one of or become charmed for the duration. While charmed, they
these obscured targets must make a Wisdom saving throw; are incapacitated and have disadvantage on Wisdom
on a failure, the attack is made with disadvantage. (Perception) checks. A creature charmed in this way can
"The stars above shield us, hiding our presence from those attempt another saving throw at the end of each of its turns,
who would do us harm." ending the e ect on a success.
"With the song of the Feywild, even the strongest wills falter
Moonbeam Arrows in awe."
3rd-level Evocation
Casting Time: 1 action Thornstrike Blade
Range: Self (up to 120 feet) 3rd-level Transmutation
Components: V, S, M (a silver arrowhead) Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute Range: Self
You conjure arrows made of pure moonlight, which you can Components: V, S, M (a thorn from a rose)
re as part of this spell. For the duration, you can use a Duration: Concentration, up to 1 minute
bonus action on each of your turns to re a radiant arrow at You infuse a weapon you touch with the essence of nature,
a target within 120 feet. Make a ranged spell attack. On a hit, causing sharp thorns to sprout along its surface. For the
the target takes 3d8 radiant damage, and any creature hit by duration, the weapon deals an additional 1d6 piercing
the arrow cannot bene t from invisibility until the end of your damage on a hit, and a creature struck by the weapon must
next turn. succeed on a Strength saving throw or be restrained by
"Moonlight guides our aim, striking true against those who magical vines until the end of its next turn.
hide in shadow." "Nature's wrath is swift and silent, as thorns strike deep and
bind the reckless."
Sylvan Refuge
3rd-level Conjuration Song of the Hidden Grove
Casting Time: 1 action 3rd-level Evocation
Range: Self (15-foot radius) Casting Time: 1 action
Components: V, S, M (a handful of oak leaves) Range: 30 feet
Duration: 10 minutes Components: V, S, M (a small branch from an ancient tree)
You conjure a circle of trees and thick brush, creating a Duration: Instantaneous
natural sanctuary around you. The area is heavily obscured You sing a gentle, ancient melody that calls forth beams of
for anyone outside the circle, while you and any allies within light and the scent of a lush forest. Up to three creatures of
can see clearly through the dense vegetation. The area also your choice within range regain 3d8 hit points, and they gain
provides full cover from ranged attacks originating outside temporary hit points equal to half the amount healed.
the circle. The vegetation remains for the duration, and Creatures healed by this spell also have advantage on
creatures within the circle have advantage on Dexterity saving throws against being charmed or frightened for 1
saving throws. minute.
"In nature’s heart, we are untouchable, shielded by the living "From the heart of the forest, we call upon ancient magic to
earth itself." heal and protect."
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Lesser Solar Flare
Elf 4th Level Spells Sunlit Grove
4th-level Evocation 4th-level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, S, M (a shard of crystal or glass) Components: V, S, M (a seed from a sacred tree)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You summon a burst of sunlight that blinds and scorches You summon a peaceful grove bathed in warm sunlight,
your enemies. Choose a point within range. All creatures in a creating a 20-foot radius area of calm. While within the
20-foot radius must make a Constitution saving throw. On a grove, allies regain 1d6 hit points at the start of each of their
failed save, creatures take 4d8 radiant damage and are turns. Hostile creatures that enter the grove must succeed
blinded until the end of your next turn. On a success, they on a Wisdom saving throw or be unable to attack while
take half as much damage and are not blinded. inside the area. This spell ends early if any of your allies
"Even in the darkest depths, the sun’s light nds a way to attack a creature inside the grove.
burn away the shadows." "Beneath the sun’s embrace, even the most weary can nd
respite."
Gale's Whisper
4th-level Conjuration Song of the Eternal Wind
Casting Time: bonus action 4th-level Enchantment
Range: 120 feet Casting Time: 1 action
Components: V, S, M (a feather from a bird of prey) Range: 60 feet
Duration: Concentration, up to 1 minute Components: V, S, M (a small reed ute)
You call upon the wind to carry your words or those of an Duration: Concentration, up to 1 minute
ally. For the duration, you can speak a message of up to 25 You play a melody that stirs the ancient winds. Up to three
words, which is carried by the wind to a creature within creatures of your choice within range must make a Wisdom
range. The wind can navigate around obstacles, and only saving throw or be charmed by you for the duration. While
the target hears the message. The target can respond in charmed, they are enthralled by the music and cannot take
kind, their voice returning to you on the wind. The words actions except to move toward the source of the sound. The
cannot be overheard or intercepted. spell ends early if the charmed creatures take damage.
"The wind is ever our ally, carrying our voices to those in "The wind carries more than just whispers—it carries the
need, no matter the distance." music of our ancestors."

Star eld Step Spiritbond


4th-level Transmutation 4th-level Necromancy
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S Components: V, S, M (a lock of hair from the target)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
You harness the power of the stars to become momentarily You forge a temporary bond between your spirit and that of
insubstantial. For the duration, you can use your movement a willing creature you touch. While the bond persists, you
to teleport up to 30 feet to an unoccupied space that you and the target can share health. As a reaction when one of
can see. When you teleport, starlight brie y glows in your you takes damage, the other can choose to take half of the
wake, and creatures within 5 feet of the starting and ending damage instead. Additionally, you both gain advantage on
points must make a Dexterity saving throw or take 2d8 saving throws against being charmed or frightened.
radiant damage. "In the bonds of spirit, we nd strength greater than any one
"The stars guide our steps, allowing us to move between life."
worlds in the blink of an eye."
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Verdant Path
Elf 4th Level Spells
4th-level Transmutation
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
You summon a line of rapid plant growth in a 30-foot line in
front of you. The plants create di cult terrain, and any
creatures caught in the area must make a Dexterity saving
throw or become restrained by vines until they succeed on a
Strength saving throw to escape. As you walk through the
path, plants part before you, allowing you to move
unhindered, even to the point of lifting you up and assisting
you along.
"Nature carves a path for those who honor its laws."
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Celestial Veil
Elf 5th Level Spells Sylvan Embrace
5th-level Abjuration 5th-level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S, M (a shard of moonstone) Components: V, S, M (a leaf from an ancient tree)
Duration: 10 minutes Duration: Concentration, up to 1 minute
You create a shimmering veil of starlight that covers a 20-
You summon ethereal vines and roots from the ground to
foot radius sphere centered on a point within range.
encircle and protect an ally. The target gains temporary hit
Creatures within the area gain resistance to radiant and
points equal to 5d10. While these hit points remain, the
necrotic damage, and advantage on saving throws against
target has advantage on Constitution saving throws and
spells and magical e ects. Additionally, any undead that
resistance to non-magical slashing, piercing, and
enter the veil must make a Wisdom saving throw or be
bludgeoning damage.
turned for 1 minute.
"Nature herself protects those who are one with her,
"Beneath the starlight’s protection, no darkness can touch
wrapping them in her eternal embrace."
us."

Sunray Spear
Sun re Cascade
5th-level Evocation
5th-level Evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (a drop of molten gold) Components: V, S, M (a shard of sunlight captured in a
Duration: Instantaneous crystal)
You summon a torrent of radiant ames, cascading down in Duration: Instantaneous
a 30-foot cone. Each creature in the area must make a You summon a concentrated beam of sunlight that takes the
Dexterity saving throw, taking 6d6 radiant damage and 4d6 form of a spear and hurls it toward a target within range.
re damage on a failed save, or half as much on a success. Make a ranged spell attack against the target. On a hit, the
Flammable objects in the area that aren’t being worn or spear deals 6d8 radiant damage and an additional 2d8 re
carried ignite. damage. If the target is undead or a creature of shadow, it
"When the sun blazes with fury, even the strongest shadows has disadvantage on the saving throw against this spell.
melt away." "From the sun’s heart, we forge weapons of pure light,
striking down even the darkest foes."
Starshower
5th-level Evocation Feywild Refuge
Casting Time: 1 action 5th-level Conjuration
Range: 150 feet Casting Time: 1 action
Components: V, S, M (a shard of a meteorite) Range: 30 feet
Duration: Instantaneous Components: V, S, M (a sprig of mistletoe)
You call down a cascade of radiant starlight from the Duration: Concentration, up to 1 minute
heavens. A 30-foot-radius cylinder of light erupts in a You create a 30-foot-radius area infused with the magic of
location you choose within range. Creatures in the area must the Feywild. While within this area, you and your allies can
make a Dexterity saving throw, taking 6d6 radiant damage use a bonus action to teleport up to 10 feet to an
on a failed save, or half as much on a successful one. A unoccupied space you can see within the area. Additionally,
creature that fails the saving throw is also blinded until the hostile creatures have disadvantage on attack rolls against
end of its next turn. anyone within the area. The teleportation cannot be used to
"The stars dance in the sky, and their brilliance blinds all who exit the area.
dare defy the light." "The fey grant safe passage to those they favor, o ering
refuge in the blink of an eye."
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Call of the Spirits
Elf 5th Level Spells
5th-level Necromancy
Casting Time: 1 minute
Range: Self (30-foot radius)
Components: V, S, M (an ancestral token)
Duration: Concentration, up to 10 minutes
You call upon the spirits of ancestors and ancient creatures
tied to the land. For the duration, spectral forms of these
spirits appear around you in a 30-foot radius. While within
this area, your allies gain advantage on Wisdom saving
throws, and you can ask one question of the spirits as if you
cast Commune. The spirits can o er guidance, though their
responses may be cryptic or symbolic.
"The voices of those who came before speak through the
wind, o ering wisdom to those who listen."

Windwalker's Melody
5th-level Transmutation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a ute or a lyre)
Duration: Concentration, up to 1 minute
You play a haunting melody that harmonizes with the wind.
For the duration, you and up to six creatures of your choice
within range can move through di cult terrain created by
wind or plant growth without any reduction in speed.
Additionally, you can grant one creature of your choice
within range a y speed of 60 feet until the end of their next
turn.
"The wind is ever our ally, and through its song, we learn to
move as it does—swift, unbound, and free."

Wrath of the Wildheart


5th-level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a thorn from a wild rose)
Duration: Concentration, up to 10 minutes
You invoke the primal forces of nature, transforming yourself
into a more feral form. For the duration, you gain the
following bene ts:
• Your melee attacks deal an additional 2d6 slashing
damage.
• You gain resistance to bludgeoning, piercing, and
slashing damage.
• You gain the ability to communicate with animals as
though under the e ects of Speak with Animals.
• You gain advantage on Strength (Athletics) checks to
grapple or shove creatures.
"Within each of us lies the untamed heart of the wilderness,
ready to strike when the world needs defending."
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Greater Solar Flare
Elf 6th Level Spells Winds of Eternity
6th-level Evocation 6th-level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (30-foot radius)
Components: V, S, M (a piece of sunstone) Components: V, S, M (a feather from an eagle)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You summon a concentrated burst of solar energy, sending a You summon powerful winds that swirl around you in a 30-
blinding are toward a target within range. The target must foot radius, lifting you and up to ve creatures of your
make a Constitution saving throw. On a failed save, it takes choice. You all gain a ying speed of 60 feet for the duration,
8d6 radiant damage and is blinded for 1 minute. On a and ranged weapon attacks against any of you have
successful save, the target takes half damage and is not disadvantage. The winds carry whispers of ancient spirits,
blinded. Undead and ends have disadvantage on the guiding your path through the air.
saving throw. "We ride the eternal winds, borne aloft by the voices of those
"The sun’s light is never far, even in the deepest shadows, who came before."
and it burns with righteous fury."
Call of the Ancients
Starweaver’s Ward 6th-level Divination
6th-level Abjuration Casting Time: 1 minute
Casting Time: 1 action Range: Self
Range: Self (30-foot radius) Components: V, S, M (a relic from an elven ancestor)
Components: V, S, M (a silver thread) Duration: 10 minutes
Duration: Concentration, up to 1 minute You reach across the veil to commune with the ancient elven
You create a shimmering eld of starlight in a 30-foot radius spirits. For the duration, you can ask three questions of the
centered on you. All creatures of your choice within this area ancestors as if casting Commune. In addition, the spirits
gain a bonus to AC equal to your spellcasting modi er, and grant you knowledge of the past, allowing you to cast
when a creature in the area is hit by an attack, the attacker Legend Lore without expending a spell slot or material
takes 3d6 radiant damage. components during this time.
"The stars do not only guide us—they guard us, lighting our "The wisdom of the past is ever within reach, should we
path and shielding us from harm." choose to listen to the voices of the ancient ones."

Sylvan Rebirth Forest Guardian’s Call


6th-level Transmutation 6th-level Conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S, M (a seed from a fey tree) Components: V, S, M (a branch from an ancient tree)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You touch a willing creature and restore it to life with nature’s You summon a powerful guardian spirit of the forest in the
grace. The target regains hit points equal to 6d10 + your form of a spectral animal (such as a bear, stag, or wolf). The
spellcasting modi er, and is cured of any poisons or guardian appears in an unoccupied space within range and
diseases. Additionally, if the target died within the last ghts alongside you. The guardian is a Large creature with
minute, this spell can restore them to life (without the need AC 18, hit points equal to 60, and attacks using your spell
for expensive material components), though they return with attack modi er, dealing 3d10 force damage. The guardian
0 hit points and must roll death saving throws as normal. remains for the duration or until it is reduced to 0 hit points.
"From the earth’s roots to the highest trees, life persists, "The forest does not forget its protectors, and when the
even in the wake of death." need arises, its guardians will answer the call."
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Verdant Resurgence
Elf 6th Level Spells
6th-level Transmutation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a sprig of holly)
Duration: Concentration, up to 1 hour
You call upon the forces of nature to rejuvenate the land. In a
40-foot radius centered on a point within range, plants
rapidly grow and bloom, creating di cult terrain for
creatures. Allies within the area gain temporary hit points
equal to 2d10 + your spellcasting modi er at the start of
their turns. Additionally, any poisoned or diseased creature
in the area has advantage on saving throws against those
conditions.
"From the tiniest sprout to the mightiest oak, life returns
where once it withered."
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Stellar Mantle
Elf 7th Level Spells Wildheart Avatar
7th-level Abjuration 7th-level Transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S, M (a fragment of a meteorite) Components: V, S, M (a feather, a leaf, and a pinch of earth)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
You wrap yourself in a protective veil of starlight. For the You transform into a majestic avatar of nature, assuming the
duration, you gain resistance to all damage types except form of a Large creature made of wind, wood, and stone. In
psychic. Any creature that hits you with a melee attack takes this form, you gain a +3 bonus to AC, resistance to
4d6 radiant damage, as brilliant bursts of starlight sear their bludgeoning, piercing, and slashing damage, and a y speed
esh. Additionally, you shed bright light in a 30-foot radius of 60 feet. Additionally, your melee attacks deal an extra 3d6
and dim light for an additional 30 feet. force damage, and creatures you hit must succeed on a
"The stars o er both guidance and protection to those who Strength saving throw or be knocked prone.
walk in their light.” "I become one with the untamed wilds, a living embodiment
of the forest’s power and grace."
Solar Ascension
7th-level Evocation Feywild's Veil
Casting Time: 1 action 7th-level Illusion
Range: 120 feet Casting Time: 1 action
Components: V, S, M (a shard of crystal bathed in sunlight) Range: 90 feet
Duration: Instantaneous Components: V, S, M (a drop of honey and a sprig of
A radiant beam of sunlight descends from the sky, lavender)
enveloping a 20-foot radius at a point within range. Each Duration: Concentration, up to 1 hour
creature in the area must make a Constitution saving throw, You create a shimmering veil of fey magic over a 60-foot
taking 8d10 radiant damage on a failed save, or half as cube within range. The area is concealed by illusory foliage,
much on a success. Fiends and undead have disadvantage mist, and fey creatures. Creatures you designate can pass
on the saving throw. A creature reduced to 0 hit points by through the area freely, but hostile creatures must succeed
this spell is disintegrated into dust, leaving nothing behind. on a Wisdom saving throw or be unable to perceive anything
"The sun's wrath is pure and inescapable, burning away the beyond the veil. For the duration, you and your allies can
corruption of darkness." move through the area without being detected, as though
under the e ect of the Pass without Trace spell.
Eldertide Surge "The veil of the fey is as elusive as a summer breeze, and
7th-level Transmutation those who seek it shall only nd whispers."
Casting Time: 1 action
Range: 60 feet Spiritbond
Components: V, S, M (a vial of river water) 7th-level Necromancy
Duration: Concentration, up to 1 minute Casting Time: 1 action
You summon the ancient power of nature’s cycles to heal Range: 30 feet
and protect. Up to three creatures of your choice within Components: V, S, M (a lock of hair from a loved one)
range gain regeneration, regaining 10 hit points at the start Duration: Concentration, up to 1 hour
of each of their turns. Additionally, these creatures are You bind your spirit to another willing creature within range.
immune to poison and disease for the duration. While the bond persists, if either you or the bonded creature
"Just as rivers ow and trees renew, so too does life heal drops to 0 hit points, the other can sacri ce half of their
itself, given time and the will of the world." current hit points to restore the fallen creature to 1 hit point.
In addition, you and the bonded creature can communicate
Celestial Con uence telepathically and share each other's senses, including sight
7th-level Conjuration and hearing.
Casting Time: 1 action "Even death cannot sever the bond between kindred spirits."
Range: 90 feet
Components: V, S, M (a shard of meteorite)
Duration: Concentration, up to 1 minute
You call down the power of the stars, summoning celestial
spirits in a 30-foot radius centered on a point within range.
These spirits shed bright light in a 30-foot radius and dim
light for another 30 feet beyond that. Hostile creatures in the
area take 4d8 radiant damage at the start of their turns and
have disadvantage on attack rolls made while in the area.
Allies gain advantage on saving throws while within the light.
"The stars are ever-watchful, and when called upon, they
lend their light to defend the faithful."
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Song of the Stars
Elf 8th Level Spells Elemental Binding
8th-level Enchantment 8th-level Conjuration
Casting Time: 1 action Casting Time: 1 minute
Range: 120 feet Range: 60 feet
Components: V, S, M (a star-shaped crystal) Components: V, S, M (a gemstone worth 1,000 gp attuned
Duration: Concentration, up to 1 minute to an elemental plane)
You sing an ancient, celestial melody that resonates with the Duration: Concentration, up to 1 hour
stars. Choose up to six creatures within range. Each You bind an elemental spirit from the Plane of Air, Earth, Fire,
creature must succeed on a Wisdom saving throw or or Water to serve you. The elemental appears in an
become charmed for the duration. While charmed, they are unoccupied space within range and follows your commands
incapacitated, staring in awe at the stars, and they take for the duration. It ghts for you, acts as a servant, or can be
4d10 radiant damage at the start of each of their turns. The sent to retrieve an object or scout an area. The elemental is
spell ends if a creature takes damage from a source other friendly to you and your allies but will attempt to break free if
than this spell. severely injured or if you lose concentration.
"In the harmony of the stars, all else falls silent." "From the deepest caverns to the brightest skies, the
elements bend to the will of the fey."
Sun re Tempest
8th-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a shard of pure obsidian)
Duration: Instantaneous
You summon a storm of ery sunlight that scorches
everything in a 30-foot-radius sphere centered on a point
within range. Each creature in the area must make a
Dexterity saving throw. On a failed save, the creature takes
10d6 re damage and 10d6 radiant damage, or half as much
on a successful save. The area is illuminated by bright
sunlight for 1 minute, and any ends or undead in the area
must make the save with disadvantage.
"The fury of the sun will burn away the shadows and leave
only light."

Sylvan Ascendance
8th-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a leaf from an ancient tree)
Duration: Concentration, up to 10 minutes
You call upon the ancient magic of the feywild, transforming
up to ve willing creatures of your choice within range into
sylvan avatars. Each creature gains resistance to all damage
except force damage, a ying speed of 60 feet, and the
ability to move through plants and trees as if under the tree
stride spell. In addition, while within 10 feet of a tree, the
creatures have advantage on all saving throws.
"The forest awakens within us, and we rise with the power of
the wild."
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Celestial Convergence
Elf 9th Level Spells Song of the Eternal
9th-level Conjuration 9th-level Enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 300 feet
Components: V, S, M (a gem infused with stardust) Components: V, S, M (a silver ute)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
You conjure a celestial phenomenon that bathes a 60-foot- You perform a hauntingly beautiful melody that resonates
radius area in radiant, starlit energy. For the duration, the across a 300-foot radius, a ecting all creatures within range.
area is lled with swirling cosmic energy that provides the Each creature must make a Charisma saving throw. On a
following e ects: failed save, creatures are enchanted, falling under the e ects
• All creatures of your choice within the area gain of Mass Suggestion as if cast by you, and are compelled to
advantage on saving throws against spells and other follow a single command you issue. Enchanted creatures
magical e ects. cannot act against their allies or harm themselves willingly.
• Any creature that starts its turn within the area takes "The eternal song of the elven heart commands the very
6d10 radiant damage. soul, weaving destiny with each note."
• Celestial beings or fey creatures within the area are
empowered, gaining temporary hit points equal to your Reshape Nature
spellcasting ability modi er + your level. 9th-level Transmutation
"The cosmos align to shield and empower those who stand Casting Time: 1 action
in the light of the celestial dance." Range: 1 mile
Components: V, S, M (a vial of soil from an ancient grove)
Eclipse of Eternity Duration: Concentration, up to 10 minutes
9th-level Illusion You call upon the raw power of nature to reshape the land
Casting Time: 1 action within a 1-mile radius. You can cause the terrain to become
Range: Self (100-foot radius) hazardous, summoning earthquakes, massive plants, and
Components: V, S, M (a piece of obsidian) treacherous terrain. For the duration, you can control the
Duration: Concentration, up to 1 hour land’s features at will, creating di cult terrain, summoning
You create a magical eclipse that darkens the sky within a massive plant growth, or causing tremors that deal 10d10
100-foot radius around you, plunging the area into twilight. bludgeoning damage to all creatures within the a ected
While within this darkness, you and your allies gain total area.
concealment, e ectively becoming invisible to enemies. "The earth itself rises to heed the call of the one who
Additionally, all creatures within the area must make a commands its might."
Wisdom saving throw or be frightened for the duration. The
eclipse also obscures vision, giving disadvantage on attack Astral Field of Protection
rolls and saving throws for creatures within the area. 9th-level Abjuration
"In the shadow of the eternal eclipse, the light of the world Casting Time: 1 action
seems but a distant memory." Range: Self (60-foot radius)
Components: V, S, M (a fragment of a celestial star)
Feywild Ascendant Duration: Concentration, up to 1 hour
9th-level Conjuration You create a shimmering protective eld of astral energy
Casting Time: 1 action around yourself in a 60-foot radius. Allies within the eld gain
Range: 60 feet resistance to all damage types, and any attack that would hit
Components: V, S, M (a crystal vial lled with Feywild an ally within the area has a 50% chance of missing instead.
essence) Additionally, any spell or magical e ect that targets an ally
Duration: Concentration, up to 10 minutes within the eld has a chance to be de ected, causing it to be
You open a portal to the Feywild, summoning an exalted fey redirected to a random creature within the area instead.
lord to aid you. The fey lord appears in an unoccupied space "In the embrace of the celestial guardian, we nd protection
within range and remains for the duration. The fey lord has from the universe’s harshest trials."
the following statistics: AC 22, 120 hit points, and attacks
with a +12 bonus to hit, dealing 4d10 radiant or necrotic
damage (your choice). Additionally, while the fey lord is
present, all fey creatures within 60 feet of it have advantage
on saving throws against being charmed or frightened.
"From the heart of the Feywild, a lord of the fey emerges,
bringing with them the whims and power of the otherworldly
realm."
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