- School: Conjuration
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (a flask of vinegar)
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard
You create a shower of caustic acidic rain upon everything in a 40-foot cube centered on a point you can see within range, dealing 3d8 acid damage. A creature can make a Constitution saving throw to take half damage instead.
Higher Levels: For each spell level this is cast at above 3rd, increase the size of the cube by 5 feet.
- School: Evocation
- Casting Time: 1 Action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Paladin
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Higher Levels: For every two spell levels above 3rd this is cast at, the healing increases by 1d6.
- School: Necromancy
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Cleric, Wizard
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
- Choose one ability score. The target has disadvantage on ability checks and saving throws made with that ability score.
- The target suffers debilitating pain. It has disadvantage on Dexterity checks and its speed is reduced by 10 feet.
- The creature is Deafened or Blinded (your choice).
- The target becomes gruesomely hideous, causing all creatures that it speaks to but is not in combat with to be compelled to make a Wisdom save against your Spell Save DC or become frightened for one round. When you choose this effect, you can exempt any number of creatures of your choice from the saving throw.
- The creature becomes insatiably hungry or thirsty. Whenever ingestible substances are present, it must make a Wisdom save or spend its action doing nothing but consuming it.
- You cause the creature to become adverse to a substance of your choice. When presented with the substance within five feet, it must make a Constitution save or become incapacitated by vomiting and dry heaves for 1 round.
- The target has disadvantage on attack rolls against you.
- The target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- Your attacks and spells deal an extra 1d8 necrotic damage to the target.
- The creature has -1 penalty to all d20 checks.
- Whenever the creature hears a word or phrase of your choice, it instead hears the speaker say a different word or phrase with an inflection of your choice. This effect lasts as if upcast by two levels.
- The target loses the ability attune or unattune magical items.
Alternatively, you can select one of the following options, which have a duration as if cast 2 levels higher. These options do not require concentration:
- The target exudes an aura of antipathy, causing other creatures to take its words in the worst possible light. It gains disadvantage on Persuasion and Deception checks. When the target is affected, you can choose to also alter their appearance in an obviously supernatural and harmless manner, such as a giving them a pig's nose or a rat's teeth.
- You switch a creature's sex. This has no effect on creatures that do not possess them or are hermaphroditic.
- The creature can only speak in incomprehensible gibberish, but it can still cast spells with a Verbal component.
- The creature gains all physical traits of a zombie of its species but keeps its mental ability scores, personality, and alignment.
- The creature gains a withering touch. Any living thing it touches receives 1 point of necrotic damage. A creature may not suffer this damage more than once per round.
- The creature suffers vivid hallucinations of their most respected ally condemning them.
- Whenever someone the cursed target knows dies, the target is made fully aware of the ways they could have saved them.
- Whatever physical feature a creature is most insecure about becomes exaggerated. For instance, a short man who is insecure about it shrinks by six inches.
- Food turns to ash in the creature's mouth, requiring them to eat twice as much to maintain weight and they become unable to enjoy eating.
- Whenever a creature attempts to communicate using words or text, it must rhyme or make a Charisma saving throw or receive 1 point of Psychic damage. This effect's duration is as if the spell was upcast by two levels.
- The creature is afflicted with a long term insanity of your choice.
- The target suffers vivid nightmares that force it to sleep an additional two hours a night to receive a full rest. This has no effect on creatures that do not sleep.
A Remove Curse spell cast at the same level or higher ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on the curse's effect.
Higher Levels: At 4th level, the duration increases to 10 minutes with concentration. At 5th level, it is 8 hours without concentration. At 7th, it is 24 hours. At 8th, it is 1 month. At 9th, the curse becomes permanent.
- School: Abjuration
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (a silk ribbon worth at least 2gp, which is consumed by the spell)
- Duration: 3 days
- Classes: Cleric, Druid, Wizard
You grasp a Huge or smaller creature and attempt to bind it. Unless the creature is willing, it must have 5 or fewer hit points or this spell fails.
Circular binding rings appear around the target's appendages and mouth. Its speed is reduced to 10 feet, it cannot fly without the Hover feature, it cannot Dash, any attacks it makes are considered improvised, and it cannot speak. As an action, the caster can lift one of these restrictions or reinstate it.
Higher Levels: At 5th level, duration increases to 1 week and the target gains the liftable restriction of being unable to move more than 60 feet away from the caster. At 7th, it increases to one month and the target gains the liftable restriction of being unable to regain hit points. At 9th, it increases to 1 year and the restrictions can be lifted or restored at will (no action required).
- School: Evocation
- Casting Time: 1 Bonus Action, which you take immediately after hitting with a Strike.
- Range: Self
- Components: V
- Duration: 1 minute
- Classes: Paladin
Your weapon flares with blinding light, dealing an additional 3d6 radiant damage, or 4d6 if the strike was melee.
The target must succeed on a Constitution saving throw or be Blinded. A creature can repeat the saving throw at the end of each of its turns, ending the spell on a success.
- School: Abjuration
- Casting Time: 1 Reaction, which you take when you observe a creature you can see casting a spell
- Range: 60 feet
- Components: S
- Duration: Instantaneous
- Classes: Sorcerer, Warlock, Wizard
If you wish, before initiating the casting of this spell, you may make an Intelligence (arcana) check contested by the target's Dexterity (sleight of hand). If you succeed and the spell is on your class's list and is of a level you can cast, you learn the spell's identity and what level it is cast at. If it is not, but you succeed on the check, you learn the spell's type (arcane, divine, or natural), level, and school.
Regardless of the success or failure of the check, you may then cast this spell to attempt to disrupt the magic before it can affect the world. If the spell is of the level Counterspell was cast at or lower, the target's fledgling spell immediately fails. Otherwise, make an ability check using your spellcasting ability where the DC is 13 plus the difference in level between the two spells. If you succeed on the check, the target's spell immediately fails. Otherwise, the spell proceeds as normal.
- School: Transmutation
- Casting Time: 1 Action Ritual
- Range: Self (30-foot radius)
- Components: V, S, M (a miniature golden axe worth 20gp)
- Duration: Instantaneous
- Classes: Druid, Wizard
All unintelligent nonmagical immobile plants within range are transformed into grass.
- School: Abjuration
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Warlock, Wizard
Choose any creature, object, or magical effect within range. A spell of 3rd level or lower on the target ends (if multiple are present and you have used Identify or Detect Magic's focus action, you may select which you target). For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. When non-spell magical effects are targeted directly, the DC is equal to half the CR of the creature that created it at the time of creation.
Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. If not, the DC is reduced by 1 for each spell slot level up this is cast at.
- School: Transmutation
- Casting Time: 1 Action
- Range: 1000 feet
- Components: V, S, M (a bird carved out of wood with rubies for eyes worth 10gp that you crush underfoot while casting the spell)
- Duration: Instantaneous
- Classes: Druid, Wizard
You target a flying creature within range and summon a tremendous blast of air to knock it from the sky. The creature makes a Dexterity saving throw. On a failure, it plummets 100 feet. On a success, it falls only 50 feet. If it strikes the ground, it takes falling damage (1d6 for each 10 feet fallen), plus another 5d6 damage due to the force of the blast, half on success.
- School: Transmutation
- Casting Time: 1 Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Artificer, Druid, Paladin, Ranger
A weapon you touch is charged with elemental energy, counting as a magical weapon for the duration, if it wasn't one already. Choose one of the following: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to hit, and the first time it hits in a round, it deals an additional 2d6 damage of the chosen type.
Higher Levels: When cast as a 5th level or higher spell, the bonus increases to +2, and the damage to 3d6. When cast at 9th level, the bonus increases to +3, and the damage to 4d6.
- School: Evocation
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (an emerald worth at least 200gp)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
Select two points you can see within range that are no more than 40 feet away from each other. A emerald-green beam of energy blasts between them in a 5-foot-wide line, dealing 8d6 necrotic damage to any creatures within it. A creature can attempt a Dexterity saving throw to take half damage instead.
Higher Levels: For each spell level higher this is cast at, the damage increases by 1d6.
- School: Transmutation
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (a shard of obsidian)
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20 foot cube originating from that point. Creatures within the cube must make a Dexterity saving throw or receive 3d12 bludgeoning damage on a failed save, or half as much on a success. Additionally, all creatures with Tremorsense within the target cube or the 20-foot cube directly below it must make a Constitution save or have that sense blinded. A tremor-blind creature may repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
Clearing the difficult terrain requires 1 minute per 5-foot square.
Higher Levels: This spell deals an additional 1d12 for each spell level it is cast at above 3rd.
- School: Transmutation
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (an hourglass)
- Duration: 1 minute
- Classes: Cleric, Druid
You encase a creature in ice, restraining it and preventing it from casting spells with somatic components or making weapon attacks. An unwilling creature may attempt to make a Strength saving throw and then again on each of its turns as an action to attempt to break out, ending the spell on a success. On a failed saving throw, it receives 2d10 cold damage. While a creature continues to be restrained, it has resistance to bludgeoning, piercing, and slashing damage.
Upon taking fire damage, the spell ends early, and the creature is freed.
Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the damage of this spell increases by 1d10 for each spell level above 3rd.
Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the extra damage dealt by the attack increases by 1d6 for each slot level above 3rd.
- School: Evocation
- Casting Time: 1 Bonus Action, which you take immediately after hitting with a Strike against a target on the ground.
- Range: Self
- Components: V
- Duration: 1 minute
- Classes: Paladin
Your weapon flares with crackling energy, dealing an additional 3d6 lightning damage, or 4d6 if the strike was melee.
At the start of your next turn, a bolt of lightning descends from the sky and strikes the place on the ground where your target was standing when you attacked them. Any creature in the path must succeed on a Dexterity saving throw or take 6d6 lightning damage.
Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the initial and delayed damage both increase by 1d6 for each slot level above 3rd.
- School: Evocation
- Casting Time: 1 Action
- Range: Self (20-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Warlock, Sorcerer, Wizard
Blue flames surge around you in a 20 foot radius that spreads around corners. A creature other than you that enters the flames for the first time on its turn or begins its turn there must make a Dexterity saving throw or receive 2d8 fire damage, half on success. A creature that fails is outlined in the flames until the end of its next turn or it finds itself outside the area. During this time, it gains no benefits from being invisible, and attacks against it have advantage.
Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the damage of this spell increases by 1d8 for each spell level above 3rd.
- School: Conjuration
- Casting Time: 1 Action
- Range: 150 feet
- Components: V, S, M (a pickled octopus tentacle)
- Duration: Concentration, up to 1 minute
- Classes: Warlock
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Higher Levels: For each spell level higher this is cast at, the acid damage increases by 1d6.
- School: Transmutation
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
- Classes: Cleric, Druid
You deeply chill a target creature and compel a Constitution saving throw. On a failure, a creature receives 4d10 Cold damage, or half as much on a success. For every 20 points of damage a creature takes from this spell, they suffer one level of exhaustion that lasts for the spell's duration. If the creature receives fire damage, the spell ends. Creatures with the Heated Body feature or are under the influence of the Fire Shield spell or similar magic are immune to it.
Higher Levels: For each spell level higher this is cast at, the damage increases by 1d10.
- School: Evocation
- Casting Time: 1 Action
- Range: Self (100-foot line)
- Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
A stroke of lightning forming a line up to 100 feet long and 5 feet wide blasts out from you in a direction you choose. If the lightning strikes a creature or barrier (such as a wall), you can choose for it to arc to the nearest creature within the spell's remaining range that it has not yet arced to that is not behind total cover from the arc origin. If there is a tie, you may chooose the creature the bolt arcs to. Each creature in the bolt must then make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
Higher Levels: For each spell level higher this is cast at, the damage increases by 1d6.
replaces Major Image
- School: Illusion
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (a bit of fleece)
- Duration: Concentration, up to 10 minutes
- Classes: Bard, Sorcerer, Warlock, Wizard
You create a figment that is no larger than a 20-foot cube. The figment appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, taste, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a taste or smell that might sicken a creature (like a troglodyte’s stench).
As long as you are within range of the figment, you can use your action to cause it to move to any other spot within range. As the figment changes location, you can alter its appearance so that its movements appear natural for the figment. For example, if you create a figment of a creature and move it, you can alter the figment so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your Concentration.
- School: Evocation
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (niter, sulfur, and pine tar formed into a bead)
- Duration: Concentration, up to 10 minutes.
- Classes: Bard, Sorcerer, Warlock, Wizard
You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell, and as a bonus action on each of your turns thereafter, you can expend up to two meteors, sending them streaking toward one or more points within 120 feet of you. Once a meteor reaches its destination or impacts a solid surface, it explodes. Each creature within 5 feet of the explosion must make a Dexterity saving throw. A creature takes 2d6 damage on a failed save or half as much on a success. Uncontrolled objects automatically take full damage. Each meteor is its own instance of damage.
Higher Levels: For every spell level above 3rd that this spell is cast at, one more meteor is generated. Additionally, for every two spell levels above 3, as part of the spell's bonus action behavior, you can send an additional meteor.
- School: Abjuration
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (a scorched quarts crystal)
- Duration: Instantaneous
- Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
You compel a target to make a saving throw using its spellcasting ability score. On a failure, the creature loses a spell slot of its highest level, as if it had expended it, and takes 1d4 psychic damage for each level of the lost spell.
- School: Illusion
- Casting Time: 1 Minute Ritual
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
- Classes: Wizard
You create a shadow figment of a Riding Horse on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The shadow figment uses the statistics for a Riding Horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
- School: Conjuration
- Casting Time: 1 Action
- Range: Self (15-foot radius)
- Components: V, S, M (a holy symbol)
- Duration: Concentration, up to 10 minutes
- Classes: Cleric, Paladin
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
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.
- School: Conjuration
- Casting Time: 1 Action
- Range: Self (90-foot cone)
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
Numerous motes of energy spring into existence around you before catapulting forward. Select up to 4 creatures in a 90-foot cone, and make a ranged spell attack against each. On a hit, a creature receives 9d6 radiant damage.
Higher Levels: For each spell level higher than 3rd this is cast at, the spell's damage increases by 1d6, and this spell can target an additional 2 creatures.
- School: Transmutation
- Casting Time: 1 Reaction, which you take when you see a creature other than yourself make a weapon attack that affects a creature within range of this spell
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Sorcerer, Warlock, Wizard
If the triggering attack hits, the attack deals an additional 3d12 force damage. This damage is not doubled by critical hits.
Higher Levels: For each spell level above 3rd this is cast at, the damage increases by 1d12.
- School: Evocation
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Sorcerer, Wizard
You gain tremorsense to a distance of 30 feet for the duration of this spell. Additionally, when you first cast it, as the somatic component, you touch a creature or object, and loose a pulse of energy that causes it to vibrate, as well as any other objects or creatures it touches, any objects or creatures they touch, and so on, out to the range of the tremorsense granted by this spell. The pulse is strong enough to detect the presence of solids and liquids, but not gases, and can determine fine details, such as the interior mechanisms of a lock.
Creatures with tremorsense other than you within the range of the spell will gain the same information you do from this pulse, and even creatures without tremorsense within the radius will feel an unnatural vibration.
Higher Levels: The radius of the tremorsense increases at higher spell slot levels. At 4th, the range becomes 50 feet. At 5th, 80. 6th, 150. 7th, 500. 8th, 1000. At 9th level, the radius increases to one mile.
- School: Evocation
- Casting Time: 1 Action
- Range: Unlimited
- Components: V, S, M (a short copper wire)
- Duration: Instantaneous
- Classes: Artificer, Cleric, Sorcerer, Warlock, Wizard
You send a short message of twenty-five words or less to a creature with which you are moderately familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner on its next turn as part of this spell. The magic of the spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence. If the target is on a different plane than you, the DM secretly rolls a d20. On a 1, the message is not delivered. If it is delivered and the creature replies, the DM then rolls another d20 to see if you receive the reply.
Messaging a god is likely to inspire divine wrath, earn no response at all, or result in a reply of incomprehensible concepts beyond the caster's understanding.
If you send the message to yourself or someone who is dead, the spell fails. If the creature is asleep, the message is delivered when the creature awakens.
The following are examples of familiarity that would enable the casting of this spell:
- Someone you have seen the likeness of and know the full name of. Titles and nicknames do not count.
- Someone you have spoken with in person.
- Someone who has previously cast this spell on you.
- Someone with whom you have had written correspondence.
Higher Levels: For every spell level higher than 3rd this is cast at, the maximum word count increases by 5 words.
- School: Necromancy
- Casting Time: 1 Action
- Range: Self (90-foot line)
- Components: V, S, M
- Duration: Instantaneous
- Classes: Sorcerer, Warlock, Wizard
You unleash a beam of negative energy in a 90-foot line that grows stronger with each creature in its path.
Each creature in its path must succeed on a Charisma saving throw or receive 5d8 necrotic damage plus the accumulated damage, or half as much on a success. The accumulated damage a given creature takes is equal to your spellcasting ability modifier multipled by the number of other creatures the beam passed through before affecting that creature.
Higher Levels: For each spell level above 3rd this is cast at, the damage increases by 1d8.
- School: Evocation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (a pecious gemstone worth at least 150gp of the corresponding type)
- Duration: 1 hour
- Classes: Artificer, Cleric, Paladin, Warlock, Wizard
You touch a creature, and its hair or fur becomes invested with one of the following elements. The creature's hair changes in appearance to display the element. Short hair such as arm hair may have a lesser effect such as glowing with an inner fire while longer hair such as a beard may become a roaring flame or flowing locks of lightning.
- Fire (ruby): The creature gains resistance to fire damage. As a bonus action, it can cause this fire to surge, deal 1d6 fire damage to all other creatures within 5 feet of it and igniting them, dealing this damage again at the end of the damaged creature's turn. A creature can extinguish itself as an action.
- Ice (diamond): The creature gains resistance to cold damage, and ice creeps outward from the creature's feet. Any other creature that ends its turn standing within 5 feet and on the same surface as the target receives 1d6 cold damage and must succeed on a Strength saving throw or have its feet frozen to the ground, reducing its speed to zero. A creature may repeat the save at the end of each of its turns.
- Lightning (sapphire): The creature gains resistance to lightning damage. As a bonus action, the invested creature may hurl a bolt of lightning at a creature within 15 feet of it. The targeted creature receives 1d6 lightning damage and must succeed on a Constitution saving throw or be unable to take reactions until the end of its next turn.
- Acid (amethyst): The creature gains resistance to acid damage. When the creature is damaged by a melee attack, its attacker receives 1d6 acid damage.
- Earth (onyx): The creature gains resistance to nonmagical bludgeoning, piercing, or slashing damage. As a bonus action, the creature may cause a stone spike to momentarily shoot up from a space on the ground within 5 feet of it. The square around the spike becomes difficult terrain until the beginning of the creature's next turn, and any creatures in that space receive 1d6 piercing damage.
Higher Levels: For each spell level higher than 3rd this is cast at, damage dealt by this spell increases by 1d6.
- School: Transmutation
- Casting Time: 1 Hour Ritual
- Range: Self
- Components: V, S, M (sap from a rubber tree, mixed with 20gp of gold dust)
- Duration: 1 year
- Classes: Artificer, Cleric, Wizard
As you cast the spell, you walk a circuit atop a stone structure. When you finish, the stone becomes elastic, gaining resistance to all nonmagical damage and immunity to thunder damage.
- School: Conjuration
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, S, M (a gilded flower worth at least 300gp)
- Duration: Concentration, up to 1 hour
- Classes: Druid
You call forth a fey spirit that takes the form of a plant. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Herbal Spirit stat block. When you cast the spell, choose a form: Spore, Vine, or Fungus, which determines details of stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands you issue (no action required). If you don’t issue any, it defends itself, but otherwise takes no action. The spirit is said to have a number of hit dice equal to twice the level of the spell slot used to cast this spell, although it cannot use them to heal.
Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the creature’s statistics change to reflect this.
- School: Conjuration
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard
You summon a large shard of ice and propel it at breakneck speed toward a target you can see within range. Make a ranged spell attack. On a hit, the target takes 2d10 piercing damage and the shard explodes in a 15-foot cone. Creatures in the cone must make a Dexterity saving throw or receive 4d10 cold damage. The creature that was hit automatically fails.
Higher Levels: For each spell slot above 3rd this spell is cast with, the cold damage increases by 1d10.
- School: Conjuration
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (a golden disk worth at least 25gp, which is consumed by the spell)
- Duration: Instantaneous
- Classes: Artificer, Cleric, Wizard
You place a Tiny object on the golden disk and teleport it to a Teleportation Circle you know the sigils of.
Higher Levels: For each spell slot above 3rd this spell is cast with, the spell can teleport objects of one size class larger. Larger objects require larger golden disks.
- School: Conjuration
- Casting Time: 1 Action
- Range: 120 feet
- Components: V, S, M (a drop of water)
- Duration: Instantaneous
- Classes: Druid, Sorcerer, Wizard
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Higher Levels: For each spell slot above 3rd this spell is cast with, the damage increases by 1d8.
- School: Necromancy
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Warlock, Wizard
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
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.
- Small: 100gp
- Medium: 200gp
- Large: 400gp
- Huge: 800gp
- Gargantuan: 1600gp
- Titanic: 3200gp
- School: Conjuration
- Casting Time: 1 Action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: Instantaneous
- Classes: Psion, Sorcerer, Wizard
You create a sudden violent vortex that blasts outwards in a cone, tossing characters and objects within the area. Creatures take 2d6 bludgeoning damage and must succeed a Strength saving throw or be knocked 20 feet backward and 40 feet upward. If the creature then falls, it takes fall damage as normal.
Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Source: KibblesTasty
- School: Conjuration
- Casting Time: 1 Action
- Range: Self (50-foot line)
- Components: V, S, M (a nozzle)
- Duration: Instantaneous
- Classes: Druid, Wizard
You launch a torrential stream of water in a line 10 feet wide and 50 feet long. The water persists after the spell. The line must either start from your hand or from a body of water within 30 feet of you. If the jet originates from your hand, you draw the water from the Plane of Water. If the spell draws from a body of water, it consumes up to 30,000 gallons of water.
Creatures within the line must make a Strength saving throw or be knocked prone and receive 4d8 bludgeoning damage. A creature that succeeds on its saving throw receives half as much damage, and is not not knocked prone.
Higher Levels: For each spell level this is cast at above 3rd, this spell deals an additional 1d8 damage.