Witch Creations List
Witches in Bubblegum Grunge are spellcrafters and spellcasters, mastering magic in two ways. First, they concoct spells using bottles, cauldrons, or rituals, infusing their magic with the essence of their surroundings. The air buzzes with vibrant energy as spells burst from colorful bottles, simmer in mysterious cauldrons, or unfold in secret rituals under the moonlit sky. Bubblegum Grunge witches also possess an innate ability to cast spells through sheer willpower, but those spells are found under Willpower invocations.
Cantrips
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Abjuration
- Blade Ward: You retrieve a small vial containing a shimmering liquid from your belt pouch. Applying it to your skin, you coat yourself in a magical substance that grants resistance against bludgeoning, piercing, and slashing damage from weapon attacks until the effect dissipates.
- Resistance: From your belt pouch, you produce a vial containing a faintly glowing liquid. Administering it to a willing ally, they gain resilience, allowing them to add a d4 to one saving throw of their choice.
Creation
- Acid Splash: You toss a small glass vial filled with bubbling green liquid at your target. Upon impact, the vial shatters, releasing a splash of corrosive acid, dealing 1d6 acid damage.
- Infestation (Xanathar’s Guide to Everything): From a hidden pocket, you retrieve a pouch containing a swarm of tiny, enchanted insects. Releasing them toward your target, they deliver a poisonous bite, dealing 1d6 poison damage.
- Poison Spray: Brandishing a small atomizer, you release a cloud of noxious gas towards your target. Those caught within the cloud suffer 1d12 poison damage.
- Burst Ball (Sword Burst from Tasha’s Cauldron of Everything): You produce a small pouch filled with pebbles, pellets, or small balls imbued with magical energy. Activating the pouch, you hurl it into the air, causing it to burst open in a shower of projectiles that swirl around you briefly before dispersing. Each creature within range, other than you, must succeed on a Motorics saving throw or take 1d6 force damage.
Divination
- Guidance: You present a small charm to the target, granting them insight. Once activated, they can roll a d4 and add the number rolled to one ability check of their choice.
- True Strike: Drawing a small focusing lens, you peer through it, gaining a brief glimpse into the target's defenses, granting advantage on your first attack roll against them on your next turn.
Enchantment
- Friends: Offering a small token imbued with charm, you influence the mood of your target, granting you advantage on Psyche checks directed at them.
- Mind Sliver: You produce a small crystal shard infused with arcane power. Focusing your intent, you hurl the shard towards a creature you can see within range. The target must succeed on an Intelligence saving throw or suffer 1d6 psychic damage and have disadvantage on the next saving throw it makes before the end of your next turn.
- Vicious Mockery: You wield a small enchanted object, such as a carved figurine or a crystalline charm. With a sneer and a flourish, you direct a stream of magical insults towards a creature you can see within range. The target must succeed on a Psyche saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Illusion
- Minor Illusion: Pulling out a small trinket, you activate its enchantment, causing a sound or image to manifest momentarily.
Other
- Cure Wounds: You apply a salve infused with magical energies to the wounds of a creature, healing them for 1 hit point. This can be used on a creature once per short rest.
- Light: You produce a small, enchanted stone that emits bright light in a 20-foot radius and dim light for an additional 20 feet when activated.
- Mending: You use a small vial of enchanted adhesive to repair a single break or tear in an object you touch.
- Produce Flame: You activate a small, enchanted charm, conjuring a flickering flame in your hand that sheds light and can be used for illumination or attack.
- Sense Charm: Activating a special sensor device, you detect the presence of charm spells and the location of any creature or object under the effect of such magic.
- Spare the Dying: Administering a specially crafted potion, you stabilize a dying creature, preventing them from succumbing to their wounds.
- Witchcraft (Based on Druidcraft and Thaumaturgy): With a few gestures and words, you craft something useful, enabling you to perform simple magical effects such as opening or closing doors, cleaning objects, or flavoring food.
From Cayote's list
- Arcane Consultation: Using a spirit communication medium a spirit appears to you, the DM determines the appearance of the spirit, but it is ethereal and cannot touch or be touched and only you can see it. As long as the spirit is present, you may ask it questions and it will try to answer. It can tell you: The time of day and date. The direction of true north. Your body temperature or that of another creature within 10 feet of you, or the temperature of your current environment. The names of the most revered gods, the most powerful nations and their rulers, and the names of the most famous historical figures. The language a text is written in or the language that another creatures is speaking (it cannot translate). The temperature water boils at. The spirit may possess other knowledge, at the DM's discretion, but its knowledge is usually superficial, trivial or something that is general knowledge.
- Minor Appearance Modification: With a carefully crafted potion, you create a small change in your appearance that lasts for one hour. You may:
- Change the size or colour of your eyes.
- Change the shape, width or length of your nose (no more than 3 inches).
- Change the colour or length of your hair (no more than 3 inches).
- Change the colour or length of your fingernails (no more than 3 inches).
- Create a small tattoo or scar anywhere on your body (it can't occupy a space larger than 3 square inches).
- Remove a spot, scar or mark (no larger than 3 square inches).
- Trickster's Quirk: You attempt to cause a creature within range that you can see to make an involuntary expression or sound. The creature must succeed on a Psyche saving throw. On a failure, choose one of the following: The creature's facial muscles contract, causing it to wink, blink, grin, grimace or drop its jaw (your choice). The creature lets out an involuntary belch, cough, laugh, scream or sneeze, or says a random word (your choice, but you don't get to choose the word if you choose to make it say a word). If the creature was concentrating on a spell or ability when it failed the saving throw, it must succeed on a Constitution saving throw against your spell save DC to maintain concentration.
1st Level Spells
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Abjuration
- Absorb Elements (Xanathar’s Guide to Everything): You carry a small flask containing a swirling mixture of elemental essence. When activated, it forms a protective barrier around you, absorbing energy from a hostile spell of acid, cold, fire, lightning, or thunder damage and storing it for your next melee attack.
- Alarm (Ritual): You set up a small enchanted device or mark a perimeter with magical runes. When touched by a creature or object, it emits a loud alarm in your mind, alerting you to the intrusion.
- Armor of Agathys: You consume a small potion or apply an enchanted ointment to your skin, coating yourself in a layer of frost. Any creature that hits you with a melee attack while this armor is active takes 5 cold damage (1st level), with the damage increasing as you cast this spell using higher-level spell slots.
- Ceremony (Xanathar’s Guide to Everything): You perform a ritual using specially prepared components to mark significant events or create magical bonds.
- Mage Armor: You activate a rune-inscribed talisman or don a garment infused with magical energy, granting you protection and increasing your Armor Class for 8 hours
- Protection From Evil and Good: You sprinkle powdered silver on yourself or a willing creature, creating a protective barrier against aberrations, celestials, elementals, spirits, fiends, and undead.
- Sanctuary: You create a small charm or amulet imbued with protective magic. Until the spell ends, any creature who targets the warded creature with an attack or harmful spell must first make a Psyche saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.
- Shield: You carry a small enchanted shield or activate a magical force field around yourself, granting a +5 bonus to AC until the start of your next turn.
- Snare (Xanathar’s Guide to Everything): You craft a small trap using vines, rope, and other natural materials, imbuing it with magical energy. When a creature enters the area, the trap activates, restraining the creature and dealing 1d6 piercing damage.
Creation
- Arms of Hadar: You create a small talisman or amulet imbued with the essence of dark energy. When activated, shadowy tendrils erupt from the talisman, wrapping around nearby creatures with an ominous embrace. These tendrils, reminiscent of the void, deal 2d6 necrotic damage to each creature within 10 feet of you.
- Ensnaring Strike: You coat your weapon with a special resin or sprinkle it with magical dust. The next time you hit a creature with a weapon attack before this spell ends, it becomes restrained as magical vines or thorny brambles wrap around it, causing it to take an additional 1d6 piercing damage.
- Entangle: You throw a small bag of enchanted seeds or sprinkle magical dust over an area, causing vines and plants to grow and restrain creatures within the area, dealing 2d6 piercing damage.
- Find Familiar (Ritual): You conduct a ritual using rare incense and herbs, conjuring a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
- Fog Cloud: You release a small vial of enchanted mist or cast powder into the air, creating a 20-foot-radius sphere of fog centered on a point within range.
- Grease: You throw a small vial of slippery oil or dust the ground with a magical substance, causing it to become difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Motorics saving throw or fall prone.
- Hail of Thorns: You imbue your ranged weapon with magical energy or sprinkle it with enchanted thorns. The next time you hit a creature with a ranged weapon attack before the spell ends, it takes an extra 1d10 piercing damage.
- Ice Knife (Xanathar’s Guide to Everything): You create a shard of ice and imbue it with magical energy, hurling it at a target within range. The shard explodes on impact, dealing 1d10 piercing damage to the target and 2d6 cold damage to creatures within 5 feet.
- Quilted Helper (Ritual): You craft a small quilted helper that walks near you and can carry items for you.
- Witch's Fire: Drawing upon the arts of witchcraft and alchemy, you conjure a small vial of volatile, green-hued flame. When thrown at a target within range, the vial shatters on impact, unleashing a fierce conflagration that engulfs the target. The target must make a Motorics saving throw. On a failed save, it takes 1d10 fire damage, or half as much on a successful save. This mysterious green fire, fueled by arcane energies, lingers briefly, causing additional damage over time to those caught within its searing radius.
Divination
- Beast Bond (Xanathar’s Guide to Everything): You conduct a ritual using rare incense and herbs, forging a telepathic link with a beast you touch.
- Comprehend Languages (Ritual): You drink a potion or consume a special scroll, allowing you to understand the literal meaning of any language you read.
- Detect Evil and Good: You hold a small silver mirror or piece of polished metal, focusing your senses to detect aberrations, celestials, elementals, spirit, fiends, and undead within 30 feet.
- Detect Magic (Ritual): Using a reactive agent or holding a crystal focus aloft, you determine the presence of magic within 30 feet of you.
- Detect Poison and Disease (Ritual): You add a plant clipping into a vial of water and touch a creature or a small volume of liquid or food, allowing you to detect poison or disease within it.
- Fortune’s Favor (Explorer’s Guide To Wildemount): You perform a ritual using specially prepared components, gaining advantage on one ability check, attack roll, or saving throw of your choice within the next 10 minutes.
- Gift of Alacrity (Explorer’s Guide To Wildemount): You perform a ritual using specially prepared components, granting a creature 1 temporary hit point and a bonus to its initiative rolls for the next hour.
- Hunter’s Mark: You imbue a small token or piece of ammunition with mystic energy, marking a creature as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Psyche (Perception) or Psyche (Survival) check you make to find it.
Enchantment
- Animal Friendship: You present a small enchanted token or offer food containing magical ingredients to charm a beast you can see within range.
- Bane: You sprinkle a small amount of powdered nightshade over a group of creatures, weakening their resolve and causing them to take a penalty on attack rolls and saving throws.
- Bless: As a witch, you weave the threads of fate and fortune, invoking the spirits of luck and prosperity. You sprinkle a handful of enchanted herbs or cast a handful of sacred runes over yourself and your allies. The spirits bless you with good fortune, granting you and your chosen allies a boon in combat. Until the spell ends, whenever a target makes an attack roll or a saving throw, they can roll a d4 and add the number rolled to the attack roll or saving throw.
- Dissonant Whispers: You whisper a discordant melody or recite unsettling words, causing a creature within range to take 3d6 psychic damage as it flees from you.
- Heroism: You present a small token or imbibe a potion, imbuing a creature with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary 1 hit point at the start of each of its turns.
- Hex: You concoct a small vial of enchanted substance. This substance, when applied to a target, be it a person, place, or object, brings about a minor but persistent misfortune upon them. Whether it's a whispered curse, a sprinkling of arcane dust, or a drop of enchanted oil, the effects of this hex can vary based on the caster's intention. It need not be a spell used in combat; rather, it can be employed to specifically alter one's luck, bringing about subtle disturbances in the target's endeavors. The hex remains until dispelled or its purpose fulfilled, allowing the caster to subtly influence the course of events.
- Silvery Barbs (Strixhaven: A Curriculum of Chaos): You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
- Sleep: You sprinkle a pinch of sand or dust over an area, causing creatures within the area to fall into a magical slumber. Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points.
Illusion
- Color Spray: You release a small crystal prism or wave a wand adorned with vibrant colors, creating a dazzling array of flashing, colored light. Each creature in a 15-foot cone originating from you must make a Psyche saving throw or be blinded until the spell ends.
- Disguise Self: You don a small enchanted mask or cloak, altering your appearance to look like another person or creature of similar size and shape.
- Distort Value (Acquisitions Incorporated): You present a small trinket or piece of merchandise and perform a quick ritual, temporarily altering its perceived value to either increase or decrease its worth.
- Illusory Script (Ritual): You write a secret message on a piece of parchment, imbuing it with magical energy so that it appears as an unintelligible sequence of runes to all but the intended recipient.
- Silent Image: You weave a small enchantment using gestures or a focus item, creating the illusion of an object, creature, or other visible phenomenon within range that lasts for the duration.
2nd Level Spells
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Abjuration
- Aid: You brew a special tonic or administer an enchanted salve, granting your allies an additional hit point.
- Arcane Lock: With skilled craftsmanship and arcane knowledge, you inscribe mystic sigils and runes on a door or container, securing it with magical protection against unauthorized entry.
- Pass Without Trace: You concoct a special substance from enchanted oils and powders, applying it to your shoes. As you move, the substance muffles your footsteps and masks your presence, making you and your companions harder to detect. This enchanted coating grants you and your allies a +10 bonus to Motorics (Stealth) checks until the spell ends.
- Protection from Poison: You brew a special potion or apply an enchanted poultice, dispelling curses and diseases afflicting a creature you touch.
Creation
- Cloud of Daggers: You create a small, enchanted cube or container filled with razor-sharp blades, releasing them in a swirling vortex. Each creature caught within the area takes 4d4 slashing damage as the blades cut through flesh and armor.
- Dust Devil: Using a small pouch containing enchanted sand or dust, you summon a swirling vortex of debris to harass and assail your foes. Each creature in the area takes 2d8 bludgeoning damage.
- Misty Step: With a whispered incantation and a wave of your hand, you open a magical doorway to the understage, a hidden realm between spaces. Stepping through this doorway, you emerge within a 30-foot radius of your current location, allowing you to move swiftly and unexpectedly before exiting the understage at your desired destination.
- Summon Beast (Tasha’s Cauldron of Everything): You perform a ritual using rare components and focus your will, summoning a beast to aid you in battle.
- Symbiote: With ferrofluid, you create an accessory that will read what your body desires it to do, with the ability of shifting into a weapon, extending your reach, wrapping around a limb like a bracelet, belt, or band. Your symbiote has to remain touching you at all times, and can extend your reach by 10 feet, but weapons can't exceed 5 feet. Your symbiote takes on the properties of whatever form is takes.
- Vortex Warp (Strixhaven: A Curriculum of Chaos): You activate a small enchanted device or manipulate the natural flow of magical energies, creating a swirling vortex at a point you can see within range. Each creature within 10 feet of the vortex must make a Constitution saving throw or take 3d6 force damage and be pulled 10 feet towards the vortex.
- Web: You weave an enchanted net or throw a pouch filled with magical fibers, creating a mass of thick, sticky webs that fill a 20-foot cube. Creatures that start their turn in the webs or enter them for the first time on a turn must make a Motorics saving throw or become restrained and take 2d4 piercing damage.
- Wristpocket (Ritual) (Explorer’s Guide To Wildemount): With a small crafted device or enchanted container, you create a pocket dimension accessible from your wrist, allowing you to store and retrieve items with ease.
Divination
- Augury (Ritual): You cast bones, read tarot cards, or consult other divination tools, seeking knowledge of the future. You receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes.
- Beast Sense (Ritual): You consume an enchanted potion or apply a magical ointment, allowing you to see through the senses of a beast you touch for the duration.
- Detect Thoughts: You focus your mind and gaze upon a creature, using a small crystal or enchanted mirror to delve into its thoughts and uncover its secrets.
- Find Traps: You sprinkle enchanted powder over an area or focus your senses, revealing any traps or hidden mechanisms within range.
- Locate Animals or Plants (Ritual): You perform a ritual using rare incense and herbs, gaining knowledge of the direction and distance to the closest creature or plant of a specific kind within 5 miles.
- Locate Object: Using a small piece of the desired object or an enchanted scrying device, you sense the direction of a known or familiar object's location.
- See Invisibility: With the aid of enchanted lenses or a potion brewed with special herbs, you gain the ability to see invisible creatures and objects.
Enchantment
- Animal Messenger (Ritual): Drawing upon your bond with an animal you already know, you communicate your message through a form of natural telepathy or empathic connection. By sharing your thoughts and intentions with the chosen animal, it becomes imbued with the task of delivering your message to a designated recipient. Through gestures, vocal cues, or shared emotions, you convey the desired information, allowing the animal to understand and carry out its mission.
- Calm Emotions: You create a small vial containing a calming elixir or enchanted perfume. When released, the scent soothes emotions and tempers the passions of those nearby, suppressing feelings of hostility or aggression.
- Enthrall: Using a crafted object or enchanted focus, you captivate the attention of creatures within range, charming them with your words or actions and compelling them to listen to you.
- Hold Person: You throw a vial containing a potent paralyzing substance at a humanoid target within range. Upon impact, the substance takes effect, causing the target to become paralyzed until they succeed on a Psyche saving throw, breaking free from the spell's grasp.
- Jim’s Glowing Coin (Acquisitions Incorporated): You create a small, enchanted coin that emits a soft glow, captivating the attention of creatures within range and distracting them from other activities.
- Suggestion: Utilizing meticulously crafted pheromones, you implant a suggestion in the mind of a creature, compelling it to heed the course of action you propose.
- Zone of Truth: Utilizing meticulously crafted pheromones you craft a small circle or enchanted boundary, creating an area where creatures within it are compelled to speak only the truth.
Illusion
- Blur: You apply an enchanted substance to your skin or clothing, causing your appearance to become blurred and indistinct. This magical effect distorts your features, making it more difficult for enemies to discern your precise location and target you accurately. All attackers that rely on sight have disadvantage on you.
- Magic Mouth (Ritual): Using enchanted stones or special symbols, you create a magical mouth that can speak a message when triggered by a specific condition.
- Mirror Image: You craft enchanted mirrors or reflective surfaces, creating illusory duplicates of yourself that move and mimic your actions, confusing attackers and diverting their strikes.
- Nathair’s Mischief (Fizban’s Treasury of Dragons): With a small charm or token, you create illusory disturbances and mischievous pranks, confounding and distracting creatures within range.
- Nystul’s Magic Aura: Using enchanted paint or powders, you alter the magical aura of a creature or object, masking its true nature or making it appear as something else.
- Phantasmal Force: With an enchanted focus or a conjured illusionary item, you create a convincing illusion that affects a creature's senses, causing it to perceive and react to something that isn't there.
- Silence (Ritual): You produce a small vial containing enchanted essence or a rune-inscribed object, creating a sphere of magical silence that muffles sound within its boundaries.
3rd Level Spells
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Abjuration
- Counterspell: With a keen eye and a reaction, you disrupt the casting of a spell within range by using a spell that you have learned, nullifying its effects and preventing its completion.
- Dispel Magic: You craft an enchanted sigil or focus, channeling arcane energy to dispel magical effects within range, potentially ending ongoing spells or suppressing magical phenomena.
- Magic Circle: With chalk, salt, or other enchanted materials, you create a protective circle on the ground, warding off celestial, elemental, spirit, fiend, or undead creatures.
- Nondetection: You craft a potion or apply an enchanted ointment, concealing a creature or object from scrying, divination, and detection.
- Remove Curse (ritual): Using specially prepared herbs or anointed oils related to the curse, you break a minor curse afflicting a creature or object, freeing it from malevolent magical influences.
Creation
- Bottled Lightning: With a vial containing captured lightning and enchanted conductive materials, you unleash a surge of electrifying energy. When thrown at a point within range, the vial shatters, releasing a powerful bolt of lightning that arcs towards a target of your choice within 5 feet of the point of impact. The target must make a Motorics saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. Additionally, any creature within 5 feet of the target must also make the same saving throw, taking the same damage on a failed save, or half as much on a successful one.
- Create Barrier: With a swift gesture and a focus item such as a vial of enchanted liquid or a special wand, you release a substance that rapidly expands and solidifies into a sturdy barrier. The substance swiftly takes shape, forming a barrier sized object such as a wall, dome, or other protective structure. This barrier provides cover and impedes movement, granting advantage on Motorics saving throws made behind it and imposing disadvantage on attacks against creatures behind the barrier.
- Leomund’s Tiny Chest (Ritual): With a crafted box or container, you create a magical space to store items safely, accessible only by you or a designated creature.
- Sleet Storm: You conjure a storm of freezing rain and sleet, making the area difficult terrain and potentially causing creatures within to fall prone.
- Stinking Cloud: You release a vial of enchanted gas or conjure a cloud of noxious fumes, causing creatures within to become poisoned and potentially incapacitated.
Divination
- Clairvoyance: You craft a special scrying device or enchanted crystal ball, allowing you to see or hear a location within range, providing visual or auditory information about that location.
Enchantment
- Catnap (Xanathar’s Guide to Everything): Using an aroma-infused oils, you lull creatures into a restful state, allowing them to regain the benefits of a short rest in just 10 minutes.
- Enemies Abound (Xanathar’s Guide to Everything): With an bottled gas, you sow discord and confusion among enemies, forcing them to perceive each other as threats, potentially causing them to attack one another.
- Fast Friends (Acquisitions Incorporated): By offering a small token or a potion of friendship, you charm creatures into viewing you as a trusted ally, gaining advantage on Psyche checks to interact with them for the duration of the spell.
- Incite Greed (Acquisitions Incorporated): With an enchanted coin or a whispered incantation, you stoke the flames of greed in creatures, compelling them to focus on acquiring wealth or treasure to the exclusion of all else.
Illusion
- Fear: You create an illusion of a creature's worst nightmares or deepest fears, causing them to become frightened and potentially flee from the source of their terror.
- Hypnotic Pattern: With a mesmerizing display of swirling colors or enchanting music, you captivate the minds of creatures within range, inducing a hypnotic trance that leaves them incapacitated and unaware of their surroundings.
- Major Image: Using enchanted materials or a conjured focus, you create a lifelike illusion of an object, creature, or other phenomenon, capable of moving and interacting with its environment as you desire.
4th Level Spells
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Abjuration
- Aura of Purity: Using a vial of blessed water or anointed oil, you create an aura of divine purity that purges toxins and diseases, granting creatures within range immunity to poison and disease.
- Banishment: With a whispered invocation and a focus item such as a silver mirror or a consecrated symbol, you attempt to banish a creature to another plane of existence, forcing it to make a Psyche saving throw or be banished from the current plane.
- Death Ward: Using enchanted herbs or a potion brewed with rare ingredients, you ward a creature against death, granting it resistance to necrotic damage and advantage on saving throws against effects that would reduce its hit points to 0.
- Freedom of Movement: With enchanted oils or a ritual involving sacred gestures, you imbue a creature with the ability to move unhindered by difficult terrain or magical effects that impede movement.
- Mordenkainen’s Private Sanctum: With chalk or enchanted dust, you create a protected area or seal off a space, preventing divination and scrying and muffling sound within its boundaries.
Creation
- Conjure Minor Elementals: Using elemental runes or enchanted crystals, you summon minor elementals to aid you in battle or perform tasks, bringing forth creatures of earth, air, fire, or water.
- Dimension Door: With an enchanted key or a crafted focus, you create a temporary rift in space, allowing you to create a shortcut for yourself and willing creatures to an unoccupied space you can see within range.
- Grasping Vine: With enchanted tendrils or a conjured focus, you summon a vine to grasp and pull creatures within range, potentially restraining them and dealing 2d6 bludgeoning damage.
- Leomund’s Secret Chest: With an enchanted chest or a ritual involving arcane sigils, you create a hidden extradimensional space to store items safely, accessible only by you or a designated creature.
Divination
- Arcane Eye: You craft a small, enchanted eye-shaped trinket or crystal ball, allowing you to create an invisible magical sensor that can move through space and provide you with visual information about a distant location.
- Divination (Ritual): With enchanted runes or a focus item such as a crystal ball, you perform a ritual to seek guidance or gain insight into a specific question or course of action.
Enchantment
- Charm Monster (Xanathar’s Guide to Everything): Using a tailored lure or concoction, you attempt to charm a creature within range, swaying its emotions and causing it to regard you as a friendly acquaintance.
- Compulsion: Utilizing meticulously crafted pheromones, you compel creatures within range to act in a certain manner, potentially forcing them to move in a specific direction or take other actions against their will.
- Confusion: You release a cloud of enchanted mist or conjure a mesmerizing illusion, causing creatures within range to become confused and disoriented, potentially affecting their ability to act.
Illusion
- Hallucinatory Illusion: Using enchanted incense or whispered enchantments, you create a vivid, illusory scene that appears real to creatures within range, potentially causing them to believe they are experiencing something that isn't there.
5th Level Spells
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Abjuration
- Antilife Shell: With consecrated salts or a blessed circle, you create a barrier of divine energy that repels living creatures and protects those within from the attacks of such creatures.
- Dispel Evil and Good: Using holy water or consecrated objects, you attempt to end spells and effects that control or influence creatures, such as charm or possession, and banish fiends and undead back to their native planes.
- Greater Restoration (ritual): With rare herbs or anointing oils, you restore a creature's vitality and remove various debilitating effects, such as petrification, curses, or ability score reductions.
Creation
- Cloudkilll: With a vial of enchanted gas or alchemical concoction, you create a cloud of poisonous vapor that deals 5d8 poison damage to creatures caught within its area.
- Insect Plague: With a vial of enchanted insects or a conjured swarm, you create a storm of biting insects that deals 4d10 piercing damage to creatures within its area of effect.
Divination
- Commune With Nature (Ritual): Through a ritual involving offerings to nature spirits and whispered prayers, you commune with the natural world, gaining insight into the terrain and creatures within a specific area.
- Contact Other Plane (Ritual): With arcane sigils or enchanted objects, you attempt to contact an extraplanar entity or deity, seeking information or answers to questions beyond mortal understanding.
- Scrying: Using enchanted water or a crystal ball, you scry on a target creature or location, allowing you to see and hear what is happening there and potentially gain insight into future events.
Enchantment
- Hold Monster: With a vial containing a substance that paralyzes, you throw the vial at a creature within range. The vial shatters upon impact, releasing the paralyzing substance that affects the target creature. The creature must succeed on a Psyche saving throw or be paralyzed until it can make a successful saving throw at the end of each of its turns to break the effect.
- Modify Memory: With enchanted oils or whispered enchantments, you alter the memories of a creature, reshaping its recollection of events or implanting false memories.
Illusion
- Creation: With enchanted materials or a focus item such as a sculptor's tools, you create an illusionary object of non-magical substance, which lasts for the duration of the spell.
- Dream: With a sprinkle of enchanted sand or a whispered incantation, you send a message to a sleeping creature's dreams, potentially delivering a message or implanting an idea.
- Mislead: With a burst of illusionary magic, you create a duplicate of yourself that appears in a different location, while you become invisible and silent until you choose to reveal yourself or take an action.
- Seeming: Using enchanted potions, you alter the appearance of creatures within range, causing them to look like different creatures or objects for the duration of the spell.
6th Level Spells
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Abjuration
- Witch Grove (Xanathar’s Guide to Everything): With rare materials and a focus on an extra-dimensional space, you create a hidden sanctuary known as a Witch Grove. Within this pocket of magical nature, lush plants and enchanted flora flourish, creating a serene and safe haven for you and your allies. The Witch Grove provides shelter from the elements and a restful environment, allowing for rest, recuperation, and communion with the natural world.
- Forbiddance: Using consecrated symbols and enchanted incense, you create a protected area that repels creatures of your choice and prevents dimensional doors into or out of the area.
- Guards and Wards: With enchanted glyphs and arcane symbols, you fortify an area with magical protections, creating illusions, alarms, and other defenses to deter intruders and protect the space from unwanted visitors.
Creation
- Arcane Gate: With intricate glyphs and enchanted materials, you create a permanent pair of linked gates that connect two locations, allowing for rapid travel between them through the understage, a hidden network of mystical pathways. These gates remain open until you choose to close them, or you use this spell again.
- Drawmij’s Instant Summons (Ritual): With rare components and enchanted symbols, you create a magical link between an object and yourself, allowing you to summon the object to your hand from anywhere in the world when needed.
- Wall of Thorns: Using enchanted vines or conjured thorns, you create a wall of bristling thorns that deals 7d8 piercing damage to creatures that attempt to pass through it and provides cover to creatures on either side.
Divination
- Find the Path: Using a divination ritual and enchanted compass, you guide yourself and others to a specific destination, regardless of the obstacles or distance involved.
- True Seeing: With enchanted lenses or a focus item such as a crystal orb, you grant yourself the ability to see through illusions and magical disguises, revealing the true nature of creatures and objects.
Enchantment
- Otto’s Irresistible Dance: With a rhythmic beat and enchanting music, you force a creature within range to dance uncontrollably, potentially causing it to suffer embarrassment and leaving it incapacitated for the duration of the spell.
Illusion
- Programmed Illusion: With enchanted symbols and arcane diagrams, you create a complex illusion that triggers in response to predetermined conditions, potentially deceiving and confusing creatures within its area of effect.
7th Level Spells
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Abjuration
- Symbol: With intricate runes and enchanted materials, you inscribe a potent magical symbol on a surface, imbuing it with a specific magical effect that triggers when a creature approaches or interacts with it.
Creation
- Dream of the Blue Veil (Tasha’s Cauldron of Everything): Through a ritual involving meditation and whispered invocations, you create a dreamscape where you and a group of creatures can meet and converse, bridging the gap between distant locations with a shared vision.
- Mordenkainen’s Magnificent Mansion: With enchanted keys or arcane gestures, you conjure a luxurious extradimensional mansion, providing a comfortable and secure sanctuary for you and your allies.
- Plane Shift: With a focus item such as a tuning fork or enchanted crystal, you open a portal to another plane of existence, allowing you and a group of creatures to travel to a different realm.
Illusion
- Mirage Arcana: With enchanted pigments or whispered incantations, you create a powerful illusion that alters the appearance of the environment, potentially changing the terrain and creating false sensory stimuli within its area of effect.
- Project Image: With a focus item such as a mirror or enchanted crystal, you create a lifelike illusion of yourself that can move and act independently, allowing you to interact with others from a safe distance.
8th Level Spells
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Abjuration
- Antimagic Field: With iron based concoctions, you create a zone of null magic that suppresses magical effects and spells within its radius, providing protection against magical attacks.
- Mind Blank: With rare herbs and anointing oils, you shield a creature's mind from scrying and mental manipulation, granting immunity to psychic damage and effects that would read its thoughts or emotions.
Creation
- Demiplane: With a focus item such as a miniature doorway or enchanted key, you create a pocket dimension that serves as a secluded sanctuary or a trap for unwary intruders, providing a safe haven or a prison beyond the bounds of the material plane.
- Incendiary Cloud: Using alchemical mixtures or enchanted dust, you conjure a billowing cloud of fire and smoke that deals 10d8 fire damage to creatures within its area of effect, potentially igniting flammable objects and setting creatures ablaze.
Enchantment
- Antipathy/Sympathy: Using alchemical mixtures or enchanted dust, you create a powerful emotional effect that repels or attracts creatures within its range, potentially causing them to flee in fear or be drawn irresistibly toward a specific location or object.
9th Level Spells
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Abjuration
- Imprisonment: With rare gemstones and arcane incantations, you bind a creature in a personalized prison of your design, potentially incapacitating it indefinitely or sealing it away in an extradimensional space.
Creation
- Gate: With a focus item such as an engraved portal or a summoning circle, you create a gateway between the material plane and another plane of existence, potentially allowing creatures to travel between realms or summoning powerful allies to your aid.
- Storm of Vengeance: Using substances that can summon storms or a focus item such as a weather vane, you summon a raging storm cloud that unleashes destructive lightning bolts, hailstones, and acid rain upon creatures and structures within its area of effect.
Divination
- Foresight: With a focus item such as a crystal ball or enchanted mirror, you gain unparalleled insight into the future, granting yourself and allies advantage on attack rolls, ability checks, and saving throws while also sensing potential dangers and avoiding them.
Illusion
- Weird: Using haunting illusions, you create a nightmarish phantasm that assaults the minds of creatures within its area of effect, potentially causing them to suffer psychic damage and become frightened or incapacitated by their darkest fears. At the end of each of the frightened creature’s turns, it must succeed on a Psyche saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
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