Additional Campaign Spells
Attract Metal
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pouch of iron filings)
Duration: Concentration, 1 minute
You create a magnetic field that allows you to push or pull metal objects. When you cast the spell, and as an action
each round for the duration, you can exert your will on one metal object that you can see within range. You can
affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target
is no longer affected by the spell.
You can try to move a metal object that weighs up to 500 pounds. If the object isn’t being worn or carried, you
automatically move it in a straight line up to 30 feet toward or away from you, but not beyond the range of this
spell.
If the object is being worn or carried by an unwilling creature, you must make an ability check with your
spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that
creature and can move it in a straight line up to 30 feet toward or away from you, but not beyond the range of
this spell. If the object is a worn object that cannot easily be removed (such as armor) and you win the contest, the
targeted creature also moves with the metal object. On subsequent rounds, you can use your action to attempt to
maintain your grip on the creature by repeating the contest. If the combined weight of the object and the creature
exceed 500 pounds, the target cannot be moved.
Erase
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the nib of a quill)
Duration: Instantaneous
You remove writing from a single scroll, one page of paper, a sheet of parchment, or a similar surface that you can
see within range that is no larger than a 2-foot-square area.
This spell can also automatically remove a glyph of warding or a glyph created by the symbol spell. If the glyph
was created using a spell slot of 4th level or higher, you must make an ability check using your spellcasting ability.
The DC equals 10 + the spell’s level. On a successful check, the glyph is erased.
Glitterdust
3rd-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a packet of confetti)
Duration: 1 minute
You spray a shower of golden glitter from your hands. Each creature in a 15-foot cone becomes coated in glitter
for the spell’s duration, and affected creatures or objects can’t benefit from being invisible. In addition, any creature in the area when the spell is cast must succeed on a Constitution saving throw or become blinded for the duration. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
on a success.
Nature’s Ladder
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an acorn)
Duration: 24 hours
You cause a tree to sprout from an unoccupied space of solid ground that you can see within range. When you
cast the spell, you determine the height of the tree, which can be a maximum of 20 feet tall. If there isn’t enough
room for the tree to grow to full height, the tree attains the maximum possible height in the space available. The
tree has a 1-foot-diameter trunk and evenly spaced branches perfect for climbing.
The tree has AC 5 and 25 hit points. After 24 hours, or if the tree is reduced to 0 hit points, it instantly vanishes.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the height
of the tree by 20 feet for each slot level above 1st.
Permanency
8th-level enchantment
Casting Time: 1 hour
Range: Self
Components: V, S, M (the highest-quality components available for a particular spell costing 1,000 gp per level
of the permanent spell: 1,000 gp for a 1st-level spell, 2,000 gp for a 2nd-level spell, etc.)
Duration: Until dispelled
This spell makes certain other spells you cast on yourself permanent. Choose a spell of 5th level or lower that you
can cast, has a duration of 1 minute or longer, a casting time of 1 hour or shorter, and can target you.
You cast that spell as part of casting permanency, expending spell slots for both.
The spell cast with permanency takes effect immediately and lasts until dispelled. Spells made permanent in
this way no longer require concentration to maintain and do not require the use of a spell slot beyond the initial
casting. If the spell you cast with the permanency spell is dispelled (such as by the dispel magic spell), then both
that spell and permanency are dispelled and vice versa. You can only be affected by one permanent spell at a time.
Rainbow Recurve
6th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a small glass
prism)
Duration: Concentration, 1 minute You summon a longbow formed of swirling rainbow hues to your hands. When the bow appears, you choose an arrow color and make a
ranged spell attack against a target of your choice within range. On a hit, the target takes 3d8 force damage and must succeed on a Dexterity saving throw
or face an additional effect determined by the color of the arrow used. Until the spell ends, you can use an action on each of your turns to make another ranged spell attack, selecting an arrow of a different color each time you do. Once you fire an arrow, the corresponding color disappears from the bow, and you can’t select that color again during this particular casting of the spell. When the duration ends or when you have used all seven colors, the bow vanishes.
- Red. The target takes an additional 3d8 fire damage.
- Orange. The target takes an additional 3d8 acid damage.
- Yellow. The target takes an additional 3d8 lightning damage.
- Green. The target takes an additional 3d8 poison damage.
- Blue. The target takes an additional 3d8 cold damage.
- Indigo. On a failed save, the target is paralyzed. It can make a Constitution saving throw at the end of each of
- its turns, ending the paralyzed condition on a success.
- Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blinded condition. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal Planes.)
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