Spells Expanded in Erenel | World Anvil

Spells Expanded

The following article contains new 5E spells for each of the spellcasting classes available. This article will be updated over time with new spells! Spell descriptions are also included below.

Artificer Spells

Cantrips
  • finger flintlock
  • force push
  • gem dragon barrier
  • short circuit
  • 1st Level
  • adrenaline
  • dragon roar
  • earthen form
  • energy aegis
  • tell tale heart
  • 2nd Level
  • lightning step
  • pocket sand
  • replenish
  • spell flux
  • spiked defense
  • 3rd Level
  • blast off
  • fear trap
  • 4th Level
  • draconic blood
  • hide camp
  • 5th Level
  • dragonfury weapon
  • fire step

  • Bard Spells

    Cantrips
  • compliment
  • dark bolt
  • finger flintlock
  • gem dragon barrier
  • shadow onslaught
  • 1st Level
  • curse of binding
  • dragon roar
  • fade
  • sprout appendage
  • 2nd Level
  • misfortune
  • pocket sand
  • replenish
  • spiked defense
  • umbra armor
  • 3rd Level
  • fear trap
  • inspiring prayer
  • 4th Level
  • breath barrier
  • cat got your tongue
  • draconic blood
  • mental hemorrhage
  • 5th Level
  • eye of oblivion
  • 8th Level
  • awaken treant
  • 9th Level
  • expeditious respite

  • Cleric Spells

    Cantrips
  • bastion
  • compliment
  • 1st Level
  • curse of binding
  • dragon roar
  • earthen form
  • sprout appendage
  • 2nd Level

  • bloodletting
  • flame wreath
  • lightning step
  • misfortune
  • sanguine blessing
  • 3rd Level

  • inspiring prayer
  • saving grace
  • 4th Level

  • breath barrier
  • cat got your tongue
  • light of dawn
  • 5th Level
  • eye of oblivion
  • jaws of bedoma
  • 6th Level
  • light of the martyr

  • Druid Spells

    Cantrips
  • compliment
  • draconic claw
  • 1st Level
  • dragon roar
  • earthen form
  • glacial lance
  • prehistoric pounce
  • sprout appendage
  • tell tale heart
  • 2nd Level
  • flame wreath
  • lifebringer's aid
  • lightning step
  • misfortune
  • replenish
  • spiked defense
  • 3rd Level
  • inspiring prayer
  • saving grace
  • 4th Level
  • breath barrier
  • draconic blood
  • falling mountain
  • hide camp
  • 8th Level
  • awaken treant

  • Paladin Spells

    1st Level
  • dragon roar
  • 2nd Level
  • bloodletting
  • flame wreath
  • lightning step
  • sanguine blessing
  • 3rd Level
  • blue dragon smite
  • inspiring prayer
  • saving grace
  • 4th Level
  • light of dawn
  • 5th Level
  • dragonfury weapon

  • Ranger Spells

    1st Level
  • dragon roar
  • fade
  • glacial lance
  • prehistoric pounce
  • tell tale heart
  • 2nd Level
  • bring down
  • lifebringer's aid
  • lightning step
  • replenish
  • spiked defense
  • 3rd Level
  • fear trap
  • 4th Level
  • breath barrier
  • falling mountain
  • hide camp
  • 5th Level
  • dragonfury weapon

  • Sorcerer Spells

    Cantrips
  • coagulation lash
  • dark bolt
  • draconic claw
  • finger flintlock
  • force push
  • gem dragon barrier
  • shadow onslaught
  • short circuit
  • 1st Level
  • adrenaline
  • curse of binding
  • dragon roar
  • earthen form
  • energy aegis
  • fade
  • glacial lance
  • sprout appendage
  • tell tale heart
  • 2nd Level
  • bring down
  • grasping tendril
  • lightning step
  • pocket sand
  • misfortune
  • spell flux
  • umbra armor
  • 3rd Level
  • blast off
  • fear trap
  • gore javelin
  • 4th Level
  • bound cruelty
  • cannonball blast
  • draconic blood
  • mental hemorrhage
  • 5th Level
  • dragonfury weapon
  • eye of oblivion
  • fire step
  • jaws of bedoma
  • 6th Level
  • ice binding
  • risen vanguard
  • 8th Level
  • winds of winter
  • 9th Level
  • call of the storm
  • expeditious respite

  • Warlock Spells

    Cantrips
  • coagulation lash
  • dark bolt
  • draconic claw
  • gem dragon barrier
  • shadow onslaught
  • short circuit
  • 1st Level
  • curse of binding
  • dragon roar
  • fade
  • sprout appendage
  • tell tale heart
  • 2nd Level
  • bloodletting
  • bring down
  • grasping tendril
  • lightning step
  • umbra armor
  • 3rd Level
  • blast off
  • gore javelin
  • 4th Level
  • bound cruelty
  • cannonball blast
  • draconic blood
  • mental hemorrhage
  • 5th Level
  • eye of oblivion
  • fire step

  • Wizard Spells

    Cantrips
  • bastion
  • coagulation lash
  • dark bolt
  • draconic claw
  • finger flintlock
  • force push
  • gem dragon barrier
  • shadow onslaught
  • short circuit
  • 1st Level
  • adrenaline
  • curse of binding
  • dragon roar
  • earthen form
  • energy aegis
  • fade
  • glacial lance
  • sprout appendage
  • tell tale heart
  • 2nd Level
  • bring down
  • grasping tendril
  • lightning step
  • pocket sand
  • misfortune
  • spell flux
  • umbra armor
  • 3rd Level
  • blast off
  • fear trap
  • gore javelin
  • 4th Level
  • bound cruelty
  • breath barrier
  • cannonball blast
  • cat got your tongue
  • draconic blood
  • mental hemorrhage
  • 5th Level
  • dragonfury weapon
  • eye of oblivion
  • fire step
  • jaws of bedoma
  • 6th Level
  • ice binding
  • risen vanguard
  • 8th Level
  • winds of winter
  • 9th Level
  • call of the storm
  • expeditious respite
  • mind rip
  • Spell Descriptions

    All spells are listde in alphabetical order.  

    Adrenaline

    1st-level transmutation   Casting Time: 1 bonus action
    Range: 30-feet
    Components: V, S, M (ground licorice root)
    Duration: 1 round   Choose a willing creature that you can see within range. Until the beginning of your next turn, the target's speed is doubled and it gains a +2 bonus to AC.

    Awaken Treant

    8th-level transmutation   Casting Time: 8 hours
    Range: Touch
    Components: V, S, M (a handful of amber and 3,000 gp which the spell consumes)
    Duration: Instantaneous   Choose a single huge and healthy tree within range. After spending the casting time dipping your fingers in amber and tracing fey markings, the tree awakens and becomes a Treant (MM p289). The treant is charmed by you for 30 days, or until you or your companions do anything harmful to it, or until you cast this spell again. When the charmed condition ends, the treant chooses whether to remain friendly to you, based on how you treated it while it was charmed.

    Bastion

    Abjuration Cantrip   Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 1-minute   You touch one willing creature, surrounding the creature with an illuminated shield of light. The next time the protected creature takes damage, roll 1d4 and reduce the damage by the number rolled. The spell then ends.   At Higher Levels. This spell's damage reduction increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

    Blast Off

    3rd-level evocation   Casting Time: 1 action
    Range: 60 feet
    Compoents: V, S
    Duration: Instantaneous   A blast of energy erupts in a line 60 feet long and 10 feet wide, originating from a point you can see, and aimed in the direction you choose. The energy blast mimics the visual of rocket thrusters blasting off. Each creature in line must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much on a successful save.   If you roll a 1 or 8 on any damage die, you can roll one additional 1d8 and add its damage to the total. Additionally, a creature that fails its saving throw is pushed back 5 feet for every die that rolled a 1 or 8.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d8 for each slot level above 3rd.

    Bloodletting

    2nd-level necromancy   Casting Time: 1 action
    Range: 30 feet
    Components: V, S
    Duration: 1 hour   You slice the palm of your hand, harming yourself to bolster a creature within range. As you cast bloodletting, spend a number of available hit points, up to a maximum of 10. Hit points spent cannot be reduced or prevented in any way. The target gains 5 + the number of hit points spent as temporary hit points for the spells duration.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target gain 5 additional temporary hit points for each slot level above 2nd.

    Blue Dragon Smite

    3rd-level evocation   Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Concentration, up to 1 minute   The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon crackles with the destructive power of a blue dragon's breath weapon, dealing an extra 3d8 lightning damage to the target. Additionally, a streak of lightning strikes a second target of your choice within 10 feet of the original target. The second target must succeed on a Dexterity saving throw or take 2d8 lightning damage.

    Bound Cruelty

    4th-level Necromancy   Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a small piece of bone and iron)
    Duration: Concentration, up to 1 minute   A cage made of iron and bone, with small sharpened spikes running along the sides surrounds a target within range. The target must make a Dexterity Saving Throw or become trapped within the cage. While caged, the target is restrained and takes 1d8 piercing damage at the start of their turn. On a successful saving throw, the target is neither restrained and takes no damage. The Cage has 50 hit points and 10 AC.

    Breath Barrier

    4th-level abjuration   Casting Time: 1 action
    Range: Self
    Components: V, S, M (dragon scale)
    Duration: Concentration, up to 1-minute   You create a barrier of protective energy centered on yourself with a radius of 10-feet. This barrier moves with you, shielding yourself and all creatures you designate. The caster has advantage on Constitution saving throws to maintain concentration on this spell from attacks from Dragons.   While inside the barrier, you receive the following benefits. - Saving throws resulting from a dragon’s breath are made with advantage. If your saving throw succeeds, you take no damage from the breath attack. On a failed save, you take half the breath attack’s damage. - Saving throws resulting from lair actions are made with advantage. If your saving throw succeeds, you take no damage from the lair action. On a failed save, you take half the lair action’s damage. - You are immune to the frightened condition.

    Bring Down

    2nd-level evocation   Casting Time: 1 reaction, which you take when a creature flies within 30 feet of you
    Range: 30 feet
    Components: V, S
    Duration: Instantaneous   You have studied the Scalesear’s magical way of forcing dragons out of the sky. You create two large ballista sized bolts and hurl them at the flying creature which triggered this spell. Make a ranged spell attack for each bolt. On a hit, the target takes 1d8 piercing damage. If two bolts hit a creature during the same turn, the creature must succeed on a Strength saving throw or be knocked prone and become stunned until the beginning of its next turn. A creature knocked prone with Bring Down also loses its ability to hover until the beginning of its next turn.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional bolt for each slot level above 2nd.

    Call of the Storm Claw

    9th-level evocation   Casting Time: 1 action
    Range: 150 feet
    Components: V, S
    Duration: Instantaneous   You shout out praise and devotion for Ødger, the Storm Claw, Primal Deity of Strength, and Storm. Acknowledging your admiration, lightning cracks, and thunder roars in the sky above. As a result, a bear paw shaped lightning bolt hits a structure or creature of your choosing. A creature must make a Dexterity saving throw taking 15d6 lightning and 15d6 thunder damage on a failed save, or half as much damage on a successful one. Deals double damage to structures or constructs.   Creatures within a 30-foot radius of the lightning bolt must make a Constitution saving throw, becoming blinded and deafened for 1-minute on a failed save. A blinded and deafened creature can make a Constitution saving throw at the end of each of its turns, ending the effects on a successful save.

    Cannonball Blast

    4th-level evocation   Casting Time: 1 action
    Range: Self (15-foot radius)
    Components: V, S, M (a handful of explosive powder)
    Duration: Instantaneous   You conjure and ignite a cannonball, unleashing an explosive blast in a 15-foot radius centered on you. All creatures in the blast radius, except the caster, must make a Dexterity saving throw. A creature takes 5d8 force damage on a failed save and is knocked prone. On a successful save a creature takes half as much damage isn't knocked prone.   At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the force damage increases by 1d8 for each slot level above 4th.

    Cat Got Your Tongue

    4th-level enchantment   Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a handful of cat fur)
    Duration: Concentration, up to 1-minute   You attempt to prevent a creature within range from speaking. The creature must make a Wisdom saving throw or become unable to communicate verbally until the spell ends. When the creature speaks, fur balls erupt from their mouth, giving the creature disadvantage on all Charisma checks.   Additionally, whenever the creature attempts to cast a spell with a verbal component, they must make a Constitution saving throw. If the saving throw fails, the spell is lost but not expended, and the creature takes 1d6 psychic damage. On a success, the spell is cast as usual.

    Coagulation Lash

    Necromancy Cantrip   Casting Time: 1 action
    Range: 10 feet
    Components: V, S, M (sharp object to slice the palm of your hand)
    Duration: Instantaneous   You slice your open palm, creating a whip made of blood that will lash out at creatures within range. Make a melee spell attack against a target. If the attack hits, the creature takes 1d6 necrotic damage. You also regain hit points equal to the necrotic damage dice roll.   At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)

    Compliment

    Enchantment Cantrip   Casting Time: 1 action
    Range: 30 feet
    Components: V
    Duration: Instantaneous   You congratulate and praise your companions, lifting the spirits of up to 3 allies within range. Complimented creatures can add a +1 to an attack roll, saving throw, or ability check made before the start of your next turn.

    Curse of Binding

    1st-level necromancy   Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Concentration, up to 1 minute   You curse two targets, manifesting iron shackles around their ankles, chaining them together. Choose two creatures you can see within the spell's range who are also within 20 feet of each other. Each creature must make a Wisdom saving throw or become cursed. A willingly creature can choose to fail the saving throw. While two creatures are cursed by this spell, they cannot willingly move further than 20 feet away from one another.   If only one target is cursed, while maintaining concentration on subsequent turns, as a bonus action, you can attempt to curse a second target within 20 feet of the cursed target. If both targets succeed on their Wisdom saving throw during the initial cast, the spell ends. Remove curse will end this spell early.

    Dark Bolt

    Necromancy Cantrip   Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous   You hurl a bolt of necrotic fire at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 fire damage and 1d4 necrotic damage.   At Higher Levels. This spell's damage increases by 1d4 fire and necrotic when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

    Draconic Blood

    4th-level transmutation   Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a gem worth at least 50 gp)
    Duration: 1 hour   You imbue a willing creature with dragon’s blood, causing the creature to gain draconic qualities. For the duration, the target has blindsight with a range of 30 feet. Within that range, the target can effectively see anything that isn't behind total cover, even if they're blinded or in darkness. Moreover, they can see an invisible creature, unless the creature successfully hides from them. In addition, the target gains a fanged maw that can be used to make unarmed strikes. On hit the strike deals slashing damage equal to 1d6 + the target's Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each spell slot above 5th.

    Draconic Claws

    Evocation cantrip   Casting Time: 1 action
    Range: 5 feet
    Components: V, S
    Duration: Instantaneous   You conjure the spectral visage of dragon claws around your hands, ready to strike your enemies. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d8 damage, and you choose whether the attack deals acid, cold, fire, lightning, or poison damage, mimicking the dragon claws of choice.   At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    Dragonfury Weapon

    5th-level transmutation   Casting Time: 1 bonus action
    Range: Touch
    Components: V, S, M (a dragon scale from the chosen dragon ancestry, worth at least 100 gp)
    Duration: Concentration, up to 1 minute   You touch a weapon and imbue it with the destructive power of a dragon. Choose one kind of dragon from the Dragon Ancestry table. If the weapon isn't already a magic weapon, it becomes one for the spells duration. Until the spell ends, weapon attacks made with it score a critical hit on a roll of 19 or 20.   In addition, the first time each turn a creature scores a critical hit with this weapon, a destructive burst similar to a dragon's breath explodes in a 10-foot-radius sphere centered on the target. Each creature, other than the attacker, must make a Dexterity saving throw, taking 3d8 damage on a failed save or half as much on a successful one. The damage type is equal to the damage associated with the chosen dragon ancestry.   At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
    Dragon Damage Type
    Black or Copper Acid
    Blue or Bronze Lightning
    Green Poison
    Brass, Gold or Red Fire
    Silver or White Cold

    Dragon Roar

    1st-level evocation   Casting Time: 1 action
    Range: Self
    Components: V
    Duration: Instantaneous   You let forth an amplified shout, mimicking a dragon’s roar. A construct or an undead is immune to this effect. Each creature within 15-feet of you must make a Wisdom saving throw. On a failed save, the creature takes 1d6 psychic damage and is frightened of you until the end of your next turn. On a successful save, the creature takes half damage and isn’t frightened.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Earthen Form

    1st-level abjuration   Casting Time: 1 action
    Range: Self
    Components: V, S, M (a handful of dirt)
    Duration: 8 hours   You rub a handful of dirt or mud on yourself while not wearing any armor, imitating the appearance of a creature made of stone. Until the spell ends, your base AC becomes 11 + your spellcasting modifier. You may also move across difficult terrain made of earth or stone without expending extra movement.

    Energy Aegis

    1st-level abjuration   Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: 8 hours   Touch a willing creature who isn't wearing armor and envelope them in a protective energy aegis until the spell ends. The target's base AC becomes 12 + your spellcasting ability modifier. The spells ends if the target dons armor or if you dismiss the spell as an action.

    Expeditious Respite

    9th-level abjuration   Casting Time: 1 action
    Range: Self
    Components: V, S, M (a gem worth atleast 1,000 gp, which the spell consumes)
    Duration: Instantaneous   A gust of soothing wind erupts from the gem enveloping and refreshing everyone within range. You and all creatures within a 10 foot radius immediately gain the benefits of a short rest. Once a creature has benefited from Expeditious Respite, they are immune to its effects for 48 hours.

    Eye of Oblivion

    5th-level enchantment   Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: 1 minute   You bite your tongue, spitting blood while cursing a creature you can see. A great void eye appears, hanging above the creature's head, gazing down upon the creature. The great void eye is visible by the creature and everyone within line of sight. When you cast the spell, you shout one of the following curses with a blood-filled mouth.  
    You will stay put
    The creature cannot move more than 10 feet from their current spot. Doing so upsets the great void eye.  
    You will not hurt us
    If the creature attacks the caster or the caster's allies, the great void eye becomes upset.   If the great void eye becomes upset with the creature it is gazing upon, the creature must make a Wisdom saving throw. The creature takes 8d10 psychic damage on a failed save, or half as much damage on a successful one, and the spell ends. Eye of Oblivion can be removed with a remove curse or dispelled, freeing the creature from the great void eye's gaze.

    Fade

    1st-level illusion   Casting Time: 1 bonus action
    Range: Self
    Components: V, S, M (an eyelash)
    Duration: Concentration, up to 1 round   You fade into nothingness, becoming invisible until the end of your next turn. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends immediately if you attack or cast a spell.

    Falling Mountain

    4th-level evocation   Casting Time: 1 reaction, which you take in response to being damaged by a creature within 120 feet of you that you can see
    Range: 120 feet
    Components: V
    Duration: Instantaneous   With only a word, you call for the Elemental Lord Ulmekar, the Walking Mountain, to strike down your attacker. A stone boulder appears above the creature, falling on top of them and forcing the creature to make a Dexterity saving throw. It takes 5d10 bludgeoning damage and is knocked prone on a failed save. On a successful save, the creature takes half as much damage and isn’t knocked prone.   At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

    Fear Trap

    3rd-level enchantment   Casting Time: 1 action
    Range: 10 feet
    Components: V, S, M Duration: 1 hour   This spell creates an invisible rune that causes anyone that touches it to become frightened for 1d6 rounds, causing them to flee back in the direction they came. The spell covers a 5 foot area, and any creature stepping into it must make a WIS saving throw to avoid being effected. Once cast, the spell remains in effect for up to an hour unless dispelled. The caster is not immune to the spell, so it's important to remember where it was placed.

    Finger Flintlock

    Evocation Cantrip   Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous   Extending your index finger and thumb, you mimic a flintlock pistol and fire a magical bullet at a target within range. Make a ranged spell attack against the target. On hit, the target takes 1d4 force damage, and the bullet explodes. Each creature within 5 feet of the target, excluding the target, must succeed on a Dexterity saving throw or take force damage equal to your spellcasting modifier. If the initial ranged spell attack misses, the bullet does not explode and harmlessly fades.   At Higher Levels. This spell's initial damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

    Flame Wreath

    2nd-level conjuration   Casting Time: 1 action
    Range: Self (5-foot radius)
    Components:V, S, M (handful of ash)
    Duration: Concentration, up to 1 minute   You call forth a ring of fire to surround you. The flames dance from you to a distance of 5 feet for the duration. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 3d6 fire damage. On a successful save, the creature takes half as much damage.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

    Force Push

    Evocation Cantrip   Casting Time: 1 action
    Range: 20 feet
    Components: V, S
    Duration: Instantaneous   You strike at a creature or object within range with an intense forward gesture, causing a sudden concentrated burst of force. The target must make a Strength Saving Throw. On failure, the target takes 1d6 force damage, and if the target is Huge size or smaller, it is pushed 5 feet in the direction of your choosing.   At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Gem Dragon Barrier

    Abjuration Cantrip   Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: 1 round   You form an energy barrier empowered by a gem dragon's psionic might around you. Choose one kind of dragon from the Gem Dragon Ancestry table. The first time a creature hits you with an attack before the start of your next turn, the barrier shatters, the creature takes 1d10 damage and the spell ends. The damage type is equal to the damage associated with the chosen gem dragon ancestry.   This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    Dragon Damage Type
    Amethyst Force
    Crystal Radiant
    Emerald Psychic
    Sapphire Thunder
    Topaz Necrotic

    Glacial Lance

    1st-level evocation   Casting Time: 1 action
    Range: 90-feet
    Components: V, S, M (a handful of ice)
    Duration: Instantaneous   You hurl a large frozen icicle at a target you can see within range. Make a ranged spell attack against the target. If the attack hits, the target takes 2d8 cold damage and if the target is adjacent to a wall or sizeable immobile object, it is pinned to the surface. At the beginning of the target’s turn, it must make a Strength saving throw. On a failed save, the target’s speed is reduced to 0 until the end of its turn. At the end of its turn, the frozen icicle fades.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Gore Javelin

    3rd level necromancy   Casting Time: 1 action
    Range: 120 feet
    Components: V, S, M (blood and/or bone, which the spell consumes)
    Duration: Instantaneous   You summon forth a grotesque javelin by pulling gore from the recently slain, hurling it at a target. The amount of small size or larger creatures containing blood and bone, which have died in the past 1-minute within 10-feet of you, increases gore javelin’s damage. Make a ranged spell attack, dealing 3d8 piercing damage on hit, increased by 1d8 for each qualifying recently deceased creature, up to your spellcasting modifier bonus. Corpses used to supplement this spell are considered drained and do not supplement further castings.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd

    Grasping Tendril

    2nd-level conjuration   Casting Time: 1 action
    Range: Self
    Components: V, S, M (octopus tentacle)
    Duration: Concentration, up to 1 minute   You conjure three spectral barbed tentacles that float behind you for the spell’s duration. When you first cast the spell, and as an action on each of your turns thereafter - make a ranged spell attack to cause one of the barbed tentacles to slam into a target within 60 feet of you.   On hit, the target takes 2d6 piercing damage and must make a Dexterity saving throw. If the target fails its save, the barbed tentacle latches onto the target. If the tentacle attack misses, the tentacle fades away. While the target is latched, their speed is halved. As a bonus action, you can cause the tentacle to pull one latched target 10 feet directly toward you. As an action, the target can forcibly rip barbed tentacles off, taking 2d6 piercing damage per tentacle, and causing the tentacle to fade away.

    Hide Camp

    4th-level illusion   Casting Time: 10 minutes
    Range: 120 feet
    Components: V,S, M
    Duration: 8 hours   This spell is intended to conceal a campsite from being seen at a distance. The caster must stand at the center of the area she wishes to effect, turning slowly in a circle for the time it takes to cast. When the spell is complete, the area will not be visible if observed from a distance greater than 120 feet, and will appear to be part of the landscape. Sound is also diminished, though loud sounds from within the hidden area will be audible.   Anyone looking directly at the area may make a WIS saving throw to see if they notice anything. A successful save means they notice a shimmering over the area but cannot see within. Any creature that passes within 120 ft of the area will suddenly see through the illusion.

    Inspiring Prayer

    3rd-level evocation   Casting Time: 1 action
    Range: Self
    Components: V,S
    Duration: Instantaneous   You inspire allies around you, re-invigorating your companions in combat as the divine flows through you. All allies within 20-feet of you that can hear your inspiring prayer and are not unconscious, can spend a number of Hit Dice up to your spell casting modifier, as if they had just finished a short rest.

    Jaws of Bedoma

    5th-level evocation   Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous   A spectral snake maw resembling the primal deity, Bedoma the Deceived, erupts from the ground in a location you can see within range. Each creature in a 10-foot radius, 30-foot high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 3d6 radiant and 3d6 necrotic damage and is restrained until the end of their next turn on a failed save. A successful saving throw halves the damage and prevents restraint.   At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant or the necrotic damage (your choice) increases by 1d6 per each slot level above 5th.

    Lifebringer's Aid

    2nd level abjuration   Casting Time: 1 action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 1-minute   You place a protective aura of life which faintly glints around a creature you can see within range. Once per turn, whenever that creature takes damage, they immediately restore hit points equal to 1d4 + your spellcasting ability modifier. Whenever the creature takes damage, you must make a concentration check, even though you were not the target of the damage.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot above 2nd level.

    Light of Dawn

    4th level Evocation   Casting Time: 1 action Range: Self Components: V, S Duration: 1-minute   A 40-foot radius of bright warm light originates from you. Allies illuminated within the light are considered under the effects of the Bless spell and may add a d4 to attack rolls and saving throws. Enemies illuminated with the light are considered under the effects of the Bane spell and must subtract a d4 from attack rolls and saving throws. This spell does not require concentration.

    Light of the Martyr

    6th level evocation   Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Instantaneous   You become a beacon of light, sacrificing a portion of your own health to heal your allies and smite your enemies. You willingly take 1d8 radiant damage to cast Light of the Martyr. Damage taken in this way bypasses temporary hit points, resistances and immunities. After making a willing hit point sacrifice, you exude a wave of light. All creatures you choose within 20-feet of you, instantly regain 5d6 hit points. All other creature must make a Constitution saving throw. A creature takes 5d6 radiant damage on a failed save, or half as much damage on a successful one.   At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage and healing increases by 1d6 for each slot level above 6th.

    Lightning Step

    2nd-level conjuration   Casting Time: 1 reaction
    Range: 60 feet
    Components: V
    Duration: Instantaneous   When you hit with a ranged weapon attack using a thrown weapon, as a reaction, you can teleport to an unoccupied space next to the creature hit and immediately retrieve the weapon throw. The target and each creature within 5 feet, excluding yourself, must make a Dexterity saving throw, taking 2d8 lightning damage on a failed save, or half as much damage on a successful one.   At Higher Levels. When you cast this spell using a slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.

    Mental Hemorrhage

    4th level necromancy   Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous   You reach into a target’s mind causing the blood vessels to painfully erupt and hemorrhage. Choose one creature within range that contains blood. The target must make a Constitution saving throw. On a failure, the creature takes 4d8 psychic damage and suffers disadvantage on all Intelligence and Wisdom saving throws for 1-minute. On a successful save, the target takes half damage and does not suffer disadvantage. The target may repeat this saving throw at the end of each of their turns to end the effect early.   At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

    Mind Rip

    9th-level enchantment   Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous   You attempt to curse a creature, paralyzing their consciousness and forcing them into comatose. Choose a target you can see within range with an Intelligence of 5 or greater. The target must make a Wisdom saving throw. On a failed save, the target takes 15d10 psychic damage and is stunned until the end of their next turn. On a successful save, the target takes half damage and isn't stunned. Damage taken by Mind Rip cannot kill the target. Instead, if Mind Rip reduces the target to 1 hit point, the target falls into an unconscious stasis. No means of attempting to wake the target will work unless the spell is dispelled. While in this stasis, the target does not age, nor needs to eat or drink, but must breathe or suffocate.   If the target remains in stasis for 12 months, the land within 6 miles of the target’s resting place begins to warp. These changes are dependant on the target’s alignment, and values with all changes being up to the Dungeon Master. This spell has no effect on undead or constructs.

    Misfortune

    2nd-level divination   Casting Time: 1 action
    Range: 90 feet
    Components: V, S
    Duration: Instantaneous   You trace the Perth(luck) rune in the air facing a creature you can see within range. The creature must make a Charisma saving throw or be filled with misfortune. While filled with misfortune, the creature is unaware of the upcoming consequences. If the creature fails the saving throw, the next attack roll or ability check made within 1 hour is made with disadvantage.

    Pocket Sand

    2nd-level evocation   Casting Time: 1 action
    Range: Self (15-foot cone)
    Components: V, S, M (handful of sand)
    Duration: 1 minute   You throw a 15-foot long cone of tactical pocket sand. Creatures caught within the cone must make 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.

    Prehistoric Pounce

    1st-level transmutation   Casting Time: 1 action
    Range: Self
    Components: V
    Duration: Instantaneous   You embrace your inner Deinonychus to pounce on your enemies. As part of the action to cast Prehistoric Pounce, you can leap up to 15 feet directly toward your target, without provoking opportunity attacks, and make a melee attack. On a hit, the melee attack deals an extra 2d6 damage. If the target is Large or smaller it must succeed on a Strength saving throw or be knocked prone.   At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the damage increases by 1d6 for each slot above 1st.

    Replenish

    2nd-level evocation   Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous   When you cast this spell, you touch an allied creature that you can see. The target surges with vital force, gaining 2d6 temporary hit points. These temporary hit points are lost whenever the target finishes a short or long rest. The target is also cured of the poisoned condition.   At Higher Levels. When you cast this spell using a slot of 3rd level or higher, the temporary hit points gained increases by 1d6 per spell slot level above 2nd.

    Risen Vanguard

    6th-level necromancy   Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (ogre bone fragment for each creature)
    Duration: Concentration, up to 1 hour   You spread the ogre bone fragments on the ground in a circle around you. At the beginning of your next turn, three **Ogre Zombies** burst from the ground, appearing in unoccupied spaces that you can see within range. Roll initiative for the ogre zombies, which have their own turns in combat. As a bonus action, you can shout commands to the ogre zombies, such as "attack that enemy" or "guard this room." Once given a command, the ogre zombies will follow it to the best of their ability until the task is finished or you issue another command. If they are not given a command they will attack the nearest creature, regardless of if they are friendly or hostile.   When the spell ends, the ogre zombies decay and disappear into dust. If your concentration is broke, the ogre zombies do not disappear and instead becomes hostile to you and your companions. Uncontrolled ogre zombies can't be dismissed by you, and disappear 1 hour after you summoned them.   At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you animate an extra ogre zombie for each slot level above 6th.

    Sanguine Blessing

    2nd level enchantment   Casting Time: 1 bonus action
    Range: Touch
    Components: V, S, M (caster's fresh blood)
    Duration: 1 minute   To cast Sanguine Blessing, you cut your palm, suffering 1d4 slashing damage. Immediately after, you wipe your freshly cut wound on a friendly creature. Whenever that creature makes a spell attack before the spell ends, the creature can roll a d4 and add the number rolled to the spell attack. If the spell does not include a spell attack but uses a saving throw, increase the spell saving throw DC by 1. After 1-minute the blood dries and Sanguine Blessing ends.

    Shadow Onslaught

    Necromancy cantrip   Casting Time: 1 action Range: 60-feet Components: V, S Duration: Instantaneous   Choose two creatures that are within range and within 10 feet of one another. Both targets and creatures between the chosen targets must succeed on a Dexterity saving throw or take 1d4 necrotic damage as a shadow rises and onslaughts the area.   At Higher Levels. This spell's initial damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

    Short Circuit

    Evocation cantrip   Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous   Electricity arcs from your fingertips toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage and can't take the Disengage or Help action until the end of your next turn.   This spell creates more than one arc when you reach higher levels: two arcs at 5th level, three arcs at 11th level, and four arcs at 17th level. You can direct the arcs at the same target or at different ones. Make a separate attack roll for each arc.

    Spiked Defense

    2nd-level abjuration   Casting Time: 1 reaction
    Range: Self
    Components: V
    Duration: Instantaneous   This spell is most often used as a defense against being grappled, especially by a very large creature. When activated, it causes the caster to sprout 3 inch spikes all over his outer body. Anyone holding the caster at this time will take 3d10 piercing damage with no attack roll required.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 3rd.

    Sprout Appendage

    1st-level transmutation   Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 minute   You cause a horrifying tentacle to burst from your shoulder, which automatically attacks nearby creatures you deem hostile. When a creature moves within 5 feet of you or begins its turn there, it must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much on a successful one as the tentacle whips and slams into them.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

    Tell Tale Heart

    1st level divination   Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes   You focus intently, listening for the telltale signs of a creature’s beating heart. For the duration, you know of any creatures with a beating heart within 30-feet, as well as where the creature is located. While concentrating on Tell Tale Heart, you are considered deafened.

    Umbra Armor

    2nd-level abjuration   Casting Time: 1 reaction, which you take when you are the target of an attack.
    Range: Self
    Components: V, S
    Duration: 1 round   Shadows coalesce around you, providing protection at a moment's notice. Until the start of your next turn, attacks targeting you are made at disadvantage, including the triggering attack. When an attack hits you, you can choose to teleport up to 15 feet to an unoccupied space that you can see without provoking opportunity attacks. After moving in this way, you can't do so again until recasting the spell.   At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose to teleport an additional time per spell slot level above 2nd.   Example. Casting Umbra Armor at 4th level provides 3 teleport opportunities on hit.

    Winds of Winter

    8th-level evocation   Casting Time: 1 action
    Range: Self (30-foot radius)
    Components: V, S, M (a handful of ice)
    Duration: Concentration, up to 1 minute   The Frozen winds of the north flow around you causing whirling ice and frost to emanate from yourself in a 30 foot radius for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by the chilling winds.   When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 10d8 cold damage or half as much on a successful save. A creature killed by this spell is frozen solid, leaving behind no trace of its original body.

    Comments

    Please Login in order to comment!
    Powered by World Anvil