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Expanded Wizard Spell List

Here are all new Spells found in the Wizard Spell List.   Cantrip   Blind
Classes
: Sorcerer, Warlock, Wizard
School: Necromancy Cantrip
Casting Time: 1 Reaction
Range: 30ft.
Target: -
Components: V, S
Concentration: No
Duration: 1 turn
Output: Spellcard
Description: You cause a creatures eyes to blacken. When you are attacked by a creature within 30 feet of you that you can see, using your reaction, you can force that creature to make a Constitution saving throw. On a failure the creature becomes blinded until the end of its turn. An attacker that can't be blinded is immune to this feature.   The range of this Spell increases to 60ft. at 5th level, 90ft. at 11th level, and 120ft. 17th level.
Bloodied Blade
Classes: Cleric, Warlock, Wizard
School: Necromancy Cantrip
Casting Time: 1 Action
Range: Self
Target: -
Components: V, S, M(a piercing or slashing weapon able to draw blood)
Concentration: No
Duration: Instantenous
Output: Melee Weapon Attack
Description: You brandish the weapon used in the Spell's casting, cut yourself or another willing creature with it and make a melee attack with it against one creature within 5 feet of you. The blood of the cut creature fuels the weapons damage, the cut creature takes damage equal to its hit die, loosing that hit die, and the weapon attack deals additional necrotic damage equal to twice the result of the hit die roll.   The amount of hit die spend increases at certain levels. At 5th level, you can or the cut creature can spend two hit dice, three at 11th level and four 17th level.
Cold Shoulder
Classes: Bard, Sorcerer, Warlock, Wizard
School: Evocation Cantrip
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: With words or bodily motion, you make clear your disdain or disinterest to another creature within range, literally showing them the cold shoulder. The targeted creature has to make a Wisdom saving throw or take 1d10 cold damage, and additional 1d10 cold damage if the target is charmed by you.   This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Silent Sigil
Classes
: Cleric, Druid, Warlock, Wizard
School: Abjuration Cantrip
Casting Time: 1 Action, then 1 Reaction
Range: Touch, then 30ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 hour
Output: Spellcard
Description: You create a sigil that protects those around you if you will it. You touch a creature, using an action, and place an invisible, intangible sigil on their body. For the next hour, as long as you concentrate and the creature is within 30ft. of you, you can reduce the damage that this creature takes, using a reaction, by an amount equal to your proficiency modifier. If multiple creatures are hurt by the same effect, hazard or Spell, while you have more than one creature marked at higher levels, you can use your reaction to reduce the damage for all marked creatures.   The amount of creatures you can mark, using the concentration from the first creature, increases to 2 when you reach 5th level, 3 at 11th level, and 4 at 17th level.
Smolder
Classes
: Druid, Sorcerer, Wizard
School: Evocation Cantrip
Casting Time: 1 Action
Range: Touch or 30ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged and Touch Attack
Description: By infusing your hands with elemental force, you superheat them with the energy flowing outwards. You make a ranged or touch attack with your hand as you let the hear travel to a creature within range. On a hit, the creature takes 1d8 fire damage and becomes dazed until the end of their next turn, as the pain is instilled in their mind.   This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Suppress
Classes: Druid, Wizard
School: Transmutation Cantrip
Casting Time: 1 Action
Range: A point within 30ft., 5ft. radius
Target: -
Components: V, S, M(a bird's feather)
Concentration: Yes
Duration: 1 minute
Output: Spellcard
Description: You create a strong gravitational field , grounding creatures in its field. Choose a point within range, a creature in its centre has to make a Strength saving throw or fall prone. In addition, the area in a 5ft. radius around the point becomes difficult terrain and a prone creature inside the field has a movement speed of 5ft. and can't stand up, unless it leaves the area of effect. The radius of this Spell increases to 10ft. at 5th level, 15ft. at 11th level, and 20ft. 17th level.
Ventriloquism
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
School: Enchantment Cantrip
Casting Time: 1 Hour
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Until dispelled or cast again
Output: Spellcard
Description: You want to make the world a more fun place, by throwing your voice around magically or even get a voice in the first place by placing an enchantment on an object. Over the course of an hour, you enchant an object where one part of it can be visible perceived as a mouth, like a doll, puppet, figurine, etc. and make it magical. As long as this object is within 5ft. of you, you can project your voice through it instead of your own body. You can do so even if you are naturally mute or silenced by an effect, allowing you to cast Spells requiring Verbal components.   The range from which the enchanted object can be used to speak increases at higher levels. 10ft. at 5th level, 30ft. at 11th level, and 90ft. at 17th level.
Zap
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
School: Evocation Cantrip
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spell Description
Description: You fire an incredibly fast lightning projectile at a creature within range, making a Ranged Spell Attack. On a hit, you deal lightning damage equal to 1d8 + your Spellcasting modifier. In addition, this Spell's projectile, hit or miss, can't be countered, deflected, dispelled and it doesn't reveal your position if you do it out of a Stealth.   This Spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Level 1   Bumblebomb
Classes: Cleric, Warlock, Wizard
School: 1st level Necromancy
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V, M (insect corpse)
Concentration: Yes
Duration: Up to one minute
Output: Ranged Spell Attack
Description: An insect corpse manipulated by you flies out to distract enemies further away. You target a creature within range, using an action, it will be assaulted by an insect, forcing it to make a Dexterity saving throw. On a success, the insect is killed and deals 2d4 piercing damage to the creature, but on a failure it gives the creature disadvantage on ranged attacks and concentration checks. A creature can repeat the saving throw at the end of each of its turns.   At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Crackling Jolt
Classes: Druid, Sorcerer, Warlock, Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: You release a crackling streak of lightning towards a creature within range, making it unable to react. Make a Ranged Spell attack against the target. On a hit, the target takes 2d8 lightning damage and become dazed until the end of your next turn.   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.
Detect Red and Rot
Classes: All
School: 1st level Divination (Ritual)
Casting Time: 1 Action
Range: Self
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: For the duration, you sense the presence of red magic and rot within 30 feet of you. If you sense red magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears red magic. The Spell can penetrate most barriers, but its ability to sense rot vanishes if the source of the rot has at least 1ft. of non-magical, purely natural material around it.
Divider
Classes: Druid, Ranger, Sorcerer, Wizard
School: 1st level Transmutation
Casting Time: 1 Action
Range: 100ft., 15ft. high or 15ft. wide
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By making a slicing motion with any of your body parts, you create a strong wind able to cut through most surfaces. During the motion, you decide if you want to send out a 15ft. high air slash that has a 90° angle to the ground, or 15ft. wide air slash that runs parallel to the ground for 100ft. Regardless of the choice, each creature on the path of the air slash has to make a Dexterity saving throw or take 2d10 slashing damage.   At Higher Levels: When you cast this Spell using a Spell slot of 2nd level or higher, the slashing damage increases by 1d10 or its height/width increases by an additional 60ft. for each slot level above 1st.
Fleshbolt
Classes: Cleric, Warlock, Wizard
School: 1st level Necromancy
Casting Time: 1 Action
Range: 30ft. / 60ft.
Target: Flesh from a dead creature.
Components: S, M (a sharp knife)
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: A vile Spell, hurling the remains of the dead at those that shall join them soon. You target a corpse, fresh cuts from the butcher or other sources of flesh within 30ft. of you and target a creature within the range of 60ft. from the source, making a ranged Spell Attack. On a hit, you deal 4d4 bludgeoning damage and the creature is dazed until the end of your next turn.   At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Greedy Wish
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: Self
Target: /
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By the name of Lash'et, do whatever you want. You utter a minor, selfish wish to mimic a Spell of lower level than this one including Cantrips, and it can be from any Spell list as long as you the required components for the Spell. If you cast this Spell a second time in the same day, you have an accumulating 33% chance to gain two levels of exhaustion, stopping at 99%.
Hail of Glass
Classes: Bard, Warlock, Wizard
School: 1st level Conjuration
Casting Time: 1 Action
Range: 20ft. radius
Target: Point within 60ft.
Components: M (shard of glass)
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: The ground in a 20-foot radius centered on a point within range is bombarded with a hail of glass. Each creature in the area has to make a Dexterity saving throw or take 1d4 piercing damage. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it gains one level of bleed damage for every 5 feet it travels.   At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Hydrospray
Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
School: 1st level Conjuration
Casting Time: 1 Action
Range: 60ft. or 15ft. cone
Target: -
Components: S, M(a funnel)
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack or Spellcard
Description: By conjuring up a decent amount of water from your hands, you can decide its intensity at which it is released from your hands, for an either presice shot or more moderate spread, as stated in the options below.
Focused. You make a Ranged Spell attack against a creature within 60ft. of you, dealing piercing damage equal to 2d8 + your Spellcasting modifier and apply one level of bleed.
Scattered. Each creature in a 15ft. cone originating from you has to make a Dexterity saving throw or take 2d8 slashing damage and become soaked, or half as much damage and not soaked on a success.   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.
Mimic Projetile
Classes: Bard, Sorcerer, Warlock, Wizard
School: 1st Level Conjuration
Casting Time: 1 Action
Range: Within 30ft. of you
Target: The same as the original projectile
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: By observing other creatures, you are pretty sure you can conjure up a similiar projectile, missile or magical effect that the creature has shown you by its own magical or physical prowess. You conjure an illusory creature, that looks similar to the original creator of the projectile you try to mimic, and replicate their Ranged Spell or Weapon attack and make it your own, using your Spellcasting modifier for the attack, but not for the damage as it deals the exact same damage the other creature did, targeting the same target they did. If the target of the previous projectile moved, this attack automatically fails.
Mood Setter
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: V, S
Concentration: Yes
Duration: 1 minute
Output: Spellcard
Description: The most important thing in the morning, or life in general, is choosing in which mood you wish to approach the day with, and the weather can be a massive factor in that decision. You target up to three creatures within range and either choose to summon a Rainy or Sunny Day, which have different effects.
Rainy Day. The chosen creature gains a raincloud above their head, which follows them and applies the soaked condition periodically.
Sunny Day. The chosen creature gains a tiny replica of the suns above their head, which follow them and give them resistance to cold damage.   At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Outburst
Classes: Druid, Ranger, Warlock, Wizard
School: 1st level Transmutation
Casting Time: 1 Action
Range: Self, 10ft. radius originating from you
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Through violation of ones own bone structure, you rapture your body exposing sharpened bone fractures. Each creature within 10ft. of you has to make a Dexterity saving throw or take 3d8 piercing damage and have their movement speed halved until the end of your next turn. A non-undead creature casting this Spell takes 1d6 unresisted necrotic damage.   At Higher Levels: When you cast this Spell using a Spell slot of 2nd level or higher, the piercing damage increases by 1d8 for each slot level above 1st, and the necrotic damage increases each two slot level above 1st.
Plague of Decay
Classes: Druid, Ranger, Warlock, Wizard
School: 1st level Necromancy
Casting Time: 1 Action
Range: Self, 30ft. cone
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: One of the five plague spells, that can inflict targets with horrible diseases. You release a horrid swarm of insectoids from your mouth towards creatures within a 30ft. infront of you. Each creature in the cone has to make a Constitution saving throw or be infected by the insectoids. Each infected creature takes 1d8 necrotic damage at the start of its turn. If a creature is infected for the entire duration of the Spell, it gains this Spell's corresponding disease.   Disease: Withering Inside. After finishing a long rest, the diseased creature has to make a Constitution saving throw. On a failure, on of its organs begins to malfunction. If more than five organs begin to malfunction, the creature dies, as it decays from the inside out.
Primer Stones
Classes: Cleric, Druid, Sorcerer, Wizard
School: 1st level Abjuration
Casting Time: 1 hour
Range: Touch
Target: A stone with a smooth surface
Components: V, S
Concentration: No
Duration: Until dispelled or used
Output: Spellcard
Description: Primer stones were once used to figure out the magical potential of children, and their magical specialty. You infuse a smooth stone surface with the rune of one of the schools of magic, excluding bloodmagic, over the course of an hour(can be done during a short rest with all the benefits). Besides the carving, you need to cast any kind of Cantrip or Spell, or be the target of a Cantrip or Spell, that fits that school of magic to prime the stone. Depending on the school of magic, it has different effects once primed, which are listed below. You can only create one primer stone per Spell level.
Abjuration. A creature can use its reaction to gain 1d8 temporary hit points.
Conjuration. A creature can use its reaction to teleport 30ft. to an unoccupied spot.
Divination. A creature can use its reaction to gain advantage on their next attack.
Enchantment. A creature can use its reaction to gain advantage on a saving throw that applies a condition.
Evocation. A creature can use its reaction to deal 1d8 additional damage with a Spell or Weapon attack.
Illusion. A creature can use its reaction to make the next attack miss if it is the target.
Necromancy. A creature can use its reaction to restore 1d8 hit points.
Transmutation. A creature can use its reaction to gain +2 until the start of its next turn, similiar to the Spell shield.   At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can etch an additional rune into the primer stone for each slot above 1st, which will only get primed if you fulfill both school of magic conditions.
Rob Sight
Classes: Warlock, Wizard
School: 1st level Necromancy
Casting Time: 1 Action
Range: Touch or Sight.
Target: A creature within your sight.
Components: V, M(needle and thread)
Concentration: Yes
Duration: Up to 1 hour
Output: Spellcard
Description: For those that require sight, taking it from the unfortunate is only a small price to pay, to truely see the world around you. You target a willing creature you touch or see, and take any kind of feature giving them blindsight, darkvision, devilsight, superior darkvision or truesight for the duration. If a creature is not willing, it has to make a Constitution saving throw, and if a creature has no such feature, you gain an additional 30ft. of darkvision instead, blinding the creature. In addition, if you are blind or under the blinded condition, you regain your eyesight or remove the blinded condition from you for the duration.
Rust Metal
Classes: Druid, Ranger, Sorcerer, Wizard
School: 1st level Transmutation
Casting Time: 1 Action or Reaction
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, one minute
Output: Spellcard
Description: Through the creation of a small time pocket, you can wilt and wither away non magical metal. You touch an armor, shield or weapon made of metal, making a melee touch attack. If you hit, you reduce the AC of the armor or shield by 1 or reduce the damage done by a weapon by 1 for the next minute. You can also use your reaction to make the melee touch attack if a creature comes within range of you and fulfills the criteria above.   At Higher Levels: When you cast this spell using a Spell slot of 2nd level or higher, the reduction increases by 1 for every three slot levels above 1st. In addition, when you cast this Spell at 5th level, you can target magical armor and when you cast this Spell at 9th level and reduce the armor given or reduce the damage by equal or more to the weapon's damage die, the armor, shield or weapon is destroyed and turned to dust.
Sensory Overload
Classes: Bard, Sorcerer, Warlock, Wizard
School: 1st Level Transmutation
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, for a number of turns equal to your proficiency modifier
Output: Spellcard
Description: Knowing where to assault your target is very well known in both combat and magic, but sometimes the most unexpected places can have a great effect. You touch a creature's mind or body in a way they weren't ready to be touched, filling either their mind with pictures, visions and feelings or something inappropriate or perverted, distracting them or their body directly, forcing a reaction out of them from their intimate parts with a sensation shock. If the body is touched, they suffer 3d6 lightning damage and their movement speed is halved if they fail a Constitution saving throw, and if the mind is touched, they suffer 3d6 psychic damage and gain the winded condition if they fail a Wisdom saving throw. Either way, the secondary effect lasts for a number of rounds equal to your proficiency modifier, or until they use an action to succeed on a Endurance skill check against your Spellcasting DC.   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.
Soap
Classes: Bard, Cleric, Paladin, Wizard
School: 1st Level Conjuration
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V, S, M(a bar of soap)
Concentration: No
Duration: 1 minute
Output: Spellcard
Description: Squeaky clean soap covers the ground in a 20-foot square centered on a point within range and turns it into difficult terrain for the duration. When the soap appears, each creature standing in its area must succeed on a Dexterity saving throw or slide in the direction they are facing until they are out of the soap. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or slide in the direction they are facing until they are out of the soap. This Spell instantly dispells the Spell grease.
Tick Tock Rock
Classes: Druid, Ranger, Sorcerer, Wizard
School: 1st level Transmutation
Casting Time: 1 Action
Range: Earth terrain within 5ft., 120ft. line
Target: -
Components: S
Concentration: No
Duration: Instantaneous, until the end of you next turn
Output: Spellcard
Description: Through sheer will you rupture a chunk of earth within 5ft. of you into the air, compressing it and fixating it in time. You either release the pressure of the stone immediatly or at the end of your next turn in a chosen 120ft. direction. Using a bonus action, only after the initial cast, you can make a weapon attack that deals bludgeoning damage against the chunk, increasing its damage by an additional 1d12 for each 10 reached in your attack. Other creatures may attack the chunk aswell, creating the same effect. The object then flies in a straight line up to 120ft. in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 2d12 bludgeoning damage.
Trick Weapon
Classes
: Bard, Sorcerer, Wizard
School: 1st level Evocation
Casting Time: 1 Reaction
Range: 100ft.
Target: -
Components: V
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: A masterful prank that could save someone's life. You target a creature within range, using a reaction, that is about to draw its weapon, nock an arrow or load any other kind of ammunition into a weapon. The creature has to make a Wisdom saving throw or draw an illusory piece of ammunition or weapon, making every attack an automatic miss. After it misses an attack, it can make an Investigation check against your Spellcasting DC at the end of its turn see through the illusion, on a failure the creature continues to perceive the illusion as reality.
Vengeful Spirit
Classes: Cleric, Druid, Warlock, Wizard
School: 1st level Conjuration
Casting Time: 1 Action
Range: 30ft. line, 5ft. wide
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You summon a lost spirit by manifesting it into the material plane by focusing your own energy into it. You choose a line that is 30ft. long and 5ft. wide, the spirit will travel in that direction. Each creature in the line has to make a Dexterity saving throw or take 2d10 cold damage and become frightened of you, until the end of your turn.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Vicky's Vulgar Volunteers
Classes: All
School: 1st level Conjuration
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: Mage Hand is a very useful Cantrip for the up and rising young mages of Venhum, but what if one could use more than one? Some say the natural magical evolution is something like arcane hand, but this mage found another useful way. You target a creature within range, it has to make a Wisdom saving throw or become assaulted by a flock of the mage hand Cantrip. These hands are mainly there to distract the target, applying one of the options onto the target at random at the start of the creatures turn:
Devious. The creature is knocked prone, as the hands make it trip and make it unable to find its coordination.
Playful. The creature is silenced, as the hands stretch its cheeks and play around in its mouth.
Vulgar. The creature looses concentration on Spells or other magical effects and gains disadvantage on ranged attacks, as the hands go to intimate and sensitive places.   A creature can make an Endurance skill check against your Spellcasting DC at the end of its turns to ignore the condition on its following turn.   At Higher Levels. When you cast this Spell using a Spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.
Warrior's Remnant
Classes: Cleric, Eldritch Knight, Hexblade Warlock, Paladin, Ranger, War Wizard
School: 1st level Evocation
Casting Time: 1 Action
Range: Touch
Target: -
Components: S, M(a weapon)
Concentration: No
Duration: Until the end of your next turn
Output: Spellcard
Description: You magically enhance a melee weapon you touch, enhancing its effective range and damage. The next time you attack with the weapon, it targets each creature in its respective range, based on its damage type.
Bludgeoning. You attack each creature within a 5ft. radius around you. Dealing bludgeoning damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier.
Piercing. You attack each creature within a 30ft. long, 5ft. wide. line infront of you. Dealing piercing damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier.
Slashing. You attack each creature within a 15ft. cone infront of you. Dealing slashing damage equal to 2d8 + your Dexterity, Strength or Spellcasting modifier.   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.
Level 2   Air Burst
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Reaction
Range: Self
Target: -
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By focusing your magical prowess in a pinch, you can drag in the surrounding air for a brief moment and release it as a burst of energy in front of you. Whenever a creature is about to enter a space within 5ft. of you, using a reaction, you can create an air burst with a large amount of pressure and send yourself 30ft. away from the creature. The creature has to make a Strength saving throw or be knocked prone.
Cloak Trick
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
School: 2nd level Enchantment
Casting Time: 1 Reaction
Range: Self, 60ft.
Target: -
Components: S
Concentration: No
Duration: Up to one round
Output: Spellcard
Description: If a ranged attack using a projectile misses you, using your reaction, you can instead capture it inside your clothing. On this or the following turn, you can use your bonus action to release the projectile, using your Spellcasting modifier for the attack and damage, towards a creature within 60ft. of you, dealing the same damage it would have done normally.
Cesspool
Classes: All
School: 2nd level Transmutation
Casting Time: 1 Action
Range: Touch
Target: A creature afflicted by any condition
Components: S
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: The ability to manipulate one's conditions to something different is a difficult one, as many healers seek that ability, but many others use it to harm those around them even more. You touch a willing creature, or make a Melee Spell Attack against an unwilling creature, that has at least one condition. On hit, you remove that condition and replace it by another one. What kind of conditions you can remove and then exchange into, depends on the Spell level you cast this Spell at. The new condition lasts as long as the old condition would have lasted, using the same actions or saving throws to remove it.
2nd Level. Dazed, Muddled, Pinned, Sickened, Soaked and Winded.
4th Level. Blinded, Burning, Charmed, Deafened, Frightened, Poisoned and Silenced.
6th Level. Frozen, Paralyzed, Restrained Stunned and Terrified.
Crumple
Classes: Wizard
School: 2nd level Transmutation
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: You extend your hand forward and create a gravitational pull in the centre of a creature, making it fold on itself. Choose a creature within range, this creature has to make a Strength saving throw or become restrained. A restrained creature can make an Athletics check, as an action, to escape the Spell temporarily. You can recast the Spell on the same or another creature within range, as an action on your turn, as long as you concentrate on it. If a creature is still restrained by the Spell during your turn, you can use a bonus action instead to further fold it on itself, dealing 2d8 bludgeoning damage. A creature reduce to 0 hit points, is folded into a perfect sphere, folding all nonmagical equipment with it.   At Higher Levels. When you cast this Spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Enemy Within
Classes: Druid, Ranger, Warlock, Wizard
School: 2nd level Necromancy
Casting Time: 1 Action
Range: 30ft.
Target: Living or Undead creature
Components: V, S, M(straw effigy)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Messing with someone else's body is a dangerous craft, especially if they are still alive. You manipulate the skeleton inside a creature within range, twisting it violently as an action, forcing the creature to make a Strength saving throw or take 4d6 bludgeoning damage and become dazed, taking only half the damage on a success and not becoming dazed. If you use this Spell on an undead creature, it has to make the same saving throw, but instead of taking damage, it uses its reaction to move its full movement speed and make an attack against a creature of your choice within the range of its weapon, including itself.   At Higher Levels. For each Spell slot above 2nd, the damage increases by 1d6.
Fall into Place
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Abjuration, Ritual
Casting Time: 10 minutes
Range: Self
Target: -
Components: V, S
Concentration: No
Duration: Until dispelled or used
Output: Spellcard
Description: A way to invoke magic by lining up lines and objects to the right position, so it triggers magical ingenuity, similiar to a symbol Spell. You etch runes across a line into yourself or objects, which form a particular shape. Upon completion, you have one minute to disrupt the shape or otherwise the magic is used immediatly. The shapes and their effects are listed below.
Circle. Move an inscribed object or yourself, weighting no more than 300 pounds, 30ft. in the direction you were facing during the creation.
Oval. If its made with an opening, you blind every creature you can frame in the oval, otherwise its each creature that can see the oval shape. The creatures are blinded until the end of their turn.
Square. Create a temporary opening leading to the other side of the creature or object, without harming either. The opening remains for one minute and can't go farther than 5ft.
Triangle. Each creature and object within 100ft. of the triangle, weighting no more than 300 pounds, is lifted 15ft. into the air. The creatures are levitating until the end of their turn.
Lich's Mantle
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Necromancy
Casting Time: 1 Action
Range: Self
Target: -
Components: V, M(a humanoid skull)
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: You summon a necrotic shroud, that embraces you in form of a skeleton, as it protects you from other necromantic influences. You become immune to necrotic damage, and instead the damage being reduced, you regain hit points equal to the necrotic damage taken, and undead creatures ignore you as they can't sense you anymore. The shroud disappears after you have restored 20 hit points by taking necrotic damage or until one minute passes.   At Higher Levels. For each Spell slot above 2nd, the hit point threshold increases by 10 hit points.
Plague of Hunger
Classes: Druid, Ranger, Warlock, Wizard
School: 2nd level Necromancy
Casting Time: 1 Action
Range: Self, 10ft. radius
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: One of the five plague spells, that can inflict targets with horrible diseases. You drain the life force from creatures within a 10ft. radius around you. Each creature in the radius has to make a Constitution saving throw have part of their life force taken. Each affected creature gains one level of exhaustion and you remove one level of exhaustion for each failure. At the start of an affected creature's turn, they have to repeat the saving throw and gain another level of exhaustion if they fail, or remove one level if they succeed. A creature can't go above the third level of exhaustion, but keeps all level of exhaustion if the Spell lasts for the entire duration, and gains this plague's corresponding disease. The caster regains all level of exhaustion if the Spell does not last its entire duration.   Disease: Hypothyroidism. After finishing a long rest, you no longer remove a level of exhaustion. You can only remove one level of exhaustion after seven days of successful long rests.
Prop Weapon
Classes: Bard, Sorcerer, Wizard
School: 2nd Level Illusion
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M (a toy sword)
Concentration: Yes
Duration: Up to 1 hour
Output: Spellcard
Description: In secret, stashed away in a fake hilt or somewhere on your body, you are ready to conjure up the weapon you need. You conjure any mundane weapon into your hand, disregarding if you are proficient with it or not, and can use it disregarding your Strength or even size, but it still uses your corresponding Dexterity or Strength modifier for the attack, except the damage uses your Spellcasting modifier. You conjure up corresponding ammunition and anything else the weapons needs to function at the same time, being able to give it to other creatures as well, but once you or someone else misses an attack against any creature, that creature is aware that this is not a real weapon. Creatures can also use an Investigation check, using their action, to disbelief your prop weapon.   At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the modifier to attack and damage increases by 1 for every two slot levels above 2nd.
Scatterstones
Classes: Druid, Ranger, Sorcerer, Wizard
School: 2nd level Evocation
Casting Time: 1 Action
Range: 30ft. cone
Target: Ground with dirt, earth or stone
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Through the destruction of the immediate surroundings infront of you, you conjure up a massive wave of earth and stones. Creatures within the cone have to make a Dexterity saving throw or take 4d6 piercing damage and suffer one level of bleed until the end of their next turn. On a success the creatures take only half damage and do not bleed.   At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, you deal an additional 1d6 damage and apply one more level of bleed for each slot above 2nd.
Sickening Kiss
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Necromancy
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No
Duration: Instantaneous, up to one minute
Output: Melee Spell Attack
Description: There is more than one way to spread diseases, why not be their catalyst? You make a Melee Spell Attack against a creature within range. On a hit, you apply the muddled, poisoned and sickened condition for the next minute, but if the creature already had any of these conditions or a disease, it takes poison damage equal to 4d12 + your Spellcasting modifier instead. At the start of an affected creature's turn, it can attempt to succeed on a Constitution saving throw against your Spellcasting DC and remove one of the conditions on a success.   At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 1st.
Vicky's Flourishing Flash
Classes: All
School: 2nd Level Illusion
Casting Time: 1 Reaction
Range: Self
Target: -
Components: S, M (a weapon worth at least 5 silver)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: In love and war, all tactics, be it deviousness or brilliant, can be a great strategy, especially if you know how to use the element of surprise to your advantage. Whenever you are the target of an attack, using your reaction, you can make all of your clothing see-through, appearing naked in the space and halting the attack for a brief moment, allowing you to make your own melee weapon attack with advantage as part of the Spell. If you hit with this attack, you deal an additional 1d10 force damage and the creature has disadvantage on the attack it made against you, as you slowed down its assault on you, or make the attack go to waste if it dies. Hit or miss, your clothing becomes visible again after the opposing creature's attack.   At Higher Levels. When you cast this Spell using a Spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Warmage's Arsenal
Classes: Wizard
School: 2nd level Transmutation
Casting Time: 1 Action
Range: Self
Target: -
Components: M(any arcane focus, like an orb, staff or wand)
Concentration: Yes
Duration: Up to 1 hour
Output: Spellcard
Description: You magically enhance your casting implement to make it more dangerous. If you transform a staff or wand, it becomes a two-handed melee weapon that you are proficient with, dealing 2d8 force damage on a hit. If you use a crystal, orb or other trinket, you creature a two-handed ranged weapon that you are proficient with, that deals 2d6 force damage. Both variations use your Spellcasting ability for attacks and damage.   At Higher Levels. When you cast this Spell using a spell slot of 3rd level or higher, for each two Spell levels above 2nd the damage increases by an additional damage die.
Waterblades
Classes: Druid, Ranger, Sorcerer, Wizard
School: 2nd level Transmutation
Casting Time: 1 Bonus Action
Range: Self
Target: -
Components: S, M(a waterskin or any other kind of water source)
Concentration: Yes
Duration: Up to 10 minutes
Output: Melee or Ranged Spell Attack
Description: Through the manipulation of water, you conjure up two blades made entirely of water in your hands. These watery blades last until the Spell ends or until you run out of water, as you can manifest new blades using a bonus action. They count as a simple melee weapon with which you are proficient. They deal 1d10 slashing damage on a hit and have the Finesse, Light, and Thrown Properties (range 20/60). If you landed two attacks with your blades during a turn, using your reaction, you can make an additional attack with these blades.   At Higher Levels. When you cast this Spell using a spell slot of 3rd level or higher, you conjure an additional blade for each slot level above 2nd.
Window of Opportunity
Classes: Bard, Sorcerer, Warlock, Wizard
School: 2nd level Transmutation
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M(a piece of glass you break as part of the Spell)
Concentration: No
Duration: Up to 10 minutes
Output: Ranged Spell Attack
Description: As the glass shatters, breaking into thousand pieces, you choose only the most dangerous looking ones to keep, as 10 shards of glass begin floating around you. You can use a bonus action to send one of these shards of glass streaking toward one creature or object within 120 feet of you. When you do so, make a Ranged Spell Attack. On a hit, the target takes 2d4 piercing damage and gains one level of bleed. Whether you hit or miss, the shard of glass is expended. The Spell ends early if you expend the last shard of glass.   If you have five or more shards of glass remaining, creatures that hit touch or hit you with a Melee Attack gain one level of bleed and one of the shards of glass is expended.   At Higher Levels. When you cast this Spell using a spell slot of 3rd level or higher, the amount of shards of glass increases by 1 for each slot level above 2nd.
Level 3   Asphixiate
Classes: Druid, Sorcerer, Warlock, Wizard
School: 3rd level Transmutation
Casting Time: 1 Action
Range: 30ft.
Target: A creature that requires air to live
Components: S
Concentration: Yes
Duration: Up to 1 minute.
Output: Spellcard
Description: By manipulating the air within the lungs of a creature, that requires it to live, you can make it choke and suffer. You target a creature within range, forcing it to make a Constitution saving throw or start suffocating. A suffocating creature can't concentrate on any Spells or similar magical effects, it gains the silenced condition, its movement speed is halved and it fall unconscious after a number of rounds equal to its Constitution modifier + 1 if it is unable to breath in some air.
Blend In
Classes: Druid, Wizard
School: 3rd level Illusion
Casting Time: 1 Reaction
Range: Self
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Many Wizards accidentally use this Spell in moments of distress or panic, but it can be a useful tool to become partially inconceiveable. Whenever needed, you can surround yourself with something that looks and feels like the environment around you, as the Spell will try to make you fit into any given location, but it can't change your physical dimensions. Only creatures that have not seen you cast this Spell are affected by it, whilst others are aware of your disguise.   At Higher Levels. When you cast this Spell using a Spell slot of 5th or 6th level, you can maintain your concentration on the Spell for up to 1 hour. When you use a Spell slot of 8th level or higher, you can maintain your concentration on the Spell for up to 8 hours.
Collect
Classes: Bard, Cleric, Druid, Paladin, Ranger, Warlock, Wizard
School: 3rd level Abjuration
Casting Time: 8 Hours
Range: Self, Touch
Target: A non-consumable magical object of at least Common rarity.
Components: S, M(a golden key worth 5 gold, which the Spell consumed)
Concentration: No
Duration: Until object is found and removed from its hiding place.
Output: Spellcard
Description: By the name of Kulm, it shall never be found again. Over the course of 8 hours, you attempt to magically hide away a magical object that only you possess and have ownership of. If there is any dispute over who owns it, as long as these creatures have branded, cursed, marked or simply seen and found it wanting, then the dispute must be dealt with first, before it can be target of this Spell. If there is no dispute, you magically seal the object away in such a way, that you have access too, like a vault behind a waterfall, a hidden trap door in an abandoned village, and so on. Once hidden, you gain benefits equal to the objects rarity, as seen below, but if at any point someone discovers the object and undoes your Spell, you loose the benefits, but are made aware of what object has been discovered.   Common. After you finish a long rest, you gain temporary hit points equal to each Common object hidden away.
Uncommon. After you finish a short or long rest, you add an amount equal to each Uncommon object hidden away to the first Skill check you make.
Rare. You increase your maximum hit points by an amount equal to each Rare object hidden away.
Very Rare. You increase your AC by an amount equal to each Very Rare object hidden away, as long as you are not wearing any armor or a shield.
Legendary. You gain a +1 to each of your saving throws for each Legendary object hidden away.
Artifact. You gain a unique effect depending on the kind of Artifact object that has been hidden away.
Unique. You gain a unique effect depending on the kind of Unique object that has been hidden away.
Escalating Snowball
Classes: Bard, Druid, Sorcerer, Wizard
School: 3rd level Evocation
Casting Time: 1 Action
Range: 5ft. x Strength modifier long and 5ft. x every 15ft. traveled wide(minimum of 5ft.) line, and an additional 10ft. length for each 5ft. of angled elevation
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Its just a harmless snowball, right? You send out a snowball that gets increasingly bigger the longer it travels. Each creature in the snowball's path has to make a Dexterity saving throw or take 5d4 cold damage, or half as much on a success. For each 10ft. travelled beyond the first 15ft. the snowball will deal an additional 2d4 bludgeoning damage, and after reaching at least a width of 10ft., it will sweep away small or tiny creatures that failed their Dexterity saving throw and take them along its path, medium creatures once it has a width of 15ft. and even large creatures if it has a width of 20ft. Creatures that are swept away by the snowball are freed once the snowball stops. The snowball stops once its travel distance is traversed, it travels along the ground and even uphill, but doesn't get additional acceleration besides its initial starting position, and stops immediately at objects larger than it or a wall.
Flesh to Bone
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
School: 3rd level Conjuration
Casting Time: 1 Action
Range: 60ft., 5ft. radius
Target: -
Components: S
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: You summon a strong localized sandstorm on a point within range that you can see, forcing a Dexterity saving throw from each creature in a 5ft. radius originating from the sandstorm, as it tries to strip their flesh from their bodies. On a failure, the creature takes 4d4 slashing damage or 8d4 slashing damage if it wears nothing protective like armor or a carapace, and it becomes vulnerable to the next acid, cold, fire, necrotic or poison damage it takes. When a creature enters the Spell's area for the first time on a turn or starts its turn there, it has to make the Dexterity saving throw aswell. You can use an action to move the sandstorm up to 60ft.   At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the damage of both instances increases by 1d4 for each slot level above 3rd.
Fortified Body
Classes: Bard, Cleric, Druid, Wizard
School: 3rd level Abjuration
Casting Time: 1 Action
Range: 30ft.
Target: -
Components: V
Concentration: Yes
Duration: Up to an hour
Output: Spellcard
Description: For the duration, you or one willing creature you can see within range has resistance to rot damage, as well as advantage on Constitution, Dexterity and Strength saving throws.   At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Inside Out
Classes: Sorcerer, Warlock, Wizard
School: 3rd level Necromancy
Casting Time: 1 Action
Range: 60ft.
Target: Requires bones or at least 5 Intelligence
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Crushing the insides of a creature in more than one way is very dangerous, and efficient. You can choose to either attack a creature mentally or physically, using an action, forcing its insides to pour out, be it deeply hidden memories or the organs beneath the skin.
Mental. The creature has to make a Wisdom saving throw or take 4d10 psychic damage and become stunned until the end of your next turn.
Physical. The creature has to make a Constitution saving throw or take 4d10 necrotic damage and gain one level of exhaustion. A creature can't gain more than three levels of exhaustion from any instance of this Spell.   At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Leech Life
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
School: 3rd level Necromancy
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: By leeching the blood of nearby creatures, you can restore some of your own vitality. Using an action, each bleeding creature within range immediately rolls their bleed damage, but only takes half of the damage itself. You restore hit points equal to the total damage taken among all bleeding creatures within range.
Plague of Conflict
Classes: Druid, Ranger, Warlock, Wizard
School: 3rd level Necromancy
Casting Time: 1 Action
Range: Self, 15ft. radius
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: One of the five plague spells, that can inflict targets with horrible diseases. You let out a horrible battlecry that drills itself into the minds of every creature within a 15ft. radius around you, making a Wisdom saving throw. Each affected creature gains one enters a rage, similiar to the Barbarian Class feature, and have to attack the nearest creature. At the end of a raging creature's turn, they can repeat the saving throw. If the Spell lasts for the entire duration, it gains this plague's corresponding disease.   Disease: Explosive Disorder. You have to attack a creature at least once, whenever they disagree with you or do something that normally enrages or even annoys you.
Set in Stone
Classes: Cleric, Druid, Wizard
School: 3rd level Divination
Casting Time: 1 Hour, 1 Action
Range: Touch, 60ft.
Target: -
Components: V, S, M(an empty stone tablet)
Concentration: No
Duration: Until dispelled or replaced
Output: Spellcard
Description: The ability to foresee a future that is still in the making is an incredibly feat, though many say that those that see such futures bestow them upon their enemies. You touch an empty stone tablet, which you imbue with one of the futures written below over the course of an hour. Once imbued, this tablet can't be used anymore for the same Spell again and looses its magic if it is dispelled or you create another tablet with this Spell. You can only have one creature's future be set in stone at any given time.
Clumsiness. You bestow clumsiness onto a creature within 60ft. of you, using an action, the creature has to make a Charisma saving throw or have disadvantage on all Ability and Skill checks of an Ability score of your choice for the next minute. If the creature succeeds on its saving throw, it becomes immune to all Set in Stone tablets for the next 24 hours.
Hysteria. You bestow hysteria onto a creature within 60ft. of you, using an action, the creature has to make a Charisma saving throw or can't concentrate on any Spells or similiar effects that require concentration for the next minute. If the creature succeeds on its saving throw, it becomes immune to all Set in Stone tablets for the next 24 hours.
Misfortune. You bestow misfortune onto a creature within 60ft. of you, using an action, the creature has to make a Charisma saving throw or have disadvantage on all saving throws of an Ability score of your choice for the next minute. If the creature succeeds on its saving throw, it becomes immune to all Set in Stone tablets for the next 24 hours.
Weakness. You bestow weakness onto a creature within 60ft. of you, using an action, the creature has to make a Charisma saving throw or have disadvantage on all attacks that use either Strength or Dexterity, your choice, for the next minute. If the creature succeeds on its saving throw, it becomes immune to all Set in Stone tablets for the next 24 hours.
Short Circuit
Classes: All Spellcasting Classes
School: 3rd level Evocation
Casting Time: 1 Action
Range: Self, Touch, 120ft.
Target: -
Components: S
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: An electrical current that surges through towards other creatures within range. You make a simultaneous touch attack for each of your hands to every creature within range, dealing 4d10 lightning damage on a hit. If they are connected to another creature with metal, mist, water or through touch, this lightning damage continues to these creatures aswell, as long as the original target is no further than 120ft. away from these additional creatures.
Spiraling Vortex
Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
School: 3rd level Conjuration
Casting Time: 1 Action
Range: 60ft. radius
Target: -
Components: V, S, M(a waterskin)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Directly from your waterskin you begin to conjure up a massive sea dragon made entirely out of water, that begins spiraling around you, striking anything that crosses its path. Each creature within a 60ft. radius centered on you, but only within every other 5ft. radius interval starting from you, has to make a Strength saving throw or take 3d10 bludgeoning damage, become soaked and be knocked prone, or half as much damage and not being knocked prone on a success.   At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Tear the Veil
Classes: Death Cleric, Soulguide Druid, Warlock, Wizard
School: 3rd level Necromancy
Casting Time: 1 Action
Range: 5ft.
Target: -
Components: S
Concentration: No
Duration: Up to 1 minute
Output: Melee Spell Attack
Description: As many a necromancer, you don't wanna do the work yourself and thus you summon other creatures to do your bidden, this is no different. You rupture a tear into the Veil, as long as your plane is connected to the Veil, and whenever a creature comes within 5ft. of the tear, willingly or not which does exclude you, the tear makes a Melee Spell Attack using your Spellcasting modifier for the attack. On a hit, the creature takes 3d10 necrotic damage and can't restore hit points until the start of its next turn. In addition, creatures leaving the tear trigger Opportunity Attacks from you, using the tear to attack them and your reaction.
Unravel
Classes: Bard, Ranger, Sorcerer, Warlock, Wizard
School: 3rd level Enchantment
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V, M(string wrapped around a puppet)
Concentration: Yes
Duration: Up to one minute
Output: Spellcard
Description: One of the first curses that allow the user to gain vital intel about the creature or other sensitive information. You target a creature within range, it has to make an Intelligence saving throw. On a failure, you and each friendly creature has advantage on all Cunning and Insight checks against the targeted creature. In addition, whenever the creature takes damage it reveals the alphabetically first resistance it has, allowing it to repeat its saving throw.
Vicky's Tenderizing Tentacles
Classes: All
School: 3rd Level Conjuration
Casting Time: 1 Action
Range: Self, 15ft. Radius
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Melee Spell Attack
Description: Creatures from the Deep are usually denizens, that haven't seen the light of the two suns for quite a while, and can become quiet agitated when exposed to it or similar sources on different planes. From any location on your person that casts a shadow, an arm sleeve, the underside of the robes, etc., you summon three 15ft. long tentacles, that thrash around violently under your command. As part of casting the Spell and every turn after, using an action, you can attack three times with these tentacles, dealing bludgeoning damage equal to 1d10 + your Spellcasting modifier, or automatically grapple a creature using all three of the tentacles, or restrain it if you use six tentacles. A grappled or restrained creature can't concentrate on any Spells or similar magical effects, as it becomes hard to concentrate being wrapped in these tentacles. You have to use your action each turn to continue the grapple and the tentacles can't attack during that time. A grappled or restrained creature can use an Athletics skill check against your Spellcasting DC to escape the grasp.   At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the amount of summoned tentacles increases by 3 for every two slot levels above 3rd.
Vilebloom
Classes
: Druid, Ranger, Sorcerer, Wizard
School: 3rd level Evocation
Casting Time: 1 Action
Range: 5ft., 60ft.
Target: -
Components: V, M(a seed drenched in acid)
Concentration: Yes
Duration: Up to 1 minute
Output: Ranged Attack
Description: Through precise magical workings, you summon a vile animated plant container of six loads of acid within 5ft. of you. When you cast the Spell—and as a bonus action on each of your turns thereafter—you can expend one or all loads of acid, spitting them from the container to a point within 60ft. of you and move the container up to 30ft. in any direction. Once the acid reaches its destination, it splashes in a 5ft.-radius centered around the chosen point. Each creature on the point and inside the radius has to make a Dexterity saving throw or take 2d4 acid damage, or half as much on a successful save. Regardless if the acid deals any damage, the ground around the impact becomes difficult terrain, as the acid burns through it and disrupts its integrity.   At Higher Levels. When you cast this Spell using a Spell slot of 4th level or higher, the number of acid loads created increases by two for each slot level above 3rd.
Warrior's Memory
Classes: Bard, Eldritch Knight, Hexblade Warlock, Ranger, Wizard
School: 3rd level Enchantment
Casting Time: 1 Action
Range: Self
Target: -
Components: V, M(a melee weapon)
Concentration: Yes
Duration: Instantaneous
Output: Melee Attack or Melee Spell Attack
Description: You enhance your body to mimick a portion of a true warrior's spirit. Using an action, you can unleash a special attack, using your melee weapon as a catalyst, depending on the damage type of your weapon, you do a different attack.
Bludgeoning. You leap up to 60ft. into a direction of your choice, landing on an unoccupied spot within that range. Each creature within 10ft. of your landing spot has to make a Dexterity saving throw or take weapon damage twice, including other magical or non-magical enhancements and be knocked prone. On a success, they take only half damage and are not knocked prone.
Piercing. You begin stabbing a target repeatedly. You attack a target within range of your weapon, and nine times more with the initial roll reduced by one each time. You only deal your weapon damage once to the target, in your initial attack, and apply one Level of Bleed for each subsequent attack that hits.
Slashing. You attack three times with your weapon, making it a ranged weapon with a 120ft. range, as you create air slicers. You have to target a different creature with each attack. Each hit pushes the target 15ft. away from you.
Wall of Glass
Classes: Wizard
School: 3rd level Conjuration
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V, S, M (a perfect glass sphere)
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: You create a wall of glass on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall. Both sides of the wall are see-through, but creatures on one side of the wall do not see any designated creatures chosen at the casting of the Spell by looking through the wall that should be on the other side, only when they walk around it.   The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to bludgeoning and thunder damage. Reducing a 10-foot section of wall to 0 hit points destroys it.
Level 4   Corpse Explosion
Classes: Warlock, Wizard
School: 4th level Necromancy
Casting Time: 1 Action
Range: 60ft.
Target: An intact corpse of a creature that is dead no longer than 24 hours or an undead under your control.
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Through vile necromantic energy, you fill a corpse or an undead under your control with destructive force. The body explodes, causing splinters of flesh and bone to erupt, forcing each creature within a 15ft. radius of the body to make a Dexterity saving throw or take 2d12 bludgeoning and 2d12 necrotic damage, or half as much on a successful save.   At Higher Levels. When you cast this Spell using a Spell slot of 5th level or higher, the necrotic damage increases by 1d12 for each slot level above 4th.
Dehydrate
Classes: Cleric, Druid, Warlock, Wizard
School: 4th level Transmutation
Casting Time: 1 Action
Range: Touch
Target: A creature requiring some kind of liquid to live
Components: S, M(a dried fruit)
Concentration: No
Duration: Instantaneous
Output: Melee Spell Attack
Description: You drain any kind of liquid from a creature, leaving them dry and dehydrated. You make a Melee Spell attack against a creature within range, dealing 4d8 necrotic damage, removing the soaked condition and giving it two levels of exhaustion. A dehydrated creature can't be targeted by this Spell again, as long as it has two levels of exhaustion from this Spell. One level of exhaustion of this Spell can be removed by becoming soaked, immediatly ending the soaked condition.
Dreadful Spirit
Classes: Cleric, Druid, Warlock, Wizard
School: 4th level Conjuration
Casting Time: 1 Action
Range: 120ft. line, 10ft. wide
Target: -
Components: V, S, M (an unused hit die, which the Spell consumes)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: A horrid Spell that conjures nothing but grief. You summon a dreadful spirit by manifesting it into the material plane by focusing your energy into it, whilst tapping into its or your own grief and regret. You choose a line that is 120ft. long and 10ft. wide, the spirit will travel in that direction. Each creature within the line has to make a Dexterity saving throw, or take 4d10 cold damage and burn with blue flames taking additional 1d8 necrotic damage at the start of each of its turns. On a success it takes half the cold damage and does not burn. The flames last for 1 minute, or until dispelled with a dispel magic Spell of equal level.   At Higher Levels. When you cast this Spell using a Spell slot of 5th level or higher, the amount of cold damage increases by 1d10 for each slot above 4th.
Make Do
Classes: All Spellcasting Classes
School: 4th level Conjuration
Casting Time: 1 Action
Range: Touch
Target: -
Components: M (gold equal to the material cost of another Spell + 50%)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Sometimes you are rich, but have completely forgotten to buy the essential items you require, or you didn't reach the city yet to restock them. Worry not! With this Spell all is possible...if you pay some additional coin. You can create any material component of a Spell that is equal to or lower Spell level than the Spell level this one has been cast at, as long as you provide gold equal to 150% of the gold cost of the required material component. Once the gold has been accepted, the required component is summoned to to your side.
Mirror Walk
Classes: Bard, Sorcerer, Warlock, Wizard
School: 4th level Conjuration
Casting Time: 1 Action
Range: 1000ft.
Target: -
Components: V, M (a mirrored surface the size of a hand mirror)
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: You teleport yourself from your current location to any other spot with a mirrored surface within range by going through a mirrored surface the size of at least a hand mirror. You arrive at another mirrored surface you have previously seen within range. You can bring along objects as long as their weight doesn't exceed what you can carry. If any of the mirrored surfaces you enter and exit from are cracked or other damage, you take 4d6 piercing damage for each broken mirrored surface.
Plague of Death
Classes: Druid, Ranger, Warlock, Wizard
School: 4th level Necromancy
Casting Time: 1 Action
Range: Self, 60ft. cone
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: One of the five plague spells, that can inflict targets with horrible diseases. You release a cloud of death from your mouth towards creatures within a 60ft. infront of you. Each creature in the cone has to make a Constitution saving throw or be infected by the toxic cloud. Each affected creature takes 3d8 unmitigated damage at the start of its turn. If a creature is infected for the entire duration of the Spell, it gains this Spell's corresponding disease.   Disease: Death's Grasp. A creature with this disease is reduced to 0 hit points and remains at 0 hit points, as it can't be healed in any way, except for a wish Spell.
Power Word: Nude
Classes: Bard, Sorcerer, Warlock, Wizard
School: 4th Level Enchantment
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: Removing the protection a creature holds dear can be an awarding endeavor, and sometimes the humiliation crushes the spirit of your enemy as you utter this word. You utter a word of foul and profane language, that strips even the most armored creatures barebone. If the targeted creatures wears, not carries, non magical equipment worth at most 500 gold pieces, all of that equipment vanishes and is immediatly flung into the air and will slowly descend next to the creature, leaving it unable to defend itself, unless it carried something in advance.
Share the Love
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard
School: 4th level Enchantment
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: No.
Duration: Varies.
Output: Spellcard
Description: By the name of Carabella, you share the beneficial boons and Spells with a creature within range. Using an action, you touch a willing creature within range and share all beneficial temporary effects, magical or not, that are of lower Power and Spell level than the level at which this Spell was cast. The duration for effects shared this way are the same as they are for you, and if one of these effects requires concentration, this concentration is still being upheld by the original caster, but this does not mean if your instance of the magic is dispelled, that it will be dispelled for the creature you shared it with.
Two-Faced Markings
Classes: Bard, Cleric, Druid, Wizard
School: 4th level Transmutation
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V
Concentration: No
Duration: 1 Minute
Output: Spellcard
Description: By the name of Venakir, you are beast and man, monster and aberration. Using an action, you target a creature within range, it has to make a Charisma saving throw or be marked by the Two-Faced Deer. Once it is marked, you can declare a Creature Type, which the marked creature gains alongside its other Creature Types for the duration of the Spell. If you choose the same type that it is already, nothing happens. As part of casting the Spell, you can attempt a free Cunning Skill check to determine the creature's original type only.   At Higher Level. When you cast this Spell using a Spell slot of 5th level or higher, you can target an additional creature for each slot level above 1st.
Windcutter
Classes: Druid, Ranger, Sorcerer, Wizard
School: 4th level Transmutation
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S, M(a weapon worth at least 5 silver)
Concentration: No
Duration: Instantaneous
Output: Ranged Spell Attack
Description: With enough magic you can cut through the air creating precise and powerful slashes of distorted air. You make four Ranged Spell attacks against creatures within range, you can't target the same creature twice, and deal slashing damage equal to 3d10 + your Spellcasting modifier.   At Higher Levels: When you cast this Spell using a Spell slot of 5th level or higher, you gain one additional attack for each slot level above 1st.
Level 5   Air of Stillness
Classes: Druid, Sorcerer, Wizard
School: 5th level Transmutation
Casting Time: 1 Action
Range: 60ft., 15ft. radius around point
Target: A point within range
Components: V, M(a snowglobe)
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Briefly, you can stop all motion within a specific area. Choose a point within range, each creature within it has to make a Strength saving throw or become pinned. Successful or not, creatures begin to suffocate within the radius as air can't be inhaled or exhaled. Every projectile released within or entering from the outside is frozen in time and keeping their original velocity, including magical projectiles, not pinned creatures entering ending their turn within the radius have to make the saving throw. A pinned creature can repeat its saving throw at the end of its turn, except when it failed it already during its turn.
Condense Air
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
School: 5th level Transmutation
Casting Time: 1 Action
Range: Touch, 30ft. radius centered on self
Target: -
Components: S
Concentration: No
Duration: Up to one minute
Output: Melee Spell Attack
Description: By gathering the nearby air around you and forcefully condensing it into a small high pressured orb, you create a dangerous weapon. You manifest an orb of condensed pressured air, using an action, that can last for a minute or whenever you use one of its two functions, listed below
Release. You release the condensed air in a 30ft. radius centered on yourself, forcing each creature within range to make a Strength saving throw or be pushed back 30ft. away from you and be knocked prone. On a success the creatures are still pushed 10ft., but are not knocked prone.
Send Off. You make a Melee Spell attack against a creature within range, pushing it 120ft. away from you. In addition, the creature breaks any object on its path that isn't made of solid metal, anything of equal hardness or two size catergories larger than the creature itself, taking damage equal to a number of D6s for each 10ft. pushed on each impact against a creature or object. If the creature hits another creature on its path, this new creature has to make a Dexterity saving throw against your DC or take the same damage as the pushed creature would impacting against anything.
Deconstruct
Classes: Druid, Sorcerer, Warlock, Wizard
School: 5th level Necromancy
Casting Time: 1 Action
Range: 60ft.
Target: Requires bones
Components: S, M(a jar of termites)
Concentration: Yes
Duration: One round
Output: Spellcard
Description: The frailty of all bone based creature is revealed to you, as you deconstruct its very nature. You target a creature within range, using an action, it has to make a Constitution saving throw of become vulnerable to bludgeoning, piercing and slashing damage, including creatures with immunity, and gain disadvange on all Strength checks and saving throws, until the end of your next turn
Diamond Dust
Classes: Druid, Ranger, Warlock, Wizard
School: 5th level Conjuration
Casting Time: 1 Action
Range: 30ft. high, 30ft. wide and 60ft. long rectangle
Target: -
Components: S, M(diamond dust worth at least 25 gold mixed with snow, which the Spell consumes)
Concentration: No
Duration: Instantaneous, up to 10 minutes or until dispelled.
Output: Spellcard
Description: One of the Icelord Shiva's strongest Spells, used to immobilize any foe. Starting from 30ft. behind you, particles of pure ice begin to form with a 30ft. width aligned with your body, rising up to 30ft. high, using an action, you send this diamond dust 60ft. forward past yourself, covering a rectangular area. Each chosen creature within range has to make a Dexterity saving throw or become frozen. Once a creature has been frozen within the area, it has to make a Constitution saving throw at the start of their turn or become frozen again as long as it remains within the rectangle, even if the ice was broken prior. Creatures frozen by other effects or Spells have to make the Constitution saving throw as well.   At Higher Levels. When you cast this Spell using a Spell slot of 6th level or higher, the width and height increase by 10ft. and the length by 20ft. for each slot level above 5th.
Mass Calm
Classes: Bard, Cleric, Wizard
School: 5th level Illusion
Casting Time: 1 Action
Range: 60ft.
Target: -
Components: V
Concentration: No
Duration: Up to 1 round
Output: Spellcard
Description: A temporary solution for a tavern visit turned brawl. Up to 10 creatures of your choice that are currently engaged in combat have to make an Intelligence saving throw or be put under a Spell that entrances them, forcing them into a world of calm. The calmed creatures don't do anything on their turn besides remain calm, and remain this way until the end of your next turn. If a calmed creature takes any damage the Spell ends, and if the creature lost its turn prior because of this effect, it immediately takes its turn after the turn which triggered the damage, gaining advantage on all attacks until the end of its turn.
Old Friend
Classes: Bard, Sorcerer, Warlock, Wizard
School:
5th level Enchantment
Casting Time:
1 Action
Range:
Touch
Target: -
Components:
S
Concentration:
No
Duration:
Until dispelled or used
Output:
Spellcard
Description:
Often times you realize potential in a creature or person, but the time to harvest is not now. By touching a creature and knowing its name, you can mark it with a magical charm, forcing it to make a Wisdom saving throw or become marked by this Spell. Success or failure, a marked creature is not aware that it is marked and is unaware of any other effects surrounding the Spell. Whenever thereafter, you can use an action to activate the mark and instantly make the creature charmed by you for the next 24 hours. It will address and see you as an old friend and would love to catch up, or help you out in one way or another. Creatures that are immune to the charmed condition are unaffected by the Spell, and you can't successfully mark a creature twice with this Spell.
Plague of Defilement
Classes: Druid, Ranger, Warlock, Wizard
School: 5th level Necromancy
Casting Time: 24 hours
Range: Self, 500ft. radius
Target: Area or Structure
Components: V, S, M(a conserved head of a mummy, which the Spell consumes)
Concentration: No
Duration: Until a hallow Spell is used to consecrate the area again
Output: Spellcard
Description: One of the five plague spells, that can inflict targets with horrible diseases. You defile a specific area or structure during a horrible ritual. Creatures within the area have disadvantage against all effects and Spells that apply death, disease or poison. In addition, each of these effects can't be cleansed, dispelled and dead creatures can't be resurrected in any way, unless they are turned into undead, like using the create undead Spell. A creature finishing a long rest in the area or structure, has to make a Constitution saving throw or become diseased with this Spell's corresponding one.   Disease: Defiler's Touch. A creature with this disease rots all food, spoils all water and kills every plant within 10ft. of it. After 15 days, the creature is considered no longer humanoid, but instead is considered an undead, and after 30 days, the creature finally dies, being unable to be resurrected in any way.
Stained Glass Reality
Classes: Wizard
School: 5th level Transmutation
Casting Time: 1 Hour, or 1 Action
Range: Touch
Target: An object not bigger than a 10ft. cube, or a creature
Components: V, M(a piece of a cathedrals stained glass window, worth at least 10 gold)
Concentration: No, or Yes
Duration: Until dispelled, or up to a minute
Output: Melee Spell Attack or Spellcard
Description: By targeting an object within the cube's dimensions, you can magically take away a piece from the object, not larger than the palm of your hand. As long as the piece is missing from the object, the object can't be moved magically or physically from its location, nor does it take any damage from any source, unless it or its missing part is dispelled.   In addition, you can target a creature with this Spell, making a melee spell attack, taking a piece of their body, like hair, a nail or other pieces, and deal 8d6 psychic damage to the creature, whenever you decide loose concentration on the Spell, when used in this manner. Loosing concentration through damage, also deals the psychic damage to the creature.
Stasis
Classes: Bard, Wizard
School: 5th level Abjuration
Casting Time: 1 Action or Reaction
Range: Self, 30ft.
Target: -
Components: S
Concentration: Yes
Duration: Instantaneous, up to one minute
Output: Spellcard
Description: Having quick decision making is important in the midst of combat, able to decide if you want to stop your opponents or protect yourself. Whenever you are target of any effect, using a reaction, you can suspend yourself into a state of static, becoming incapacitated, and immune to all other conditions and damage until one minute has passed or you loose concentration. In addition, using an action, you can target a creature within range and attempt to suspend them aswell, forcing them to make a Strength saving throw or becoming suspended in a statis. This stasis lasts until your concentration ends or the suspended creature succeeds on a Strength saving throw at the start of their turn.
Suspense
Classes: Bard, Sorcerer, Warlock, Wizard
School: 5th level Transmutation
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M(a blindfold)
Concentration: No.
Duration: Up to a number of rounds equal to your proficiency modifier.
Output: Spellcard
Description: By the name of O'nium, they never see it coming. Using an action, you cast an additional Spell as part of the action, expending all required and additional ressources as needed for the casting of this additional Spell, delaying it until the moment is right. At any point and or during any turn within the duration, you can activate this Spell and cast the additional Spell from the position of any creature that saw you cast Suspense. Each creature who is the target of the additional Spell has to make a Dexterity or Wisdom saving throw or gain the surprised condition for the additional Spell. If you never activate this Spell manually, it activates at the last possible moment at random.
Level 6   Suffocation Sphere
Classes: Druid, Sorcerer, Warlock, Wizard
School: 6th Level Transmutation
Casting Time: 1 Action
Range: 90ft.
Target: -
Components: V, S, M(an item that holds an interdimensional space worth at least 500 gold, like a bag of holding)
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: You conjure up a sphere of distorted air with a 10ft. radius at a point you can see within range. The sphere can hover but no more than 15ft. off the ground. The sphere remains for the spell's duration. Any creature in the sphere's space must make a Strength saving throw. On a success the creature is ejected in a direction of its choosing. A Gargantuan or larger creature succeeds on the saving throw automatically. On a failed save, a creature is suffocating inside the sphere and is engulfed by a vaccum. At the start of its turn, a suffocating creature takes 4d8 necrotic damage and can repeat the saving throw as an action to escape the sphere, ending the effect on itself on a success and being ejected out in a direction of the creature's choosing. Suffocating creatures can not speak, cast spells that require verbal components or concentrate on any spell. A creature becomes unconscious, if they are engulfed in the sphere a number of rounds equal to their Constitution modifier(a minimum of 1), but continue to take the damage each turn without waking up from it.   As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 15ft. above the ground. Any creature by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, any creature engulfed by the sphere is knocked prone in the space where it falls.   At Higher Levels. When you cast this Spell using a Spell slot of 7th level or higher, the radius increases by 5ft. for every Spell level above 6th.
Level 7   Adapting Armor
Classes: Druid, Sorcerer, Wizard
School: 7th Level Abjuration
Casting Time: 1 Action
Range: Self
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: A coat of protective, sentient armor begins to cover you, ignoring any other AC bonuses you have and replacing them with itself. Whenever you take damage from a hostile creature during any turn besides your own, your AC increases by 1, as the armor adapts to the incoming damage. This armor can adapt a number of times per turn equal to your Spellcasting modifier. Once you reach an AC of 30, you become immune to all damage until the end of the next turn of the creature that made it 30, reducing it by 10.
Copycat
Classes: Bard, Sorcerer, Warlock, Wizard
School: 7th Level Illusion
Casting Time: 1 Reaction
Range: 120ft.
Target: A creature's turn you have witnessed
Components: V, S
Concentration: No
Duration: Instantaneous
Output: Spellcard
Description: They say mimikry is the highest form of flattery, but more often than not its just better than whatever you could provide. Whenever a creature finishes their turn, using a reaction, you summon an illusion that will perfectly copy their last turn. It will appear in the space it originally started its not, not occupying any space it moves through, and doing the exact same actions it did, including the usage of items, Spell slots and other ressources. The only difference in this turn is that the illusion uses your Spellcasting modifier for its Attacks and Spells.
Deathmark
Classes: Bard, Sorcerer, Warlock, Wizard
School: 7th level Divination
Casting Time: 1 Action
Range: 300ft.
Target: -
Components: S
Concentration: Yes
Duration: 3 Rounds
Output: Spellcard
Description: Death comes for us all, sometimes creatures need a little nudge in the right direction to achieve it a bit quicker. You mark a creature within range for death, using an action, which immediatly makes it aware of your presence, disregarding the distance between you and it, as it fears for its life, knowing that death is coming. At the start of your turn after three rounds have passed and you are still concentrating on it, you deal 20d4 + 20 psychic damage to the creature.   At Higher Levels. When you cast this Spell using a Spell slot of 8th level or higher, the rounds required are reduced by one for each slot level above 7th.
Mirage Army
Classes: Bard, Sorcerer, Warlock, Wizard
School: 7th Level Illusion
Casting Time: 1 Action
Range: Self, 25ft. square centered on you
Target: -
Components: V
Concentration: No
Duration: 1 minute
Output: Spellcard
Description: Hiding in a crowd was always an effective method to avoid confrontation. You summon illusory copies of yourself in every unoccupied space within range. You are considered to be in any of these spaces, where your illusory copies are. Whenever you are hit by an attack made by another creature, you magically swap positions with one of these illusory copies and they vanish upon taking damage from the attack. You automatically fail your saving throw against effects and Spells that would damage multiple illusory copies, like the Spell fireball, but none of your illusory copies vanish because of the damage taken. Whenever you move, each illusory copy moves in the same direction as you if able, and they will climb, jump over and or trigger attacks of opportunity as you do.
Multi-Shield
Classes: Sorcerer, Wizard
School: 7th Level Abjuration
Casting Time: 1 Reaction
Range: Self, 120ft.
Target: -
Components: V, S
Concentration: No
Duration: Up to 1 minute
Output: Spellcard
Description: An invisible barrier of magical force appears and protects you or another creature within range. Until the end of combat or until one minute has passed, you or the targeted creature have a +5 bonus to AC, including against the triggering attack, and you take no damage from the Spell magic missile. A friendly creature can use their reaction in a similar manner as you did to transfer the Spell to them, as long as they are within 120ft. of the current holder of the Spell. This effect does stack with the Spell shield.
Overcharge
Classes: Druid, Sorcerer, Warlock, Wizard
School: 7th level Transmutation
Casting Time: 1 Action
Range: Self
Target: -
Components: S, M(some form of steroids)
Concentration: No
Duration: Instantaneous, up to 1 minute
Output: Spellcard
Description: Sometimes your Spellcasting capabilities aren't enough, and you have to use your physical prowess to end it...with a little magical boost. By magically enhancing drugs or similar substances and injecting them into one of your limbs. Your Strength becomes 40 and the chosen limb swells up massively, allowing you to make an unarmed attack with that limb, dealing 40 bludgeoning damage on a hit, doubling all damage modifiers that you apply to that attack. After a successful unarmed attack with the swollen limb, the magic instantly fades, shattering all your bones in that limb and making it unusable until someone casts the Spell regeneration on it, or you finish a long rest. The Spell lasts for 1 minute if you haven't hit a creature yet, and the 40 Strength only apply to activities that use that limb and its unarmed attacks.
Perfect Mirror Image
Classes: Wizard
School: 7th level Illusion
Casting Time: 1 Action
Range: Self
Target: -
Components: V, S, M(a gem-encrusted mirror worth at least 1000g)
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: You create a perfect mirror image of yourself, that mirrors your movements and spells perfectly. During the duration of the spell, you can cast spells or perform actions from the mirror image as if you were in its space. Regardless of who is the real one, everyone else perceives as both are casting the same spells, doing the same actions and moving the same distance, just in a mirrored way. Creatures have to guess which one is the real one, whenever they are targeted by the mirror image or the real Spellcaster, be it through an attack, effect or spell. If they fail to guess, or fail to succeed on an Investigation check against the Spellcaster's DC, they have disadvantage on the triggering saving throw and the Spellcaster gains advantage on all attacks during the same turn. In addition, if the Spellcaster is targeted by an attack, effect or spell, they can use a special reaction, a number of times equal to their Intelligence modifier, and swap position with their mirror image seemlessly, potentially avoiding the attack, effect or spell.
Trace and Track
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
School: 7th level Conjuration
Casting Time: 1 Minute
Range: 30ft.
Target: An area with recent relocation
Components: V, S
Concentration: Yes
Duration: Up to 10 minutes
Output: Spellcard
Description: When your counterspell fails and the creature or villain is able to teleport away, avoiding your grasp, it becomes impossible to follow them...or does it? Whenever a Spell or other magical effect has relocated, teleported or otherwise displaced one creature or multiple creatures, using your action, you can begin to track down the creature's location as long as one minute has not passed after they have been relocated. After this Spell's casting time has concluded, you open a rift for the next 10 minutes that can be traversed by a number of creatures equal to the number of creatures relocated by the previous relocation effect, allowing you to follow them.
Level 8   Cauldron of Nothing
Classes: Druid, Sorcerer, Warlock, Wizard
School: 8th level Transmutation
Casting Time: 1 Action
Range: 60ft. radius circle adjacent to you
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: The earth melts beneath your magical prowess. You a point in front of you, creating a 60ft. radius circle that turns the earth and stone beneath it into treacherous acid, which has the same depth as the radius of the circle at its center, creating an acid pool dome. Each creature inside the area has to make a Dexterity saving throw if there is an object nearby or sink 5ft. into the acid pool automatically. Objects that were originally standing on ground, begin to sink 5ft. per round and can be used to hold onto when making the Dexterity saving throw. A creature starting their turn in that acid takes 8d4 acid damage and becomes covered in acid. A creature covered in acid takes another 8d4 acid damage at the end of their turn and their AC is reduced by an amount equal to your Spellcasting modifier, unless they spend an action to remove it. Every 15ft. of movement spend inside the acid deals an additional 8d4 acid damage, and if no movement is spend inside the acid pit, a creature sinks 15ft. into it and starts suffocating. Once the Spell ends, all creatures and objects are ejected to a place where they used to be at various stages of corrosion. A creature covered in acid is still covered in acid even if the Spell ends.
Forging the Future
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
School: 8th Level Divination
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V
Concentration: No
Duration: Until dispelled, or the divined effect occured
Output: Spellcard
Description: Some people capable of divination are often seen as frauds or fake mediums, but those that can make their own future are simply geniuses. You choose a creature within range and openly predict what will happen to it. The prediction can only come true if you made preparations for it to work. For example, you have laid out a pit trap in the next town over, and you predict that the chosen creature will fall into a pit trap, then it eventually will fall into the pit trap that you have set up before. Parts of the chosen creature's life will slightly bend to make this divination happen, but the time required for it to come true is unknown. In addition, whoever has witnessed your prediction and interferes with the prediction, like killing the chosen creature or removing your preperations, is haunted by bad luck for the next month.
Infinite Knowledge
Classes: Warlock, Wizard
School: 8th level Illusion
Casting Time: 1 Action
Range: Touch
Target: -
Components: S
Concentration: Yes
Duration: 30 days, up to 1 minute and or until dispelled
Output: Melee Spell Attack
Description: Infinite knowledge at your finger tips, but it can come at a great cost. You touch a willing creature or make a Melee Spell Attack against a creature to fill its mind with infinite knowledge, forcing it to make a DC 30 Intelligence saving throw. On a failure its mind becomes muddled for 30 days, if it failed by 10 or more, its stunned for 1 minute in addition to the muddled condition, if it failed by 20 or more, its incapacitated until the Spell is dispelled or the greater restoration Spell is used. If the creature has an Intelligence of 9 or less, it considers any roll as if its rolled 5 lower. On a success, the creature gains an Intelligence Ability Score of 30 and gains expertise in all Intelligence ability checks, skills and saving throws for the next minute. In addition, mundane knowledge comes easy to the creature that succeeded on the saving throw, but at the end of the minute it gains one level of exhaustion.
Precognition
Classes: Druid, Wizard
School: 8th Level Divination
Casting Time: 1 Action
Range: Self
Target: -
Components: S
Concentration: Yes
Duration: Up to 1 hour
Output: Spellcard
Description: Seeing the future is always a dangerous practice and most of Chronurgy has been banned in the history of Venhum, but since this only involves the immediate future surrounding yourself, you may use this power to its fullest. After its casting and each turn after, whenever you finish your turn, you can reconsider your actions and undo everything you have done and redo your turn. Any damage sustained by you during the original turn remains, the dice rolled remain the same for you and other creatures if you do the same actions again, meaning if you have attacked with a longsword and then moved during your original turn, prompting an opportunity attack, but think you can move then attack to change the outcome, it won't, unless the attack is from a different weapon or Spell. Creatures are unaware of your ability to reset your turn and will act normally, as if you are doing it for the first time, but you have the knowledge of what is to come. You can only change your turn once with this Spell and this Spell does not effect your reactions outside of your own turn.
Veil of the Damned
Classes: Death Cleric, Soulguide Druid, Warlock, Wizard
School: 8th level Necromancy
Casting Time: 1 Action
Range: Self
Target: An open sky.
Components: V, S, M(a piece from the Ethereal Plane, also known as the Veil)
Concentration: Yes
Duration: Up to 1 hour
Output: Spellcard
Description: Not many can control the lingering dead, that still seek redemption, retribution, vengeance or simply judgment by any god or greater being, who linger within the Veil. Using an action, as long as you are in a plane where the Veil is present, you summon a guardian of the veil from the skies above that descends down and rupturing the thin layer between planes from above your head toward the sky, holding the torn fabric as a veil above your head. Remaining the guardian, none of these lingering souls can escape their fate, but they might help you with yours. Whenever you cast any Spell of 5th level or lower that has one or more targets, you can add a number of additional targets equal to your Spellcasting modifier, which is doubled for Cantrips, as the lingering dead help you with your magic. In addition, you are immune to necrotic damage, effects that would rapidly age or ouright kill you, and other creatures than yourself within sight of the Veil of the Damned can't use any magical effects, Spells or items that involve the Veil. Lastly, you gain 30ft. of Ethereal Sight.
Level 9   A Life Worth Living
Classes: Bard, Cleric, Druid, Wizard
School: 9th Level Illusion
Casting Time: 1 Action
Range: Touch
Target: -
Components: S, M(the last will of a creature that passed away)
Concentration: Yes
Duration: Instantaneous, up to 1 minute
Output: Spellcard
Description: Many creatures would love it if their life could be perfect, no flaws, no wars, only them and their loved ones living how they are supposed to be living. You touch a creature within range, it has to make an Intelligence saving throw or be suspended into a life they wished they had, or have always dreamt about, becoming incapacitated. Over the course of the next minute, at the end of the creature's turn, they can make an Investigation skill check against your Spellcasting DC to disbelief the illusion. Every time they fail an Investigation skill check, they can't attempt another one during their next turn. Once they have failed three Investigation skill checks, they can no longer attempt them and have to live through the illusion. Depending on the time spend within the illusion, different effects happen.
At least one turn. The creature is still partially in the illusory world, unable to perceive the reality around it. It considers every creature hostile and is considered blinded until the end of their next turn.
At least five turns. The creature gains three levels of exhaustion, as they have spend half a lifetime inside that illusion. In addition, the creature is stunned until the end of their next turn.
The entire Spell duration. The creature gains six levels of exhaustion and dies a peaceful death, as they have lived through a life worth living.
Deadly Rays
Classes: Bard, Death Cleric, Sorcerer, Warlock, Wizard
School: 9th level Necromancy
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: S, M(a well preserved eyestock of a beholder worth 1000g, which the Spell consumes)
Concentration: No
Duration: Instantenous
Output: Spellcard
Description: By mimicking one of the most powerful Spellcasting creatures outside of humanoids, you can creature devastating beams or destruction. Target up to 10 creatures and designate one of the following rays to each creature, with each ray only being assigned once.
Charm Ray. The designated creature has to succeed on a Wisdom saving throw or become charmed by you for the next hour. A creature charmed in this way does not loose the charmed condition if you deal damage to it.
Death Ray. The designated creature has to succeed on a Constitution saving throw or take 12d8 necrotic damage, half as much on a success. If the hit creature fails and is reduced to 0 hit points, it instantly dies.
Disintegration Ray. The designated creature has to succeed on a Dexterity saving throw or take 20d6 force damage. If the hit creature is reduced to 0 hit points, it and everything nonmagical it was wearing or carrying is reduced to dust.
Enervation Ray. The designated creature has to succeed on a Constitution saving throw or take 12d8 necrotic damage, and you restore hit points equal to the damage dealt.
Paralyzing Ray. The designated creature has to succeed on a Constitution saving throw or become paralyzed for the next minute. The paralyzed creature can repeat its Constitution saving throw at the end of each of its turns.
Petrification Ray. The designated creature has to succeed on a Dexterity saving throw. If the creature fails it begins to turn to stone and is restrained. It must succeed on a Constitution saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the Spell greater restoration or other magic.
Sleep Ray. The designated creature has to succeed on a Wisdom saving throw or fall asleep and remain unconscious for the next hour. The target awakens if it takes damage from any other creature except yourself or another creature takes an action to wake it up. This ray has no effect on constructs and undead.
Slowing Ray. The designated creature has to succeed on a Wisdom saving throw or its movement speed is halved for the next hour. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The slowed creature can repeat its Wisdom saving throw at the end of each of its turns.
Telekinetic Ray. The designated creature has to succeed on a Strength saving throw or you can move it 60ft. in any direction of your choice, as it is held aloft by your ray. The hit creature is restrained by the ray's telekinetic grip for the next minute and can be moved by you 60ft. in any direction, using a bonus action, or using the same bonus action, you can deal 8d8 force damage to it. If the creature is at any point further than 120ft. away from you, this ray's effect ends.
Terror Ray. The designated creature has to succeed on a Wisdom saving throw or become terrified of the caster for the next minute. The terrified creature can repeat its Wisdom saving throw at the end of each of its turns.
Dead on Arrival
Classes: Wizard
School: 9th Level Abjuration
Casting Time: 1 Action
Range: 60ft.-Cube centered on Self
Target: -
Components: V, S
Concentration: Yes
Duration: Up to 8 hours
Output: Spellcard
Description: A massive protective cube made out of the strongest magical barriers erupts around you and any creature inside of it. The cube is indestructible, unable to be dispelled and does not let anything magical nor non-magical in or out of it. As long as the cube is active, everything that is summoned or needs an unoccupied space, is summoned outside of the cube, this does include Spells like meteor swarm, every Spell that summons a creature, even something like pulling out an animal from a magical bag.
Expanding Portal
Classes: Bard, Druid, Warlock, Wizard
School: 9th Level Conjuration
Casting Time: 1 Action
Range: 1000ft.
Target: -
Components: V, S, M(a magnifying glass)
Concentration: Yes
Duration: Up to 1 minute
Output: Spellcard
Description: Sometimes things need to be bigger for certain tasks and that is what this portal provides. Using an action, you summon a 5ft. by 5ft. portal, and anything put through the portal becomes a 100 times bigger as a second, much larger portal appears within range, and it can be used for a single action or extraordinary feat. In case of a Weapon Attack, you could hit up to a 100 enemies at the same time, or drive a massive arrow or bolt through their ranks, as it returns back to its regular form on the original side of the portal. Any creature can use the portal as long as it is able to fit an object that is at most 5ft. in all directions through it.
Localized Worldview
Classes: Bard, Druid, Sorcerer, Wizard
School: 9th level Transmutation
Casting Time: 8 Hours
Range: Touch
Target: An ability, a creature, a feature, a spell or a weapon
Components: V, S
Concentration: No
Duration: Indefinite
Output: Spellcard
Description: You mentally or physically touch one of the possible targets, that this spell is able to manipulate. Over the course of eight hours, you begin to manipulate one aspect of the target, for instance you can change a creature from male to female, from humanoid to ooze, or maybe the fire damage type of the fireball Spell into cold damage, or the slashing damage type of the greataxe Weapon into acid damage. For all the possible aspects that can be change, its best to ask your DM about the extend of this Spell.
Majority Rules
Classes: Bard, Cleric, Druid, Sorcerer, Wizard
School: 9th level Divination
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V, S, M(a preserved queen bee)
Concentration: Yes
Duration: 1 hour.
Output: Spellcard
Description: By the name of Ill'stran, all for one and one for all. Using an action, you target all willing allied creatures within range, including yourself, connecting all of them with one another. Each connected creature can speak telepathically to any creature within the link. In addition, whenever an ability check, attack, effect, hazard, perk or spell targets one creature, it technically targets all connected creatures. If the targeted effect is successful against more than half of the affected creatures, it goes through to the original target, otherwise it fails. For example, if a Weapon Attack against a connected target is made with a roll of 17, and the target's AC is 17, technically resulting in a hit, it instead compares the attack against all connected creatures, meaning if the constellation of six creatures ACs would be 17, 18, 18, 18, 22, 23, then that means the attack missed, likewise if the six creatures ACs was 11, 12, 14, 17, 18, 19, then the attack would still hit the target creature.
Perfect World
Classes: Wizard
School: 9th Level Illusion
Casting Time: 24 hours
Range: Free space up to 200² miles or 320² kilometers
Target: -
Components: V, S, M(a fully grown eden crystal, worth at least 1000 gold, which the Spell consumes)
Concentration: No
Duration: Until dispelled with the wish Spell, dismissed by the creator, the death of the creator or when the creator leaves the area
Output: Spellcard
Description: Being part of the old world no longer does it for you, with the power of the archmages at your fingertips, you can create your own perfect world. For the next 24 hours you envision a place, be it a city, dungeon, town, village or something similiar, that is not larger than 200² miles or 320² kilometers, fill it with life, people, politics, races, history, everything your mind can imagine to the most minute detail. After the casting of the Spell is finished, this "world" you created is yours to command. You can edit every creature there, add new ones, change buildings and infrastructure or other details as long as you are within it. Everything that leaves the illusion vanishes after 24 hours of being removed from the illusion and any materials or objects can't be used for crafting or magic. Multiple castings of this Spell can't overlap, and you can't have more than one perfect world Spell, originating from you, active at any given time, including doppelgangers and simulacra.
Power Word: Destroy
Classes: Bard, Sorcerer, Warlock, Wizard
School: 9th level Evocation
Casting Time: 1 Action
Range: 120ft.
Target: -
Components: V
Concentration: Yes
Duration: Instantaneous
Output: Spellcard
Description: By the name of Gravia, let her words come true. Using an action, you utter the word and point at any non-magical object, not larger than colossal, and completely destroy it, turning it into nothing but dust. If the object was something like a house, it only destroys the house, nothing placed within it or arranged with it like a painting, unless it specifically invades the object like a nail, door, window, and so on.   If you target a creature with this Spell, the creature makes a Constitution saving throw. On a failure, you roll a number of D6 equal to the amount of times that their current hit points are divisible by 6 to the closest clean number(rounded up), and deal that much force damage to them. If they are killed by this Spell, their body is annihilated and their soul is destroyed alongside with it.
Timeless Bubble
Classes: Cleric, Druid, Wizard
School: 9th level Divination
Casting Time: 8 hours
Range: 30ft.-radius circle
Target: -
Components: V, S, M(a piece of city from an ancient civilization)
Concentration: Yes
Duration: Up to an hour
Output: Spellcard
Description: To peer back into the past was considered to be a good way to avoid catastrophies, but ever since Chronomancy was banned, no one dared to erect another Timeless Bubble. Over the course of 8 hours, you being to draw a runes of power in a 30ft-radius circle, as you designate this area for your Timeless Bubble. Once the casting time finishes, you gain access to everything that happened within this radius for the next hour and can go back in time, rewind and play events that happened in that exact spot, allowing you to potentially solve murder, mystery or many other plots, as well as potential historical events that took place in that area. For each event older than a year, you have to pay with your own life, as you reduce your lifespan by a tenth of the time rewinded. Meaning, if you wish to watch an event from 10 years ago, you would need to pay 1 year from your total lifespan left.

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