
Dozens of new spells for your characters to use! Some of these are re-imagining of spells from D&D 3.5 that were not converted to 5e/5.5e. Others are all new spells to work with ideas or niches that weren’t covered at all yet in D&D’s massive spell catalogue.
Arcane Sight
Arcane Sight – Level 3 Divination (Sorcerer, Wizard)
Arcane Sight
Level 3 Divination (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a magnifying glass worth 100+ GP)
Duration: 1 hour
You enchant your eyes to detect magical auras. For the duration, you can see a faint aura around any magic item, and any creature or object with a magical effect on it. If an effect was created by a spell, you know the spell’s school of magic. Additionally, you know the strength of an effect based on the following table. Each row lists the type of magical effect with the determinant of intensity in parentheses.
| Aura Strength | Weak | Moderate | Strong | Overwhelming |
|---|---|---|---|---|
| Spell (Level) | 0-3 | 4-6 | 7-9 | 10+ |
| Magic Item (Rarity) | Common and Uncommon | Rare | Very Rare and Legendary | Artifact |
| Creature Effect (CR) | 0-5 | 6-11 | 12-17 | 18+ |
Blindsight
Blindsight – Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard)
Blindsight
Level 3 Transmutation (Druid, Ranger, Sorcerer, Wizard)
Casting Time: Action
Range: 5 feet
Components: V, S, M (a mole’s whisker)
Duration: 1 minute
For the duration, a willing creature within 5 feet of you has Blindsight with a range of 10 feet.
Using a Higher-Level Spell Slot. You can target one additional creature and the range of the Blindsight increase by 5 feet for each spell slot level above 3. The spell’s duration is longer with a spell slot of level 4 (10 minutes), 5 (1 hour), and 6+ (8 hours).
Brittle Edge
Brittle Edge – Level 1 Transmutation (Bard, Paladin, Ranger, Sorcerer, Wizard)
Brittle Edge
Level 1 Transmutation (Bard, Paladin, Ranger, Sorcerer, Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 minute
You touch a weapon. Until the spell ends, attacks made with that weapon have Advantage. All targets of attacks made with that weapon have Resistance against damage dealt by that weapon. This Resistance cannot be removed or ignored. The spell ends early if you cast it again.
Choral Ward
Choral Ward – Level 3 Evocation (Bard, Sorcerer, Wizard)
Choral Ward
Level 3 Evocation (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
An ethereal chorus appears to provide background music for one creature within range. A 10-foot Emanation originates from the target for the duration. The target and all the target’s allies within the Emanation add 1d4 to their D20 tests.
The target has Resistance to Thunder damage and Disadvantage on Dexterity (Stealth) checks. Ranged attack rolls against the target are made with Disadvantage.
Using a Higher-Level Spell Slot. The Emanation increase by 5 feet for each spell slot level above 3.
Darkbeam
Darkbeam – Level 5 Evocation (Cleric, Sorcerer, Warlock, Wizard)
Darkbeam
Level 5 Evocation (Cleric, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S, (a strip of black cloth)
Duration: Concentration, up to 1 minute
You launch a beam of pure darkness in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 4d8 Necrotic damage and it’s Hit Point maximum decreases by an amount equal to the damage taken. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of darkness.
For the duration, a cloak of shadows covers you. Magical Darkness spreads from you filling a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. You can see through this Darkness.
If any of the spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 5 or lower, that other spell is dispelled.
Demiurge Unleashed
Demiurge Unleashed – Level 4 Enchantment (Warlock, Sorcerer)
Demiurge Unleashed
Level 4 Enchantment (Warlock, Sorcerer)
Casting Time: Bonus Action, which you take immediately after hitting a target with a melee attack
Range: Self
Components: V
Duration: 1 minute
The target takes an extra 3d8 Psychic damage from the attack, and it must succeed on a Wisdom saving throw or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
| 1d10 | Behavior for the Turn |
|---|---|
| 1 | The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. |
| 2–6 | The target doesn’t move or take actions. |
| 7–8 | The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. |
| 9–10 | The target chooses its behavior. |
At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 4.
Empowering Ward
Empowering Ward – Level 3 Abjuration (Cleric, Paladin)
Empowering Ward
Level 3 Abjuration (Cleric, Paladin)
Casting Time: Action
Range: Touch
Components: V, S, M (a small loop of thread or metal)
Duration: Concentration, up to 1 hour
You touch a willing creature and bolster their resistance to hostile effects. The target gains Temporary Hit Points equal to 2d10 plus your spellcasting ability modifier. You choose Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. The target gains Advantage on saving throws using the chosen ability. The spell ends early on the target if it has no Temporary Hit Points left.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3. You can choose a different ability for each target.
Energy Ball
Energy Ball – Level 1 Evocation (Sorcerer, Wizard)
Energy Ball
Level 1 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Your form a ball of energy and throw it at a creature within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of ball you create, and then make a ranged spell attack against the target. On a hit, the target takes 2d8 damage of the chosen type and must make a Constitution saving throw. On a failure, the target suffers a different condition depending on the damage type chosen for the energy ball.
If the energy ball dealt Acid damage, the target has the Blinded condition until the start of your next turn. If the energy ball dealt Cold damage, the target has the Exhaustion condition until the start of your next turn. If the energy ball dealt Lightning damage, the target has the Prone condition and cannot stand up until the start of your next turn. If the energy ball dealt Fire damage, the target can’t move or take Reactions until the start of your next turn. If the energy ball dealt Poison damage, the target has the Poisoned condition until the start of your next turn. If the energy ball dealt Thunder damage, the target has the Deafened condition until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Energy Blast
Energy Blast – Level 4 Evocation (Sorcerer, Wizard)
Energy Blast
Level 4 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A blast of energy forming a 100-foot-long, 5-foot-wide Line shoots out from you in a direction you choose. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder. Each creature in the Line makes a Dexterity saving throw, taking 6d6 damage of the chosen type on a failed save or half as much damage on a successful one. Additionally, on a failed save, a creature suffers a different condition depending on the damage type chosen for the blast.
If the blast dealt Acid damage, the creature has the Blinded condition until the start of your next turn. If the blast dealt Cold damage, the creature has the Exhaustion condition until the start of your next turn. If the blast dealt Lightning damage, the creature has the Prone condition and cannot stand up until the start of your next turn. If the blast dealt Fire damage, the creature can’t move or take Reactions until the start of your next turn. If the blast dealt Poison damage, the creature has the Poisoned condition until the start of your next turn. If the blast dealt Thunder damage, the creature has the Deafened condition until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.
Energy Burst
Energy Burst – Level 4 Evocation (Sorcerer, Wizard)
Energy Burst
Level 4 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A bright streak of energy flashes from you to a point you choose within range and then bursts into an explosion. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder. Each creature in a 20-foot-radius Sphere centered on the chosen point makes a Dexterity saving throw, taking 6d6 damage of the chosen type on a failed save or half as much damage on a successful one. Additionally, on a failed save, a creature suffers a different condition depending on the damage type chosen for the burst.
If the burst dealt Acid damage, the creature has the Blinded condition until the start of your next turn. If the burst dealt Cold damage, the creature has the Exhaustion condition until the start of your next turn. If burst wave dealt Lightning damage, the creature has the Prone condition and cannot stand up until the start of your next turn. If the burst dealt Fire damage, the creature can’t move or take Reactions until the start of your next turn. If the burst dealt Poison damage, the creature has the Poisoned condition until the start of your next turn. If the burst dealt Thunder damage, the creature has the Deafened condition until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.
Energy Wall
Energy Wall – Level 5 Evocation (Sorcerer, Wizard)
Energy Wall
Level 5 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a wall of energy on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, you choose an energy type, Acid, Cold, Fire, Lightning, Poison, or Thunder. Each creature in the wall’s area makes a Dexterity saving throw, taking 4d8 damage of the chosen type on a failed save or half as much damage on a successful one.
One side of the wall, selected by you when you cast this spell, deals 4d8 damage of the chosen type to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
If a creature takes damage from the wall it must make a Constitution saving throw. On a failure, the creature suffers a different condition depending on the damage type chosen for the wall.
If the wall dealt Acid damage, the creature has the Blinded condition until the start of your next turn. If the wall dealt Cold damage, the creature has the Exhaustion condition until the start of your next turn. If the wall dealt Lightning damage, the creature has the Prone condition and cannot stand up until the start of your next turn. If the wall dealt Fire damage, the creature can’t move or take Reactions until the start of your next turn. If the wall dealt Poison damage, the creature has the Poisoned condition until the start of your next turn. If the wall dealt Thunder damage, the creature has the Deafened condition until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
Energy Wave
Energy Wave – Level 6 Evocation (Sorcerer, Wizard)
Energy Wave
Level 6 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
You unleash a wave of raw energy. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 6d8 damage of the chosen type on a failed save or half as much damage on a successful one. Additionally, on a failed save, a creature suffers a different condition depending on the damage type chosen for the wave.
If the wave dealt Acid damage, the creature has the Blinded condition until the start of your next turn. If the wave dealt Cold damage, the creature has the Exhaustion condition until the start of your next turn. If the wave dealt Lightning damage, the creature has the Prone condition and cannot stand up until the start of your next turn. If the wave dealt Fire damage, the creature can’t move or take Reactions until the start of your next turn. If the wave dealt Poison damage, the creature has the Poisoned condition until the start of your next turn. If the wave dealt Thunder damage, the creature has the Deafened condition until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 6.
Faction Charge
Faction Charge – Level 4 Conjuration (Bard, Cleric, Wizard)
Faction Charge
Level 4 Conjuration (Bard, Cleric, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A squad of ghostly chariots tramples out from you in any horizontal direction you choose, forming a 75-foot-long, 20-foot-wide Line. Creatures within the line must succeed on a Dexterity saving throw or take 5d10 Bludgeoning damage and have the Prone condition. On a successful save, the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
Fawning Affection
Fawning Affection – Level 3 Enchantment (Bard, Sorcerer, Warlock)
Fawning Affection
Level 3 Enchantment (Bard, Sorcerer, Warlock)
Casting Time: Action
Range: 45 feet
Components: V, S
Duration: Concentration, up to 1 minute
You enchant a creature to have an irresistible pull on mortals. Target a creature you can see within range. Each Humanoid creature within 30 get of that creature must succeed on a Wisdom saving throw or become Charmed by the target for the duration. Each creature does so with Advantage if the target or the target’s allies are fighting it. The Charmed condition ends on an affected creature if the target or the target’s allies damage it. Each Charmed creature must use as much of its movement as possible to move towards the target, taking the safest route. After moving in this way, a Charmed creature repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4+ spell slot, it affects additional creature types besides Humanoids. These types include Beasts (level 4+ slot), Fey (level 5+ slot), Giants (level 5+ slot), Celestials (level 6+ slot), and Fiends (level 6+ slot).
Fearsome Presence
Fearsome Presence – Level 4 Illusion (Druid, Sorcerer, Warlock)
Fearsome Presence
Level 4 Illusion (Druid, Sorcerer, Warlock)
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
You grant yourself the bearing and demeanor of a terrifying threat. For the duration, you gain Temporary Hit Points equal to 2d8 plus your spellcasting ability modifier. The spell ends early if you have no Temporary Hit Points left.
While the spell lasts you have Advantage on Charisma (Intimidation) checks. Additionally, you can take a Bonus Action to frighten a creature that can see you within 30 feet. The creature must make a Wisdom saving throw. On a failed save, the creature has the Frightened condition for 1 minute. If the creature ends its turn in a space where it doesn’t have line of sight to you, the Frightened condition ends. On a successful save, a creature is immune to this effect for 24 hours.
Fish’s Embrace
Fish’s Embrace – Level 1 Transmutation (Bard, Druid, Ranger, Sorcerer, Warlock, Wizard)
Fish’s Embrace
Level 1 Transmutation (Bard, Druid, Ranger, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 10 minutes
One creature within range gains a Swim Speed of 30 feet.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. If you cast this spell using a level 2 spell slot, the duration becomes 1 hour. If you use a level 3 spell slot, the duration becomes 8 hours. If you use a 4+ spell slot, the duration becomes 24 hours.
Gouging Smite
Gouging Smite – Level 3 Necromancy (Paladin)
Gouging Smite
Level 3 Necromancy (Paladin)
Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
Range: Self
Components: V
Duration: Instantaneous
As you hit the target, it takes an extra 2d6 damage from the attack. The extra damage’s type is the same as the weapon’s type. Additionally, the target receives a horrific bleeding wound. While wounded, the target has the Poisoned condition and takes 2d6 Poison damage at the start of each of its turns. The wound closes after 1 minute, after a spell restores Hit Points to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a Wisdom (Medicine) check against your spellcasting DC.
Using a Higher-Level Spell Slot. The initial damage increases by 2d6 for each spell slot level above 3.
Graceful Step
Graceful Step – Level 1 Transmutation (Bard, Druid, Ranger, Sorcerer, Warlock, Wizard)
Graceful Step
Level 1 Transmutation (Bard, Druid, Ranger, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
One creature within range can immediately move up to its Speed without provoking Opportunity Attacks.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Grave Stride
Grave Stride – Level 2 Necromancy (Cleric, Sorcerer, Warlock, Wizard)
Grave Stride
Level 2 Necromancy (Cleric, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 round
You briefly take on the incorporeal form of a ghost and move through creatures and obstacles for the duration. You can move through other creatures and objects as if they were Difficult Terrain. While moving, Opportunity Attacks made against you have Disadvantage. If you end your movement in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved. Each creature you move through must succeed on a Constitution saving throw or take 1d6 Necrotic damage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Hydro Blast
Hydro Blast – Level 2 Evocation (Druid, Sorcerer, Wizard)
Hydro Blast
Level 2 Evocation (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A torrent of water bursts from your hands in a 60-foot-long, 5-foot-wide Line in a direction you choose. Each creature in the Line must succeed on a Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition.
Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 2.
Ideal Strike
Ideal Strike – Level 1 Divination (Bard, Cleric, Sorcerer)
Ideal Strike
Level 1 Divination (Bard, Cleric, Sorcerer)
Casting Time: Action
Range: Touch
Components: V, S, (a good luck charm)
Duration: 1 minute
You touch a willing creature and grant them the intuition necessary to strike a precise blow on their next attack. For the duration, when the target hits with an attack roll the attack automatically becomes a critical hit. After hitting with an attack roll, the spell ends.
Using a Higher-Level Spell Slot. The spell lasts for an additional successful attack roll for each spell slot level above 1.
Immaculate Perception
Immaculate Perception – Level 2 Abjuration (Cleric, Druid, Ranger)
Immaculate Perception
Level 2 Abjuration (Cleric, Druid, Ranger)
Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
A willing creature you touch is imbued with enhanced senses. For the duration, the target has Immunity to the Blinded and Deafened conditions. If the creature was already Blinded or Deafened, those conditions are suppressed for the duration. Additionally, the target gets a +2 bonus to Wisdom (Perception) checks.
Immunity
Immunity – Level 8 Abjuration (Bard, Cleric, Druid, Sorcerer, Wizard)
Immunity
Level 8 Abjuration (Bard, Cleric, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, the willing creature you touch has Immunity to one damage type of your choice: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder.
Long Hour
Long Hour – Level 3 Illusion (Bard, Druid, Sorcerer, Wizard)
Long Hour
Level 3 Illusion (Bard, Druid, Sorcerer, Wizard)
Casting Time: 1 minute
Range: 500 feet
Components: V, S, (a platinum hourglass worth 500+ GP)
Duration: Concentration, up to 8 hours
You make a 200-foot Cube within range where inside the area the same moment seems to continue forever. For the duration, atmospheric conditions, weather, and celestial bodies (sun, moon, and stars) remain the same within the area. Additionally, creatures within the area perceive these conditions as static outside of the area as well. When the spell ends, the area immediately changes to match the real conditions.
Creatures entering the area are likely to notice the illusion. A creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the conditions are illusory, the creature sees a vague image superimposed on the real environment.
Lotus Infusion
Lotus Infusion – Level 2 Enchantment (Druid, Sorcerer, Wizard)
Lotus Infusion
Level 2 Enchantment (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a pinch of pollen)
Duration: 24 hours
Ten lotus petals appear in your hand and are infused with sleeping magic for the duration. Dropping a lotus petal onto a piece of food or into a drink causes the petal to dissolve and enchant that food or drink. For the duration, if a creature willingly consumes that food or drink, they must succeed on a Constitution saving throw or have the Unconscious condition for 8 hours. The condition ends on a creature if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Undissolved lotus petals disappear when the spell ends.
Magic Fang
Magic Fang – Level 2 Transmutation (Druid, Ranger)
Magic Fang
Level 2 Transmutation (Druid, Ranger)
Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature. Until the spell ends, that creature’s Unarmed Strikes and any attacks gained from shape-shifting become magic weapons with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
Mass Compelled Duel
Mass Compelled Duel – Level 4 Enchantment (Paladin)
Mass Compelled Duel
Level 4 Enchantment (Paladin)
Casting Time: Action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You try to compel creatures within range into a duel. Each creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, a target has Disadvantage on attack rolls against creatures other than you, and they can’t willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the targets, if you cast a spell on an enemy other than the targets, or if you end your turn more than 30 feet away from a target.
Mass Contagion
Mass Contagion – Level 9 Necromancy (Cleric, Druid)
Mass Contagion
Level 9 Necromancy (Cleric, Druid)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 7 days
A wave of pestilent energy surges out of you. Choose up to six creatures that you can see within range. Each target must succeed on a Constitution saving throw or take 13d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, each target has Disadvantage on saving throws made with the chosen ability.
Each target must repeat the saving throw at the end of each of their turns until they get three successes or failures. If a target succeeds on three of these saves, the spell ends on thar target. If a target fails three of the saves, the spell lasts for 7 days on it.
Whenever a Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Overwhelming Grief
Overwhelming Grief – Level 3 Enchantment (Bard, Cleric, Druid)
Overwhelming Grief
Level 3 Enchantment (Bard, Cleric, Druid)
Casting Time: Action
Range: 45 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Incapacitated condition for the duration. At the start of each of its turns, the target takes 2d6 Psychic damage. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Undead and Construct creatures are unaffected by this spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Painful Cure
Painful Cure – Level 2 Necromancy (Cleric, Warlock)
Painful Cure
Level 2 Necromancy (Cleric, Warlock)
Casting Time: Bonus Action
Range: Self
Components: V, S
Duration: Instantaneous
You burn away part of your body to overcome a hostile condition. You take 3d10 Necrotic damage. This damage can’t be reduced or prevented in any way. In exchange, you can end one condition on yourself: Blinded, Charmed, Deafened, Frightened, or Poisoned. Alternatively, you can remove 1 Exhaustion level on yourself. If the Exhaustion condition is caused by dehydration, malnutrition, or suffocation, then it is only temporarily reduced by 1 level for 1 minute instead of being removed.
Protection From Whimsy
Protection From Whimsy – Level 2 Abjuration (Druid, Sorcerer, Warlock)
Protection From Whimsy
Level 2 Abjuration (Druid, Sorcerer, Warlock)
Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 minute
You touch a willing creature and protect them from magical tricks. For the duration the target has Immunity to the Charmed condition. If the creature was already Charmed, that condition is suppressed for the duration. Additionally, the target has Advantage on ability checks and saving throws against Illusion spells and effects.
Using a Higher-Level Spell Slot. The spell’s duration is longer with a spell slot of level 3 (10 minutes) and 4+ (1 hour).
Restore Youth
Restore Youth – Level 8 Necromancy (Wizard)
Restore Youth
Level 8 Necromancy (Wizard)
Casting Time: 8 hours
Range: Touch
Components: V, S, M (special herbs and reagents worth 10,000+ GP, which the spell consumes)
Duration: 10 days
By preparing a special potion within a cauldron, you can restore the youth of one willing creature. The creature sits in the cauldron as you cast the spell. As you finish casting the spell, the years melt off the creature. The creature becomes ten years younger for the duration of the spell, regaining some of the strength and vigor of their youth in the process.
Using a Higher-Level Spell Slot. The spell’s Duration becomes Instantaneous with a level 9 spell slot, but the target must also reduce its Hit Point maximum by 10 as part of the process. There is no way to prevent or remove this reduction.
Roaring Waterfall
Roaring Waterfall – Level 5 Evocation (Druid)
Roaring Waterfall
Level 5 Evocation (Druid)
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a deluge of water to form a powerful waterfall. Create a 15-foot-radius, 90-foot-high Cylinder centered on a point within range. A creature that enters the Cylinder or starts its turn there must make a Strength saving throw. On a failure, the target takes 2d8 damage and has the Prone and Restrained conditions until the start of its next turn.
Using a Higher-Level Spell Slot. The damage increase by 1d8 and the Cylinder height increases by 15 feet for each spell slot level above 5.
Shooting Star
Shooting Star – Level 5 Evocation (Bard, Druid, Sorcerer, Wizard)
Shooting Star
Level 5 Evocation (Bard, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
A shooting star appears over the battlefield, creating a 15-foot-radius, 60-foot-high Cylinder centered on a point within range. The star emits Dim Light that fills the Cylinder. While under the star, you and each creature you choose have Resistance to Radiant damage and regain 5 Hit Points at the start of each of your turns.
You can use a Bonus Action to have the star fall. Choose a point within the Cylinder. Each creature in a 10-foot-radius Sphere centered on this point must make a Dexterity saving throw. On a failed save, a creature takes 2d6 Fire damage and 2d6 Bludgeoning damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. After causing the star to fall, the spell ends.
Using a Higher-Level Spell Slot. The Fire and Bludgeoning damage both increase by 1d6 for each spell slot level above 5. The Hit Points regained each turn increase by 1 for each spell slot level above 5.
Shroud of Divinity
Shroud of Divinity – Level 2 Illusion (Bard, Cleric)
Shroud of Divinity
Level 2 Illusion (Bard, Cleric)
Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a willing creature and grant them a protective shroud for the duration. The target gains 10 Temporary Hit Points and is Lightly Obscured to other creatures. The spell ends early on the target if it has no Temporary Hit Points left.
Using a Higher-Level Spell Slot. You grant 5 additional Temporary Hit Points for each spell slot level above 2.
Spirit Away
Spirit Away – Level 8 Conjuration (Cleric, Sorcerer, Wizard)
Spirit Away
Level 8 Conjuration (Cleric, Sorcerer, Wizard)
Casting Time: 1 minute
Range: 5 feet
Components: V, S, M (a diamond worth 1,000+ GP, which the spell consumes)
Duration: 30 days
You and up to five willing creatures within 5 feet of you gain a reflexive ward. When a target of the spell falls to 1 HP or less they are teleported to a designated sanctuary. You and any creatures that teleport appear in the nearest unoccupied space to a spot you designate within your sanctuary. Additionally, creatures that teleport are stabilized.
Split Mind
Split Mind – Level 7 Transmutation (Sorcerer)
Split Mind
Level 7 Transmutation (Sorcerer)
Casting Time: Action
Range: Self
Components: V
Duration: 10 minutes
Your split your mind in two, allowing you to act faster to defeat your foes. Until the spell ends you gain Advantage on Intelligence, Wisdom, and Charisma saving throws, and you gain an additional action on each of your turns. That action can be used to take only the Influence, Magic, Search, or Study action. Your extra action may not be used to cast a spell with a spell slot.
If you fail a saving throw against an effect that applies the Charmed or Frightened condition, you instead succeed but this spell ends.
Swallowed By The Earth
Swallowed By The Earth – Level 2 Transmutation (Cleric, Druid, Sorcerer, Wizard)
Swallowed By The Earth
Level 2 Transmutation (Cleric, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Target a Medium sized or smaller creature you can see within range. A narrow 20 foot pit opens in the ground below the target. The target must succeed on a Reflex saving throw to jump to the side. On a failure, it falls down the pit, taking damage and having the Prone condition as appropriate for a Falling hazard.
This spell can’t create pits in stone or wood.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot above 2 and the pit depth increase by 10 feet for each spell slot level above 2. You can also target larger creatures. A Large creature counts as two Medium creatures, and a Huge creature counts as three Medium creatures.
Tenebrous Fury
Tenebrous Fury – Level 5 Evocation (Sorcerer, Warlock)
Tenebrous Fury
Level 5 Evocation (Sorcerer, Warlock)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose any number of creatures within range and choose a Cantrip you known. Cast the Cantrip with each of the creatures as the target. If your chosen Cantrip deals damage, double that damage.
Trumpeting Voice
Trumpeting Voice – Illusion Cantrip (Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard)
Trumpeting Voice
Illusion Cantrip (Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 hour
You empower the voice of a creature within range. For the duration, the target’s voice can be clearly heard up to a mile away over the sounds of a chaotic battlefield. The spell ends early if you cast it again.
Unseen Shield Bearer
Unseen Shield Bearer – Level 2 Conjuration (Bard, Cleric, Paladin)
Unseen Shield Bearer
Level 2 Conjuration (Bard, Cleric, Paladin)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a miniature shield)
Duration: 1 minute
Choose a willing creature within range. A spectral, mindless, Medium shield bearer appears in an unoccupied space adjacent to the target. The shield bearer lasts for the duration. It is an object with 18 AC and 10 HP per spell level. If it drops to 0 Hit Points, the spell ends. The shield bearer doesn’t occupy its space.
When the target moves, the shield bearer moves with it. You can take a Bonus Action to adjust which square adjacent to the target that the shield bearer is in. The shield bearer grants the target Half Cover against attacks and other effects that originate from its space or that pass through it.
Unsteadying Tremors
Unsteadying Tremors – Level 2 Transmutation (Cleric, Druid, Sorcerer)
Unsteadying Tremors
Level 2 Transmutation (Cleric, Druid, Sorcerer)
Casting Time: Action
Range: 30 feet
Components: V, S, M (clod of earth)
Duration: Concentration, up to 1 minute
Choose a point on the ground that you can see within range. For the duration, tremors shake the ground in a 20-foot-radius circle centered on that point.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its Concentration is broken.
Uplifting Revue
Uplifting Revue – Level 5 Enchantment (Bard)
Uplifting Revue
Level 5 Enchantment (Bard)
Casting Time: 10 minutes
Range: Self
Components: V, S
Duration: Instantaneous
You put on a powerful performance for a small crowd that steels them for future endeavors. You and up to ten other creatures who watched and heard the performance gain the following benefits for 24 hours. An affected creature has Resistance to Psychic damage and has Immunity to the Charmed condition. Additionally, for the duration it can give itself Advantage on a single D20 Test.
Wall of Water
Wall of Water – Level 2 Evocation (Cleric, Druid, Sorcerer, Wizard)
Wall of Water
Level 2 Evocation (Cleric, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a standing wall of water that surges up out of the ground from any point within range and lasts for the duration. You can make the wall up to 40 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall’s space is Difficult Terrain.
Attacks made with arrows, bolts, and other ordinary projectiles have Disadvantage if they pass through the wall. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.
Using a Higher-Level Spell Slot. The length increases by 20 feet and the height increases by 5 feet for each spell slot level above 2.
Wolf’s Nose
Wolf’s Nose – Level 1 Divination (Druid, Ranger)
Wolf’s Nose
Level 1 Divination (Druid, Ranger)
Casting Time: Action or Ritual
Range: Self
Components: V, S, M (canine fur)
Duration: 1 hour
Your olfactory senses improve to be like those of a wolf or dog. For the duration, you gain a +2 bonus to ability checks where smell might be factor, and you gain Blindsight 5 feet against creatures with a scent.






