
More spells are coming! This is just the start.
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– 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 – 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.
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).
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 – 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 – 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.
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.
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 – 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.
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.
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 – 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.





