dnd-file-gen/kibbles_generic_raw.txt
2025-02-21 10:20:44 +01:00

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Erode
3rd-level conjuration
Classes: Occultist, Wizard
Casting Time: 1 action
Range: 20 feet
Components: V, S
Duration: Instantaneous.
You blast a target with a glob of acid. The target must make a
Dexterity saving throw. On failure, the target takes 8d4 acid
damage immediately and becomes covered in acid. On a
success, the target takes half as much damage and is not
covered in acid. While covered in acid, the target takes 2d4
acid damage at the end of each of its turns. The target or a
creature within 5 feet of it can end this damage by using its
action to clear away the acid.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the damage (both initial and later)
increases by 1d4 for each slot level above 3rd.
Acid Rain
5th-level conjuration
Classes: Druid, Occultist, Wizard
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 minute.
Acid rain begins falling within a 40-foot-radius 60-foot-high
cylinder centered on a point you choose within range. When
a creature moves into the spell's area for the first time on a
turn or starts its turn there, the creature must succeed on a
Dexterity saving throw or take 8d4 acid damage, and
becomes covered in acid.
A creature takes 2d4 acid damage if it ends its turn while
covered with acid. A creature can clear the acid with an
action.
Arctic Breath
1st-level conjuration
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: Self (30 ft line)
Components: V, S
Duration: Instantaneous.
A line of freezing arctic wind 30 feet long and 5 feet wide
blasts out from you in a direction you choose. Each creature
in the line must make a Dexterity saving throw. On a failed
save, a creature takes 2d8 cold damage and their movement
speed is reduced by 10 feet until the end of their next turn.
On a successful save, a creature takes half as much damage
and isn't slowed.
**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.
Entomb
1st-level transmutation
Classes: Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute..
You attempt to encase a Medium or smaller creature you can
see within ice. The creature must make a Strength saving
throw or become restrained by ice for the duration. At the
end of each of its turns, the target takes 1d8 cold damage and
can make another Strength saving throw. On success, the
spell ends on the target.
If the creature takes more than 5 fire or bludgeoning
damage from a single damage roll while restrained, the ice
breaks and the target is freed, ending the spell for the target.
**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.
Cold Snap
2nd-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 90 ft (5 ft radius)
Components: V, S
Duration: Instantaneous.
A swirling burst of freezing wind erupts at a point you choose
within range. Each creature in a 5-foot-radius sphere
centered on that point must make a Constitution saving
throw. On a failed save, a creature takes 3d8 cold damage
and becomes stuck in the ice, reducing their movement
speed on their next turn by 10 feet. On a success, the target
takes half as much damage and is not stuck in ice.
The ground in the area is covered with slick ice and snow,
making it difficult terrain until the start of your next turn.
**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.
Flash Freeze
3rd-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: Self(30-foot cone)
Components: V, S
Duration: Instantaneous.
A freezing wind ripples outward. Each creature in a 30-foot
cone must make a Constitution saving throw. On a fail save, a
creature takes 4d8 cold damage and is restrained by ice until
the start of your next turn. On a successful save, the target
takes half as much damage and isn't restrained.
**At Higher Levels:** When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d8 for
each slot level above 3rd.
Ice Spike
4th-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create a lance of ice that shoot up from the ground to
impale a creature within range. The target must make a
Dexterity saving throw. The target takes 4d8 piercing damage
and 4d8 cold damage on a failed save. The target takes only
the 4d8 cold damage on a successful save.
**At Higher Levels.** When you cast this spell using a spell
slot of 6th or 7th level, you can create a second spike. When
you cast this spell using a spell slot of 8th or 9th level, you can
create a third spike. Additional spikes can target the same or
different creatures.
Earth
Earth Ripple
2nd-level transmutation
Classes: Druid, Occultist, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous.
You cause the earth to deform and ripple, a target creature
must make a Dexterity saving throw or suffer one of the
following effects (your choice):
It is pulled into the earth, taking 1d8 bludgeoning damage
and reducing its movement speed to zero until a creature
spends an action to dig it free.
It is slammed 5 feet in a direction of your choice by a wave
of earth, taking 2d8 bludgeoning damage and being
knocked prone.
It is impaled by a spike of earth, taking 4d8 piercing
damage.
Fissure
5th-level transmutation
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 Action
Range: Self (60 foot line)
Components: V, S
Duration: Instantaneous
You rend asunder the earth in a 60-foot-long 5-foot-wide line,
targeting an area of dirt, sand, or rock at least 10 feet deep.
Creatures in that line must make a Dexterity save. On a
failure, a creature falls into a suddenly opened crevice in the
ground, falling into it before it snaps shut, crushing them.
From the fall and crush, creatures that fail the saving throw
take 6d10 bludgeoning damage. The creature is buried in 10
feet of rubble, and creatures without a burrowing speed
require 30 feet of movement to extract themselves from the
loose rubble to return to where they failed the saving throw. If
they end their turn while buried, they take an additional 1d10
bludgeoning damage.
Orbital Stones
4th-level transmutation
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, Up to 1 Minute.
You lift three inanimate Small or Medium sized rocks or
similar objects from within 10 feet of you, causing them to
defy gravity and slowly circle you. With all three stones
orbiting, you have three quarters cover. With at least one
stone remaining, you have half cover.
As a bonus action while at least one stone remains in orbit,
you can magically fling a stone at target within 60 feet. Make
a ranged spell attack roll. On hit, the target takes 3d10
bludgeoning damage and is knocked backward 5 feet.
Stone Fist
1st-level transmutation
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 round.
You turn your hand and forearm (or similar appendage) to
stone until the start of your next turn. As part of casting the
spell, you can make a melee spell attack against one creature
you can reach. On a hit, the target takes 2d10 bludgeoning
damage.
Until the start of your next turn, you can use your reaction
when you take slashing or piercing damage from an attack to
gain resistance to damage from that attack.
**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.
Aether Lance
3rd-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 Action
Range: Self (30-foot line)
Components: V, S
Duration: Instantaneous
You gather raw aether in your hand and expel it in a lance of
power forming a line 30 foot long and 5 foot wide. Each
creature in a line takes 8d4 force damage.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d4 for
each slot level above 3rd.
Aether Storm
5th-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute.
You conjure a storm of aether erupting from a point of your
choice within range. The aether storm fills a 10-foot radius,
40-foot-high cylinder. When the storm appears, each creature
within its area takes 8d4 force damage.
A creature takes 1d4 force damage for each 5 feet they
move through the storm, and if a creature ends their turn
within the aether storm, they take 8d4 force damage. On your
turn, you can move the storm 10 feet in any direction as a
bonus action.
**At Higher Levels.** When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d4 for
each slot level above 5th.
Seeking Orb
2nd-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 Action
Range: 5 feet
Components: V, S
Duration: Concentration, up to 1 minute.
You create a Tiny orb of pure arcane energy that hovers
within range, and designate a target creature within 120 feet.
For the duration of the spell, at the end of each of your turns,
the orb grows larger and moves 30 feet directly toward the
creature. If the orb reaches the target, it will detonate dealing
6d4 force damage and an additional 1d4 damage for each
round since you cast the spell to the target. The spell ends
after it deals damage. If the orb does not reach the target
before the spell ends, it fades away without dealing damage.
Force Bolt
evocation cantrip
Classes: Sorcerer
Casting Time: 1 Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
You hurl a mote of arcane energy at a creature or object
within range. Make a ranged spell attack against the target.
On a hit, the target takes 2d4 force damage.
This spell's damage increases by 2d4 when you reach 5th
level (4d4), 11th level (6d4), and 17th level (8d4).
Force Blade
4th level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 bonus action.
Range: Self (5 feet)
Components: V, S
Duration: Concentration, up to 1 minute.
You create an oversized blade of pure scintillating force
energy in your hand. For the duration of the spell, as an
action, you can sweep the blade through on target within
reach, dealing 2d12 force damage.
Star Dust
2nd-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 Action
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous
You evoke a burst of brilliant particles of force energy
sweeping out in a 30-cone originating from you. Creatures in
the radius take 3d4 force damage and the next attack roll
made against them before the start of your next turn has
advantage.
Crackle
2nd-level evocation
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create three arcs of lightning striking targets in range.
You can direct them at one target or several.
Make a ranged spell attack for each arc. On a hit, the target
takes 1d12 lightning damage. If three or more arcs hit a
single target, they must make a Constitution saving throw or
become shocked, stunning them until the start of their next
turn.
**At Higher Levels.** When you cast this spell using a spell
slot of 3rd level or higher, you create one additional arc for
each slot level above 2nd.
Electrocute
3rd-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous.
A massive arc of lightning leaps from your hand to a target
you can see within range. The target must make a
Constitution saving throw. On a failed save, the target takes
4d12 lightning damage and is stunned until the start of your
next turn. On a successful save, the target takes half as much
damage and isn't stunned.
**At Higher Levels:** When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d12 for
each slot level above 3rd.
Electrify
1st-level evocation
Classes: Occultist, Sorcerer, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round.
You channel lightning into your hands. The next time you
hit a creature with a melee attack (including a melee spell
attack) before the start of your next turn, the target takes
1d10 lightning damage and must make a Constitution saving
throw. On a failed save, the target becomes stunned until the
start of their next turn.
The spell ends after dealing damage, or at the start of your
next turn, whichever occurs first. For the duration of the spell,
you can cast the spell shocking grasp.
Lightning Charged
2nd-level evocation
Classes: Inventor
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of once used lightning rod)
Duration: 10 minutes
You channel lightning energy into a creature. The energy is
harmless to the creature, but escapes in dangerous bursts to
other nearby creatures.
Every time that creature strikes another creature with a
melee attack, a spell with a range of touch, is struck by
another creature with a melee attack, or ends their turn while
grappling or being grappled by another creature, they deal
1d6 lightning damage to that creature.
Once this spell has discharged 6 times (dealing up to 6d6
damage), the spell ends.
**At Higher Levels:** The spell can discharge damage 2
additional times (dealing 2d6 more total damage) before the
spell ends for each slot level above 2nd.
Lightning Tendril
1st-level evocation
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: 20 feet
Components: V, S, M (a twig from a tree that has been struck
by lightning)
Duration: Concentration, up to 1 minute.
Crackling beams of blue energy leap from your hands. For
the duration of the spell, as an action, you can direct them
toward a creature within range, dealing 1d12 lightning
damage to that creature.
**At Higher Levels.** When you cast this spell using a 3rd- or
4th-level spell slot, the damage increases to 2d12 and the
range increases to 30 feet. When you cast it using a 5th- or
6th-level spell slot, the damage increases to 3d12 and the
range increases to 60 feet. When you cast it using a spell slot
of 7th level or higher, the damage increases to 4d12 and the
range increases to 120 feet.
Jumping Jolt
4th-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous.
You release an arc of lighting at a creature within range.
Make a ranged spell attack roll against the target. On hit, the
target takes 4d12 lightning damage, and you can cause the
spell to jump to another target within 20 feet of the first
target making a new attack roll for each target. The spell
cannot hit the same target twice, or jump to a target out of
the spells range. The spell can jump a maximum of five times.
On a miss, the target takes half as much damage and the
spell does not jump to a new target.
**At Higher Levels:** When you cast this spell using a spell
slot of 5th level or higher, the starting damage increases by
1d12 for each slot level above 4th.
Sky Burst
5th-level evocation
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous.
Five bolts of lightning strike five points of your choice that
you can see within range. Each creature within 5 feet of the
chosen points must make a Dexterity saving throw. A
creature takes 4d12 lightning damage on a failed save, or half
as much on a successful one. A creature in the area of more
than one lightning burst is affected only once.
**At Higher Levels:** When you cast this spell using a spell
slot of 6th level or higher, you can call down an additional bolt
of lightning targeting another point within range for each slot
level above 5th.
Bad Blood
1st-level necromancy
Classes: Druid, Occultist, Warlock, Wizard
Casting Time: 1 action
Range: 60 ft
Components: V, S, M (a piece of rotten meat)
Duration: Concentration, up to 1 minute.
Targeting a creature you can see within range, you attempt to
corrupt its blood. Creatures without blood are immune to this
effect. The target must make a Constitution saving throw. On
failure, they take 1d12 poison damage and become poisoned
for the duration.
At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends on the
target, on failure; they take an additional 1d4 poison as the
poison continues to ravage them.
**At Higher Levels.** When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional target
for each slot level above 2nd. The targets must be within 30
feet of each other when you target them.
Nauseating Poison
1st-level necromancy
Classes: Druid, Occultist, Warlock
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round.
You shroud your hand, a weapon you are holding, or a natural
weapon in dark ichorous miasma. The next time you hit a
creature with a melee attack (including a melee spell attack)
before the start of your next turn, the attack deals an extra
1d12 poison damage and the target must succeed on a
Constitution saving throw or be poisoned until the end of
your next turn.
The spell ends after dealing damage, or at the start of your
next turn, whichever occurs first.
Poison Dart
2nd-level transmutation
Classes: Occultist, Warlock, Wizard
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Instantaneous.
You conjure a dart of pure poison and hurl it at a creature you
can see within range. Make a ranged spell attack. On a hit,
the target takes 3d12 poison damage and must succeed a
Constitution saving throw or become poisoned until the start
of your next turn.
**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 2nd.
Poison Puff
4th-level transmutation
Classes: Druid, Occultist, Warlock, Wizard
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S
Duration: 1 round.
You exhale a cloud of poison that magically expands to fill a
30 foot cone. Creatures in that area must make a
Constitution saving throw. On a failure, they take 4d12
poison damage and become poisoned until the start of their
next turn. On a success, the target takes half as much
damage and is not poisoned.
The area is lightly obscured until the start of your turn, and
any creature that ends their turn within the area takes 2d4
poison damage.
Stinging Swarm
4th-level conjuration
Classes: Druid, Occultist, Warlock, Wizard
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Concentration, up to 1 minute.
You conjure a magical swarm of flying insects that fill a 5 foot
cube within range. For the duration of the spell, the swarm is
magically replenished and cannot be destroyed. As a bonus
action, you can direct the swarm to move up to 30 feet. If the
swarm enters another creature's space, it stops and swarms
them, stinging repeatedly, and cannot be moved until the start
of your next turn. The creature takes 2d4 piercing damage
and must make a Constitution saving throw, taking 2d12
poison damage on failure.
Spider Bite
3rd-level transmutation
Classes: Druid, Occultist, Warlock, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You prick a target with a tiny magical fang of venom. Make a
melee spell attack against a creature within reach. On a hit,
the target takes 4d12 poison damage and must succeed on a
Constitution saving throw or becoming poisoned for 1
minute. At the end of each of its turns, the target can make
another Constitution saving throw. On a success, the target is
no longer poisoned.
If you miss your melee attack roll, you can concentrate (as
if concentrating on a spell) to maintain the attack for another
attempt until the end of your next turn.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d12 for
each slot level above 3rd.
Vicious Vapors
2nd-level transmutation
Classes: Druid, Occultist, Warlock, Wizard
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Concentration, up to 1 minute.
You fill the air with poisonous vapors in a cube 5 feet on each
side. A creature must make a Constitution saving throw when
it enters the spell's area for the first time on their turn or
starts its turn there. On a failed save, they take 1d12 poison
damage and become poisoned until the end of their next turn.
On a successful save, they take half as much damage and do
not become poisoned.
You can move the cloud of vapors up to 20 feet as a bonus
action during your turn.
Echoing Lance
4th-level evocation
Classes: Occultist, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute.
You emit a targeted burst of intense sonic energy at a target
within range. The target must make a Constitution saving
throw. On failure, they take 3d8 thunder damage and become
deafened and stunned for the duration by the intense sound.
On a successful save, the target takes half as much damage
and is not stunned.
At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends on the
target; on failurem they take an additional 1d8 thunder from
the echoes within their mind.
Sonic Shriek
5th-level evocation
Classes: Bard, Occultist, Sorcerer, Wizard
Casting Time: 1 action
Range: Self(120-ft cone)
Components: V, S
Duration: Instantaneous.
You emit a sonic blast covering a huge area. Each creature in
a 120 foot cone must make a Constitution saving throw. On a
failed save, a creature takes 6d8 damage and is deafened if
they are within 60 feet of you, or 3d8 damage if they are
further than 60 feet from you. On a successful save, a
creature takes half as much damage. The spell emits a
ringing shriek audible out to 300 feet in the direction cast.
**At Higher Levels.** When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d8 for
each slot level above 5th.
Thunder Pulse
3rd-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: Self(15-foot cone)
Components: V, S
Duration: Concentration, up to 1 minute.
You gather sonic energy and can expel it in shockwaves for
the duration. Until the spell ends, you can use an action to
emit a shockwave in a 15-foot cone. Each creature in that
area must make a Constitution saving throw, taking 3d8
thunder damage and being knocked 10 feet away from you on
a failed save, or half as much damage and not being knocked
away on a successful one.
**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.
Thunder Punch
1st-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous.
You charge your hand (or similar appendage) with thunder
power. Make a melee spell attack against the target. On a hit,
there is a thunderous crash audible from up to 300 feet of
you and the target takes 3d8 thunder damage, and is knocked
10 feet away from you.
**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.
Crashing Wave
1st-level conjuration
Classes: Druid, Sorcerer, Wizard.
Casting Time: 1 Action
Range: Self (15 foot cone)
Components: V, S
Duration: Instantaneous
A wave of water sweeps out from you. Each creature in a 15-
foot cone must make a Strength saving throw. On a failed
save, a creature takes 2d6 bludgeoning damage and is
knocked 10 feet away from you. If a creature is knocked into
a wall, another creature, or fails by 5 or more, it is
additionally knocked prone. On a successful save, the
creature takes half as much damage and is not knocked back.
If you have a source of water at least 5 cubic feet within 5 feet
when you cast the spell, you can displace that water,
increasing the range of the spell to a 25 foot cone.
**At Higher Levels:** When you cast this spell using a spell lot
of 2nd level or higher, the damage increases by 1d6 for each
level above 1st.
Dancing Wave
2nd-level conjuration
Classes: Druid, Occultist, Sorcerer, Wizard.
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute.
You summon a surging mass of water into existence at a
point on the ground within range. The mass of water remains
cohesive filling a 5 foot radius, though only rises 3 feet from
the ground. The area is difficult terrain for any creature
without a swimming speed.
For the duration of the spell, as a bonus action you can
move the wave of water up to 30 feet along a surface in any
direction. The first time the wave enters any creature's space
during a your turn, they must make a Strength saving throw
or take 1d6 bludgeoning damage and be knocked prone. A
creature automatically fails the saving throw against this
spell if they are prone.
Geyser
4th-level conjuration
Classes: Druid, Sorcerer, Wizard.
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You cause a massive eruption of water to blast upwards from
the ground at a point within range. Creatures within 10 feet
of the point must make a Dexterity saving throw or take 4d6
bludgeoning damage and be knocked 60 feet into the air. On
a successful save, creatures take half as much damage, and
are instead knocked their choice of 10 feet away from the
point or 10 feet upward.
Pressure Cutter
5th-level conjuration
Classes: Sorcerer, Wizard.
Casting Time: 1 Action
Range: Self (60 foot line)
Components: V, S
Duration: Instantaneous
You unleash a blast of highly pressurized water in a 60-footlong 15-foot-wide line, slashing through everything in its path.
Each creature in the line must make a Dexterity saving throw,
taking 10d6 slashing damage on a failure. On a successful
save, a creature takes half as much damage.
**At Higher Levels:** When you cast this spell using a spell lot
of 6th level or higher, the damage increases by 1d6 for each
level above 5th.
Water Blast
1st-level conjuration
Classes: Druid, Occultist, Sorcerer, Wizard.
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You conjure a ball of water before hurling it at a target. Make
a ranged spell attack against the target. On a hit, the target
takes 3d6 bludgeoning damage and if it is Large or smaller
must make a Strength saving throw or be knocked prone.
**At Higher Levels:** When you cast this spell using a spell lot
of 2nd level or higher, the damage increases by 1d6 for each
level above 1st.
Water Cannon
3rd-level evocation
Classes: Druid, Occultist, Sorcerer, Wizard.
Casting Time: 1 Action
Range: Self (30 foot line)
Components: V, S
Duration: Instantaneous
You unleash a spout of water that blasts out in a line 30-footlong and 5 foot-wide-line. Creatures in the area must make a
Strength saving throw, or take 6d6 bludgeoning damage and
be pushed to an open space at the end of the line away from
you. If there is no open space to move to (for example they
would move into a wall or another creature), they are pushed
to the closest space and take an additional 2d6 bludgeoning
damage and are knocked prone. On a successful save, they
take half as much damage and are not pushed.
Aero Barrage
4th-level transmutation
Classes: Sorcerer, Wizard.
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create four lances of rapidly spinning condensed wind
and hurl them at targets within range. You can hurl them at
one target or several.
Make a ranged spell attack for each lance. On a hit, the
target takes 2d8 slashing damage and is knocked 10 feet
backwards.
**At Higher Levels:** When you cast this spell using a spell
slot of 5th level or higher, you create one additional lance for
each slot level above 4th.
Gale Bolt
1st-level evocation
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard.
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A blast of concentrated wind streaks toward a creature of
your choice within range. Make a ranged spell attack against
the target. On a hit, the target takes 2d8 bludgeoning damage
and if it is Large or smaller is knocked 10 feet away from you.
**At Higher Levels:** When you cast this spell using a spell lot
of 2nd level or higher, the damage increases by 1d8 for each
level above 1st.
Windborne Weapon
transmutation cantrip
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
Make an attack with a weapon with the ammunition or
thrown property as part of the action used to cast this spell,
turning it into a ranged spell attack. This attack ignores cover.
On hit, it deals 1d8 damage of the weapon's damage type.
**At Higher Levels:** This spell's damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Hurricane Slash
2nd-level evocation
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard.
Casting Time: 1 Action
Range: Self (30-foot line)
Components: V, S
Duration: Instantaneous
You condense wind into a razor sharp blast that shreds a 30-
foot-long 5-foot-wide line. Creatures in the area must make a
Dexterity saving throw. A creature takes 3d8 slashing damage
on a failed save or half as much on a success.
**At Higher Levels:** When you cast this spell using a spell
slot of 3rd level or higher, you can create an additional line of
effect. A creature in the area of more than one slash is
affected only once
Suffocate
4th-level transmutation
Classes: Occultist, Sorcerer, Wizard.
Casting Time: 1 Action
Range: 60 feet.
Components: V, S
Duration: Concentration, up to 1 minute.
You create a whirling sphere of air around a target that
causes them to struggle to breathe. The target must make a
Constitution saving throw. On a failure, the target loses 5d8
hit points due to lack of air, has disadvantage on all ability
checks, and cannot speak. On a success, the target takes half
as much damage and suffers no other effects. For the
duration, as an action, you can force the creation to make a
saving throw against the ability again.
If a target fails their saving throw against this spell 3 times
in a row, they become incapacitated until they succeed on a
save or the spell ends. If you dont use your action to force the
target to make a save, it counts as a success.
A creature that does not breathe is unaffected by this spell.
Tornado
5th-level transmutation
Classes: Druid, Sorcerer, Wizard.
Casting Time: 1 Action
Range: 120 feet.
Components: V, S
Duration: Concentration, up to 1 minute.
A whirling tornado erupts, filling a 20-foot-radius, 40-foothigh cylinder centered on a point within range.
Any creature that starts its turn within the tornado must
make a Strength saving throw. On a failed save, the creature
takes 4d8 bludgeoning damage and is pushed 10 feet away
and 40 feet up. On a successful save, the creature takes half
as much damage and isn't pushed.
As a bonus action, you can move the tornado up to 30 feet
in any direction. Any ranged weapon attack against a target
within 20 feet of the tornado has disadvantage, and any
ranged attack that passes through it automatically misses.
Vortex Blast
3rd-level evocation
Classes: Occultist, Sorcerer, Wizard.
Casting Time: 1 Action
Range: Self (30 foot cone)
Components: V, S
Duration: Instantaneous
You create a sudden violent vortex that blasts outwards in a
cone, tossing characters and objects within the area.
Creatures take 2d6 bludgeoning damage and must succeed a
Strength saving throw or be knocked 20 feet backward and
40 feet upward.
**At Higher Levels.** When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for
each slot level above 3rd.