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

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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 spells area for the first time on a turn
or starts its turn there, the creature must succeed on a
Dexterity saving throw or take 6d4 acid damage, and become
covered in acid. On a successful save, a creature takes half the
initial damage and is not covered in acid.
A creature takes 3d4 acid damage if it ends its turn while
covered with acid. The target or a creature within 5 feet of it
can end this damage by using its action to clear away the acid.
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.
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 a creature takes from the
storm appearing by ending their turn in it increases by 1d4 for
each slot level above 5th.
Alacrity
2nd-level transmutation
Classes: Bard, Occultist, Ranger, Sorcerer, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
Until the start of your next turn, your speed is doubled, you
gain a +2 bonus to AC, you have advantage on Dexterity saving
throws, and you gain an additional action. That action can be
used only to take the Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action.
If you are under the effect of haste, you gain no benefit from
this spell.
Animate Object
2nd-level transmutation
Classes: Bard, Inventor, Occultist, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You bring a Tiny object to life. Its Constitution is 10 and its
Intelligence and Wisdom are 3, and its Charisma is 1. Its
speed is 30 feet; if the object lacks legs or other appendages it
can use for locomotion, it instead has a flying speed of 30 feet
and can hover. The object has the following stats: HP: 20, AC:
18, Str: 4, Dex: 18. The object has an attack modifier equal to
your spell attack modifier. If the object is not a weapon, it
deals 1d4 + your Spellcasting modifier damage on hit. Select
from bludgeoning, piercing, or slashing damage based on the
nature of the item. If the object is a weapon, it deals the
weapons damage dice + your Spellcasting modifier of the
weapons damage type. The spell can only animate one-handed weapons without the special modifier this way.
As a bonus action, you can mentally command the animated
object as long as it is within 60 feet of you. You decide what
action the creature will take and where it will move during its
next turn, or you can issue a general command, such as to
guard a particular chamber or corridor. If you issue no
commands, the creature only defends itself against hostile
creatures. Once given an order, the creature continues to
follow it until its task is complete.
If the object is securely attached to a surface or a larger
object, such as a chain bolted to a wall, its speed is 0. It has
blindsight with a radius of 30 feet and is blind beyond that
distance. When the animated object drops to 0 hit points, it
reverts to its original object form, and any remaining damage
carries over to its original object form.
Arcane Ablation
1st-level transmutation
Classes: Inventor
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a piece of worn armor or clothing and imbue it with
magic. The creature wearing this imbued item gains 4
temporary hit points. When these temporary hit points are
exhausted, at the start of the creatures next turn it will gain
hit points equal to 1 hit point less than the previous amount
gained from this spell (for example, from 4 to 3), until no
temporary hit points would be gained and the spell ends.
Temporary hit points from this spell are lost when this spell
ends
**At Higher Levels.** The initial temporary hit points increases
by 1 for each slot level above 1st.
Arcane Infusion
2nd-level transmutation
Classes: Inventor
Casting Time: 1 minute
Range: Self
Components: V, S, M (spare parts that could form the
upgrade selected worth at least 1 sp)
Duration: 1 hour
You use arcane power to briefly bring to power or modify your
inventions. For the duration, you gain the effects of one
unrestricted upgrade. All normal prerequisite apply (including
subclass and level requirements). The creation is magical, and
held together and formed of magic and spare parts, taking the
form of the upgrade or empowering an existing upgrade with
temporary new features. Casting this spell again ends the
effects of any previous castings of this spell.
**At Higher Levels.** When you cast this spell with a 3rd-level
spell slot or higher, you can infuse the effects of an upgrade
that requires 5th level or higher. When you cast this spell
using a spell slot of 4th level or higher, you can infuse the
effects of an upgrade the requires 9th level or higher. When
you cast this spell with a 5th-level spell slot or higher, you can
infuse the effects of an upgrade that requires 11th level or
higher.
Arcane Weapon
1st-level transmutation
Classes: Inventor
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a weapon and imbue it with magic. For the duration
the weapon counts as a magical weapon and any damage
dealt by it is Force damage. When casting this one a weapon
with the ammunition property, it no longer consumes
ammunition when fired, and doesnt need to be reloaded.
**At Higher Levels.** When you cast this spell using a spell slot
of 3rd or 4th level, the duration becomes 8 hours. When you
use a spell slot of 5th level or higher, the duration becomes 24
hours.
Arctic Breath
1st-level conjuration
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: Self (30-foot 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 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
isnt 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.
Awaken Rope
1st-level transmutation
Classes: Bard, Inventor, Occultist, Ranger, Wizard
Casting Time: 1 action
Range: Touch
Components: V, S, M (10 to 60 feet of cord or rope, worth at
least 1 cp)
Duration: Instantaneous
As an action, you can touch a rope 10 to 60 feet long and issue
a single command to it, selecting from the following options:
- Bind. The rope attempts to bind a creature of your choice
within 20 feet of you. The creature must make a Dexterity
saving throw or become restrained until it is freed. A
creature can use its action to make a DC 10 Strength
check, freeing itself or another creature within its reach on
a success. Dealing 5 slashing damage to the rope (AC 10)
also frees the creature without harming it, ending the effect
and destroying the rope.
- Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before
becoming inanimate again, hanging from the object.
- Grab. The rope lashes out grabs one Small or smaller
object that is not being worn by a creature within a range
equal to the length of the rope and pulls that object back to
your hand. If that object is being carried by a creature, it
must make a Strength saving throw. On success, it retains
the object, and on failure the object is pulled from the
creature.
**At Higher Levels.** When you cast this spell using a spell slot
of 2nd level or higher, you can target a chain instead of a rope.
It has the same available actions, but it has a DC 15, an AC of
15, and resistance to slashing damage when taking the Bind
action. When cast with a spell slot of 3rd level or higher
targeting a rope, that rope is magically imbued for 1 minute,
gaining an DC of 15, an AC 20, and 20 hit points.
Bad Blood
1st-level necromancy
Classes: Druid, Occultist, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
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 extra 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.
Beam of Annihilation
6th-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: Self (60-foot line)
Components: S
Duration: Concentration, up to 3 rounds
You unleash a beam of pure energy, selecting cold, fire, force,
or lightning energy when you cast this spell and blasting it
outward in a line that is 60 feet long and 10 feet wide that
persists until the start of your next turn. Any creature that
starts their turn in this beam must make a Dexterity saving
throw. On a failed save they take 8d8 damage of the beams
energy type, or taking half as much on a successful save.
While you are concentrating on this spell, your speed is 0.
At the start of each of your turns, you can use your action to
maintain the beam or redirect it, rotating it up to 90 degrees
in any direction. Any creature the beam passes through while
rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dex-
terity saving throw or, take 4d8 damage of the beams energy
type on a failed save, and taking no damage on a successful
save.
If you do not use your action maintain or redirect it, the
spell ends early.
Befuddling Curse
1st-level enchantment
Classes: Occultist
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (something from the target creature
(such as blood, hair, or scales) which the spell consumes)
Duration: Concentration, up to 1 minute
You befuddle a creatures mind, swapping the position of two
things it can see that are of the same size and category (for
example, two Medium creatures or two Gargantuan buildings).
The target creature must make a Wisdom saving throw. On
failure, it is unaware the two things have been swapped.
Each time the creature interacts with, attacks, or is attacked
by a swapped targets, it can repeat its saving throw against the
effect.
Binding Curse
1st-level enchantment
Classes: Occultist
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (something from the target creature
(such as blood, hair, or scales) which the spell consumes)
Duration: Concentration, up to 1 minute
You bind a creature to a point within 5 feet of it, causing a
glowing chains of light to connect it to that point. For the
duration of the spell, if the creature attempts to move away
from that point, the must make a Wisdom saving throw, or be
unable to move more than 5 feet away from from that point
until the start of their next turn.
If a creature starts its turn more than 10 feet from the
binding point, they must make a Strength saving throw or be
dragged 5 feet toward the binding point.
Burn
Transmutation cantrip
Classes: Druid, Occultist, Sorcerer, Warlock
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You ignite a brilliant flame around your hand that sears
anything you touch. Make a melee spell attack against the a
creature or object within range. On hit, the target takes 1d12
fire damage.
The spell's damage increases by 1d12 when you reach 5th
level (2d12), 11th level (3d12), and 17th level (4d12).
Bond Item
1st-level conjuration
Classes: Inventor
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
You touch an item weighing no more than 100 pounds and
form a link between you and it. Until the spell ends, you can
recall it to your hand as a bonus action.
If another creature is holding or wearing the item when you
try to recall it, they make a Charisma saving throw to retain
possession of the item, and if they succeed, the spell fails.
They make this save with advantage if they have had
possession of the item for more than 1 minute.
Crackle
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.
Cold Snap
2nd-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 90 ft (5 ft radius)
Components: S
Duration: Instantaneous
With a snap of your fingers 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
speed by 10 feet until the start of your next turn. 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.
Compelled Query
1st-level psionic
Classes: Psionic
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You focus your telepathic powers on a creature and ask it a
simple question. It must make an Intelligence saving throw, or
it conjures a short mental thought or image that answers your
question to the best of its ability that you can perceive
telepathically. A creature gains a +5 to the saving throw
against this spell for each time it has been used on them in the
past 24 hours.
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 there is a source
of water of at least 5 cubic feet within 5 feet of you 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.
Crippling Agony
1st-level necromancy
Classes: Occultist
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a joint bone)
Duration: Concentration, up to 1 minute
You can inflict crippling agony on a foe. Choose one creature
that you can see within range to make a Constitution saving
throw. If the target fails, it becomes crippled with horrific pain.
Whenever the creation moves more than half of its speed or
takes an action, the crippling pain causes it to take 1d6
necrotic damage.
It can repeat the saving throw at the end of each of its turns,
the target can make a Constitution saving throw. On a success,
the spell ends.
Cruel Puppetry
3rd-level necromancy (ritual)
Classes: Occultist
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small humanoid doll worth at least 5
gp and something from the target creature (such as blood,
hair, or scales) both of which the spell consumes)
Duration: Concentration, up to 1 minute
You attempt to bind a creatures soul to a doll, linking the
creature to the doll in a sympathetic link. The target must
make a Charisma saving throw. On failure, the creature
becomes bound to the doll. On a successful save, the creature
is not bound and the spell ends.
As part of casting the spell when the creature fails the save,
and on subsequent turns using your action until the spell
ends, you can perform one of the following actions:
- Hold the doll still, causing the creature to be Restrained
until start of your next turn.
- Force the doll to move, causing the creature to move 15
feet in a direction of your choice that it can move.
- Stab the doll, causing the creature take 4d6 piercing
damage.
- Rip the doll in half, ending the spell, destroying the doll,
and dealing 4d12 necrotic damage to the creature.
- Each time after the first you use an action to manipulate
the doll, after the effect takes place, the creature can repeat
the Charisma with disadvantage, ending the effect on a
successful save.
Once a creature has been targeted by this spell, they cannot be
targeted again for 24 hours.
**At Higher Levels.** When cast with a 5th level spell slot or
above, the range of the spell becomes unlimited, as long as the
target is on the same plane as the caster.
Crushing Singularity
3rd-level transmutation
Classes: Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
You create an overwhelming gravitational singularity at a point
within range that lasts until the start of your next turn. When
you cast this spell, any creature within 15 feet of the point
must make a Strength saving throw. Creatures that fail their
saving throw are moved to the closest available space adjacent
to the singularity and take 3d6 bludgeoning damage, and an
extra 1d6 bludgeoning damage for each other creature that
fails the saving throw, up to a maximum of 6d6 bludgeoning
damage.
While within 15 feet of the singularity, moving away from
the singularity requires twice as much movement. If a
creature ends its turn within 15 feet of the singularity, it must
make a Strength saving throw. On failure, they take 2d6
bludgeoning damage are dragged back to the closest available
spot to the center of the singularity.
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 creatures 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.
Delve Mind
3rd-level psionic
Classes: Psionic
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
You delve into a creatures mind, forcing it to make an
Intelligence saving throw. On a failure, for the duration or until
you end the spell you gain access to its memories from the
past 12 hours, and are able to recall things it remembers as if
they are your own memories, but these memories contain only
things the target creature remembers.
**At Higher Levels.** When you cast this spell using a spell slot
of 4th level or higher, you can delve an additional 12 hours
further back in the creatures memories for each slot level
above 3rd.
Devouring Darkness
5th-level necromancy
Classes: Occultist, Warlock, Wizard
Casting Time: 1 action
Range: Self (20-foot radius)
Components: V, S
Duration: Instantaneous
Dark tendrils burst out from you in all directions. Creatures of
your choice within must make a Constitution saving throw. On
failure, they take 6d8 necrotic damage, and you can move
them in a straight line to within 5 feet of you if there is an
empty space they can be pulled to. On success, they take half
as much damage and are not moved.
You regain hit points equal to one quarter (rounded down)
of the necrotic damage taken by all targets effected by the
spell.
**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.
Dimension Cutter
4th-level conjuration
Classes: Ranger
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, M (a melee weapon you are proficient with
worth at least 1 cp)
Duration: Instantaneous
You flourish a weapon weapon you are proficient with used in
the casting and sweep through the air, slashing apart the
dimensional space. Each creature in a 15-foot cone takes 6d6
force damage.
Disorient
2nd-level illusion
Classes: Bard, Occultist, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a mobius strip)
Duration: 1 minute
Targeting a creature with you can see, you flip their perception
of reality. The target creature must pass a Wisdom saving
throw or become disoriented. A disoriented creature has
disadvantage on all attack rolls and at the start of their turn
moves 10 feet (up to its speed) in a random direction before
their speed becomes zero until the start of their next turn.
At the end of each of its turns, the target can make another
Wisdom saving throw. On a success, the spell ends, but if the
target fails by 5 or more, it fails prone.
Dispel Construct
3rd-level abjuration
Classes: Inventor
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You can attempt to purge the magic animating a construct
within range, rendering it inert. The target takes 4d10 force
damage and must succeed on a Constitution saving throw or
become stunned for 1 minute. 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. If the target has less than
50 hit points remaining when it fails, it is reduced to zero hit
points.
Divide Self
5th-level illusion
Classes: Occultist, Sorcerer, Wizard
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, 1 minute
You you create an exact duplicate of yourself in an empty
space you can see within 30 feet of you. When you cast this
spell at the start of each of your turns for the duration, you can
switch places with your duplicate.
The duplicate has all of your stats, abilities, and equipment
(including magic items). It acts on your initiative, and has its
own actions, though it shares its concentration on this spell,
and if either of you lose concentration, the spell ends.
Your current hit points are divided between you and the
duplicate and shares all other resources and abilities with you
(including limited use magic items), with any usage by either
you or the duplicate depleting the resource for both of you.
Your duplicate can take any action you can take, but it can
deal a maximum of 15 damage on its turn (any additional
damage dealt deals no further damage, when dealing area of
effect damage, damage is split between all targets equally up
to the maximum).
If either you or the duplicate is reduced to zero hit points,
the spell ends and you become the copy that was not reduced
to zero hit points. When the spell ends, if both you and the
duplicate are still present, decide which is you, and the other
vanishes. Anything that was copied during the spell has the
copied version vanish.
**At Higher Levels.** When you cast this spell using a spell slot
of 6th level or higher, the starting hit points of you and the
duplicate both increase by 15 (up to a maximum of you and
the duplicate starting with your current hit points) and the
maximum damage the duplicate can do during its turn
increases by 10 for each slot level above 5th
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 speed to 0 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.
Echoing Lance
4th-level evocation
Classes: Bard, 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 creature
within range. The target must make a Constitution saving throw. On a failure, they take 3d8 thunder damage and
become stunned for the duration by the intense sound. On a
successful save, the target takes half as much damage and
isnt stunned.
At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends, on
failure, they take an extra 1d8 thunder damage from the
echoes within their mind.
**At Higher Levels.** When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8 for each
slot level above 4th.
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.
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
isnt 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.
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.
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.
Fall
1st-level transmutation
Classes: Inventor, Sorcerer, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You alter gravity for yourself, causing you to reorient which
way is down for you until the end of your turn. You can pick
any direction to fall as if under the effect of gravity, falling up
to 500 feet before the spell ends.
If you collide with something during this time, you take
falling damage as normal, but you can control your fall as you
could under normal conditions by holding onto objects or
move along a surface according to your new orientation as
normal until your turn ends and gravity returns to normal.
If you collide with something during this time, you take
falling damage as normal, but you can control your fall as you
could under normal conditions by holding onto objects or
move along a surface according to your new orientation as
normal until your turn ends and gravity returns to normal.
Fireburst Mine
3rd-level abjuration
Classes: Inventor
Casting Time: 1 minute
Range: Touch
Components: V, S, M (any Tiny nonmagical item, which is
destroyed by the activation of the spell)
Duration: 8 hours
You can set a magical trap by infusing explosive magic into an
item. You can set this item to detonate when someone comes
within 5 feet of it, or by a verbal command using your reaction
(one or more mines can be detonated).
When the magic trap detonates, each creature in a 20-footradius sphere centered on the item must make a Dexterity
saving throw. A creature takes 5d8 fire damage on a failed
save, or half as much damage on a successful one. If a
creature is in the area of effect of more than one fireburst
mineK during a turn, they take half damage from any mines
beyond the first.
A magical mine must be set 5 feet or more from another
mine, and cant be moved once placed; any attempt to move it
results in it detonating unless the caster that set it disarms it
with an action.
Fire Cyclone
3rd-level conjuration
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of ashes from a forest fire)
Duration: Concentration, up to a 1 minute
Targeting a point you can see, you cause a cyclone made of
whipping flames with a radius of 5 feet and height of 30 feet to
form.
When a creature starts its turn inside the cyclones radius or
enters it for the first time during a turn, it must make a
Strength saving throw. On a failed saving throw, it takes 3d6
fire damage and, if it is entirely inside the cyclones area, its
also flung 15 feet upwards and lands 15 feet in a randomly
determined horizontal direction. On a successful save, the
creature takes half as much damage and is not flung.
When a creature is not entirely inside the cyclones radius
but within 30 feet of its center at the start of its turn, it still
feels the intense draw of the raging cyclone, and must spend 2
feet (or 3 feet if it is flying) of movement for every 1 foot it
moves away from the cyclone. If a creature starts its turn
outside of the cyclones radius but within 10 feet of its center,
it must make a Strength saving throw or be pulled 5 feet
toward the center of it.
**At Higher Levels.** When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d6.
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 saving throw.
On a failure, a creature falls into a suddenly opened crevice in
the ground, falling into it before it snaps shut, crushing them.
Creatures that fail the saving throw take 6d10 bludgeoning
damage from the fall and crushing. The creature is buried in
10 feet of rubble, and creatures without a burrowing speed
require 25 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 extra 1d10
bludgeoning damage.
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 failed 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 isnt 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.
Flicker
1st-level psionic
Classes: Psionic
Casting Time: 1 reaction, when you would take damage
Range: Self
Components: S
Duration: 1 round
You flicker between the material and ethereal planes. Until the
start of your next turn, each time you would take damage,
including the triggering attack, roll a d4. On a 2, you gain
resistance to that instance of damage. On a 4, you dont take
any damage.
Flickering Strikes
5th-level conjuration
Classes: Ranger, Wizard
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a melee weapon you are proficient with
worth at least 1 sp)
Duration: Instantaneous
You flourish a weapon weapon you are proficient with used in
the casting and then vanish, instantly teleporting to and
striking up to 5 targets within range. Make a weapon attack
against each target. On hit, a target takes the weapon damage
from the attack + 6d6 force damage.
You can then teleport to an unoccupied space you can see
within 5 feet of one of the targets you hit or missed.
Fling
2nd-level transmutation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You manipulate gravity around one Large or smaller creature.
The target creature makes a Strength saving throw. On
failure, you can fling them 40 feet straight up or 20 feet in any
direction.
If you fling them straight up they immediately fall, taking
4d6 damage falling damage, and fall prone. If you fling them
any other direction, they take 2d6 damage and fall prone. If
their movement would be stopped early by a creature or
object, both the target and creature or object takes 3d6
bludgeoning damage.
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 one creature within reach,
dealing 2d12 force damage.
**At Higher Levels.** When you cast it using a 5th- or 6th-level
spell slot, the damage increases to 3d12. When you cast it
using a spell slot of 7th level or higher, the damage increases
to 4d12.
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 spells damage increases by 2d4 when you reach 5th
level (4d4), 11th level (6d4), and 17th level (8d4).
Freezing Shell
1st-level abjuration
Classes: Warlock
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
A freezing shell shrouds you, covering you and your gear. You
gain 5 temporary hit points for the duration. If a creature hits
you with a melee attack while you have these hit points, the
creature takes 5 cold damage.
**At Higher Levels.** When you cast this spell using a spell slot
of 2nd level or higher, both the temporary hit points and the
cold damage increase by 5 for each slot level above 1st.
Frighten
1st-level necromancy
Classes: Occultist, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You invoke a sudden fear within a creature you can see within
range. The target creature must succeed a Wisdom saving
throw, or become frightened for the duration. The frightened
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
**At Higher Levels.** When you cast this spell using a 2nd level
or higher, you can target one additional creature for each slot
above 1st.
Future Insight
1st-level psionic
Classes: Psionic
Casting Time: 1 action
Range: Self
Components: S
Duration: 10 minutes
Your roll 3d4 or 1d12 (your choice) and record the results.
During the duration, you can expend one of these dice to add or subtract them from any attack roll, saving throw, or ability
check made by a creature within 60 feet of you until the dice
are exhausted or the spell ends. You must expend the die after
the roll is made, but before you know the outcome of the roll.
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.
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.
Glimpse the Future
2nd-level psionic
Classes: Psionic
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 10 minutes
You give a creature within range a glimpse of their future. Roll
a d4 to determine outcome:
|d4 |Effect|.
|--|--|.
|1|The target foresees an action to come. Roll a d20 and record the value. Until the duration of the spell ends, they can replace one of their d20 rolls with the value rolled. |.
|2| The target sees their own death. If they are reduced to zero hit points by an attack or failing a save throw during the duration, they instead evade the attack or pass the saving throw if they are not otherwise incapacitated prior to being reduced to zero.|.
|3| They see a future victory, growing confident. They gain 10 temporary hit points and are immune to the frightened condition for the duration of the spell.|.
|4| The target sees an ambush or surprise, the first time they would be surprised they are not, or the first time an attack would be made against them with advantage, it is instead made with disadvantage.|.
Once any of the events foreseen occur, the spell ends.
**At Higher Levels.** When cast using 3 or more psi points,
you can select the effect instead of rolling a d4.
The Unavoidable Death
In the case of number 2, passing the save will not always be enough
to make them not be reduced to zero hit points. Sometimes they
are reduced to zero by something like falling damage that has no
save or attack. Sometimes lifes a bummer that way.
Grip of the Dead
1st-level necromancy
Classes: Occultist
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You channel unholy strength into you hand, and reach out to
grab a creature. The creature must make a Strength saving
throw or become restrained by your deathly iron grasp. As an
action on its turn, the creature can attempt to escape using a
Strength (Athletics) or Dexterity (Acrobatics) check against
your Spell Save DC.
At the start of the creatures turn while you maintain the grip
and the spell, it takes 1d8 necrotic damage as you drain the
life from it, and regain hit points equal to half the damage
dealt.
**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.
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.
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 shoots 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.
Ignite Fire
Conjuration cantrip
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You ignite a magical fire that fills a 5-foot cube in a space you
can see on the ground. A creature in the fires space when you
cast the spell must suceeed a Dexterity saving throw or take
1d8 fire damage. A creature that enters the fires space for the
first time or ends their turn there must repeat the saving
throw against the effect. Flamable objects in the area that
arent being worn or carried catch fire.
The spells damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8)
Imbue Luck
2nd-level abjuration
Classes: Inventor
Casting Time: 1 action
Range: Touch
Components: V, S, M (a four leaf clover)
Duration: 1 hour
You touch a weapon or worn item and imbue luck into it. If
imbued on a weapon, for the duration, on an attack roll, the
wielder can roll an additional d20 (they can choose to do this
after they roll, but before the outcome is determined). The
creature can choose which of the d20s is used for the attack
roll.
If imbued into a worn item, they can roll a d20 when
attacked, then choose whether the attack uses the attackers
roll or theirs.
With either use, the spell immediately ends upon rolling the
extra d20.
Inner World
8th-level psionic
Classes: Psionic
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
As an action, you create and enter an imaginary world. All
other creatures within 120 feet are pulled this world with you.
This world is centered on you, and extends in 120 feet in all
directions.
A creature that reaches the edge of this world can make a
Charisma saving throw to attempt to exit, spending 5 feet of
movement to return where they were before being pulled into
the world on success, and being unable to move out the world
until the start of their next turn on failure. A creature outside
the world can attempt to enter it by moving to where you cast
the spell (which is marked by a glowing psionic rift) and
making a Charisma saving throw to enter the world. You can
allow a creature to automatically pass their save to enter or
exit the world.
When you create this world, you can create obstacles and
terrain of your choice, creating walls, pillars, and other
obstacles that take up to twenty 5 by 5 square foot areas
(stylistically, these can appear however you choose). These
can be placed consecutively or spread out in any method of
your choosing, but any area with a creature must contain a
path that creature can fit through to both you and the edge of
the of the world.
You can additionally create up to five hazardous spaces on
the ground that are 5 foot squares. These can be fires, spikes,
biting mouthes, or whatever you choose, but regardless of its
form if a creature takes 4d4 + 4 psychic damage when it
enters the effects area for the first time on a turn or starts its
turn there. Each of these hazards must be at least 20 feet from
another hazard.
While in this inner world, if you fail saving throw, you
choose to succeed instead. You can do up to 3 times during
the duration of the spell. All spells and powers have their psi
point cost reduced by one.
During the spell, as an action, you can attempt to destroy a
creature within the world. The target must make an
Intelligence saving throw. On failure, it takes 8d8 + 8 psychic
damage and is removed from the imaginary world, returning
to where they were before being pulled into it.
The world can be brightly or dimly lit, and you control the
weather within it.
When the spell ends, you and any creature that remains in
the world exit the world returning to space you entered the
world from.
Quickly Constructed Worlds
The casting time of this spell is 1 action, which is 6 seconds in
game. It is recommended that that you come up with a general
layout and any resources needed for this spell in collaboration
with your GM when you select the spell, and make at most minor
changes to the world when casting it.
Invested Competency
5th-level psionic
Classes: Psionic
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour
You touch a willing creature imbuing psionic competency into
them. Until the spell ends, they gain expertise in on skill of
your choice, adding double their proficiency bonus to that
skill.
Invest Life
3rd-level psionic
Classes: Psionic
Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous
You sacrifice some of your health to mend another creatures
injuries. You take 4d8 necrotic damage, which cant be
reduced in any way, and one creature of your choice that you
can see within range regains a number of hit points equal to
twice the necrotic damage you take.
**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.
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 cant 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 doesnt 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.
Killing Curse
5th-level necromancy
Classes: Occultist
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (something from the target creature
(such as blood, hair, or scales) which the spell consumes)
Duration: Concentration, up to 1 minute
You curse a target to die. The targets current and maximum
hit points are reduced by 3d10 + 10. If this causes a creatures
to have zero hit points, the creature dies.
For the duration of the spell, the target cannot regain hit
points unless from a spell cast using a spell slot of higher level
than the spell slot this curse was cast with, and any death
saving throw they roll is automatically considered a 1.
At the start of a creatures turn while they are under the
effect of this spell, they make a Charisma saving throw. On
failure, their current and maximum hit points is reduced by
1d10 + 10. On a successful save, the spell ends. A creature's
maximum hit points are restored when it takes a long rest.
Launch Object
1st-level transmutation
Classes: Inventor
Casting Time: 1 action
Range: 60 ft.
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that
isnt being worn or carried. The object flies in a straight line
up to 90 feet 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 3d8 bludgeoning
damage.
**At Higher Levels.** When you cast this spell using a spell slot
of 2nd level or higher, the maximum weight of objects that you
can target with this spell increases by 5 pounds, and the
damage increases by 1d8, for each slot level above 1st.
Lightning Charged
2nd-level evocation
Classes: Inventor
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of metal once used in a
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: Self (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.
Mind Blast
6th-level psionic
Classes: Psionic
Casting Time: 1 action
Range: Self (60-foot cone)
Components: S
Duration: Instantaneous
You emit a blast of psychic energy. Each creature in a 60-foot
cone must make an Intelligence saving throw. A creature takes
6d8 psychic damage and is stunned until the end of their next
turn on a failed save. A creature takes half as much damage
and is not stunned on a successful save.
Mutate
3rd-level transmutation
Classes: Druid, Occutlist, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S, M (something from an extinct animal)
Duration: Concentration, up to 10 minutes
You manipulate the nature of your body with magic
temporarily giving it new properties. You can select three of
the following properties:
- Your body becomes malleable and amorphous. You have
advantage on saves and checks against grapples and the
restrained condition, you do not suffer disadvantage from
squeezing into smaller spaces, and you can squeeze
through openings two sizes smaller than you.
- You grow one additional appendage. This appendage
serves as an arm and a hand, though it can take the shape
of an arm, tentacle, or similar appendage.
- You extend the length of your limbs, increasing the reach
on melee attacks, touch spells, and object interactions by 5
feet.
- Your flesh hardens, your base AC becomes 14 + your
dexterity modifier if it is not already higher.
- You grow more resilient, adapting against one external
threat. You gain advantage on one type of saving throw of
your choice.
- You adapt your body to an aquatic environment, sprouting
gills and growing webbing between your fingers. You can
breathe underwater and gain a swimming speed equal to
your walking speed.
- Your body grows ablative armor. You gain temporary hit
points equal to your spellcasting ability modifier at the
start of each of your turns.
- You can grow one size larger or smaller.
- You sprout wings. You gain a flying speed of 30 feet.
- You grow a natural weapon; this weapon can have the
statistics of any martial melee weapon without the thrown
property, and takes on a form vaguely reminiscent of it. You
have proficiency with this weapon, and are considered to
be holding it. You can use your spellcasting modifier in
place of your Strength or Dexterity modifier for attack and
damage rolls with this natural weapon. The natural
weapon is magic and you have a +1 bonus to the attack and
damage rolls you make using it.
For the duration of the spell, you can use an action to
change one or all of the properties, losing the benefits of your
previously selected properties and gaining the benefits of the
new selected properties.
**At Higher Levels.** When you cast this spell using a spell slot
of 4th or higher, you can select one additional property from
the list of options, with one additional property per spell level
above 3rd.
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.
Nullify Effect
2nd-level psionic
Classes: Psionic
Casting Time: 1 reaction, which you take when you are forced
to make an Intelligence, Wisdom, or Charisma saving throw
Range: Self
Components: S
Duration: 1 round
You gain advantage on Intelligence, Wisdom, and Charisma
saving throws (Including the triggering save) until the start of your next turn. You also gain resistance to Psychic and Force
damage until the start of your next turn.
**At Higher Levels.** When you cast this spell using a spell slot
of 4th level or higher, you can roll an additional d20 as part of
your advantage roll. If you cast this at the 5th level or higher, it
grants immunity to Psychic and Force damage for the
duration.
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.
Poison Dart
2nd-level transmutation
Classes: Occultist, Sorcerer, 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.
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.
Prismatic Weapon
3rd-level transmutation
Classes: Inventor, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
A weapon you touch is infused with elemental power,
becoming a magical weapon. Choose of the following damage
types: acid, cold, fire, lightning, poison, or thunder. The
weapon deals 1d6 damage of the chosen weapon type, and if it
doesnt already have a bonus to attack and damage, it gains a
+1 bonus to attack and damage rolls.
**At Higher Levels.** When you cast this spell with a 4th- or
5th-level spell slot, the damage increases by 1d6 (to 2d6).
When you use a spell slot of 6th level or higher, the damage
increases by 2d6 (to 3d6).
Psychic Drain
2nd-level psionic
Classes: Psionic
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You draw on the psychic energy of another creature you can
see to sustain yourself. The target must make a Charisma
saving throw. On failure it takes 3d8 psychic damage and you
gain temporary hit points equal to half the amount of psychic
damage dealt and regain one expended psi point.
**At Higher Levels.** When you cast this spell using a spell slot
of 3rd level or higher, the spell deals an extra 1d8 psychic
damage.
Rain of Spiders
3rd-level conjuration
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a spider leg)
Duration: Concentration, up to 1 minute
A vertical column of spiders begins to rain down in 20 foot
radius, 40 foot high cylinder, centered on a location you
specify. A Swarm of Spiders (Basic Rules , pg. 391) descends
onto each creature within the cylinder when the spell is cast.
This swarm is considered to be climbing on the target
creature and moves with it, even if they leave the affected area,
and takes its turn immediately after that creature's turn. A
creature can make use its action to attempt to remove the
spiders, making a Strength (Athletics) or Dexterity
(Acrobatics) check against the spell save DC of the caster.
The swarm uses the caster's spell attack modifier when
attacking (if it is higher than their attack modifier). A swarm
will attack the creature it fell on if it can, or move to chase the
creature if it has been knocked off of them. Any spiders that
remain when the spell ends disappear.
Repair
4th-level transmutation
Classes: Inventor
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a construct or inanimate object, causing it to regain
10d6 hit points. This causes any parts or material that has
broken away from the construct or object to reattach,
repairing it to the condition it was in before losing those hit
points.
If the construct or objects damaged state is the result of
age, you can instead repair to the condition it was in 10d6
years ago, if it was previously in a better condition during that
time (the condition can only improve or not change).
**At Higher Levels.** The hit points restored increases by 2d6
(or the years restored) for each slot above 4th.
Returning Weapon
1st-level transmutation
Classes: Inventor
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 24 hours
You touch a weapon granting it the thrown 20/60 property. If it
already has the thrown property, its range increases by 20/60.
It also gains the "returning" property. After being thrown it
automatically reappears in the throwers hand.
Rotting Curse
1st-level necromancy
Classes: Occultist
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (something from the target creature
(such as blood, hair, or scales) which the spell consumes)
Duration: Concentration, up to 1 minute
You inflict a rotting decay on a creature, causing it to to begin
to rot. For the duration of the spell, every time the creature
takes damage, it takes an extra 1d4 necrotic damage, and the
effect of all healing on the creature is reduced by half.
The target creature has disadvantage on any Charisma
checks for social interaction during the effect of the spell.
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 extra 1d4 damage for each round since you
cast the spell to the target. The spell ends after it deals
damage. If the orb doesnt reach the target before the spell
ends, it fades away without dealing damage.
Seeking Projectile
1st-level transmutation
Classes: Inventor, Ranger
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of ammunition or weapon with
the thrown property worth at least 1 cp)
Duration: Concentration, up to 10 minutes
You touch a piece of ammunition or weapon with the thrown
property imbuing it with the property of seeking its target.
When a ranged attack roll is made with that weapon, the
attack roll can add your spell casting modifier to the value on
the dice. If that makes the value on the die a 20 or more, the
attack is a critical hit as if a 20 was rolled. After making the
attack roll, the spell ends.
Shockwave
5th-level psionic
Classes: Psionic
Casting Time: 1 action
Range: Self (30-foot radius)
Components: S
Duration: Instantaneous
You unleash a burst of telekinetic force in all directions. Each
creature of your choice within 30 feet of you is knocked 5 feet
back and must succeed on a Strength saving throw or take
8d6 damage bludgeoning damage and be knocked prone. A
creature that succeeds on its saving throw takes half as much
damage and isnt knocked prone.
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.
Sonic Shriek
5th-level evocation
Classes: Bard, Occultist, Sorcerer, Wizard
Casting Time: 1 action
Range: Self (120-foot cone)
Components: V, S
Duration: Instantaneous
You emit a sonic blast covering a massive area. Each creature
in a 120-foot cone must make a Constitution saving throw. On
a failed save, a creature takes 6d8 thunder damage. On a
successful save, a creature takes half as much damage. A
creature automatically succeed on its saving throw if it is
more than 60 feet from you.
**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.
Spatial Manipulation
5th-level conjuration
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: Self (120-ft radius)
Components: V, S
Duration: Instantaneous
You can swap the position two creatures you can see within
range. An unwilling creature can make a Charisma saving
throw, preventing the swap on success.
**At Higher Levels.** When you cast this spell using a spell slot
of 6th level or higher, you can swap an additional set of
creatures of each level about 5th.
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. (You may make
subsequent attempts until you hit or lose concentration)
**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.
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.
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 cant be destroyed. As a bonus
action, you can direct the swarm to move up to 30 feet. If the
swarm enters another creatures space, it stops and swarms
them, stinging repeatedly, and cant 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.
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.
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 creature 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 cant 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 doesnt need to breathe is unaffected by this
spell.
Summon Horror
4th-level conjuration
Classes: Occultist, Warlock, Wizard
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a book with an ornate cover filled with
the records of madmen worth at least 400 gp)
Duration: Concentration, up to 1 hour
You call forth a twisted horror. It manifests in an unoccuptied
space that you can see within Range. This manifested form
uses the Horror Spirit stat block. When you cast the spell,
choose Star, Sea, or Void. The creature takes on elements of
the selected type, which determine certain traits in its stat
block. The creature disappears when it drops to 0 hit points or
the spell ends.
The creature is an ally to you and your companions. In
combat, the creature shares your initiative count, but it takes
its turn immediately after yours. It obeys your verbal
commands (no action required by you). If you dont issue any,
it takes the Dodge action and uses its move to avoid danger.
**At Higher Levels.** When you cast this spell using a spell of
5th level or higher, use the higher level whenever the spells
level appears in the stat block.
Horror sPirit
Medium aberration, unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 25 + 5 for each spell level above 4th
Speed 30 ft., swim 30 ft., fly 30 ft. (Star and Void Only; hover).
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 16 (+3) 8 (1) 6 (2)
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed,, frightened
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Grasping Tentacles (Sea Only). If the aberration hits the same
creature two or more times on its turn, the target is grappled (escape
DC your spell save DC). Creatures that start their turn grappled by
the aberration take 7 (2d6) acid damage. It can grapple a number of
creatures this way equal to your proficiency bonus.
Fatal Destiny (Star Only). Creatures of your choice that start their
turn within 5 feet of the abherration must succeed on a Wisdom
saving throw against your spell save DC or become transfixed by the
abherration, unable to move away, and with disadvantage on attacks
against creatures other than the aberration.
Actions
Multiattack. The aberration makes a number of attacks equal to half
this spells level (rounded down). The aberration can use Fold Space in
place of one attack (Void Only).
Tentacle. Melee Weapon Attack: your spell attack modifier to hit, reach
10 ft., one target. Hit: 1d8 + 3 + the spells level bludgeoning damage.
Fold Space (Void Only). The abherration teleports up to 30 feet.
Creatures within 5 feet of its destination take 7 (2d6) force damage. It
can bring one willing creature within 5 feet of it with it when teleporting
this way, but that creature takes 1d6 psychic damage when it does so.
Summon Ooze
1st-level conjuration
Classes: Occultist, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a gold vial worth at least 100 gp)
Duration: Concentration, up to 1 hour
You call forth a magical ooze. It manifests in an unoccupied
space that you can see within range. This corporeal form uses
he Ooze Spirit stat block. When you cast the spell, choose
from Green, Red, or Yellow. The creature resembles the
creature of your choice, which determines certain traits in its
stat block. The creature disappears when it drops to 0 hit
points or when the spell ends.
The creature is an ally to you and your companions. In
combat, the creature shares your initiative count, but it takes
its turn immediately after yours. It obeys your verbal
commands (no action required by you). If you dont issue any,
it takes the Dodge action and uses its move to avoid danger.
**At Higher Levels.** When you cast this spell using a spell of
2nd level or higher, use the higher level whenever the spells
level appears in the stat block.
ooze sPirit
Small ooze, unaligned
Armor Class 6 + the level of the spell (natural armor)
Hit Points 5 + 10 for each spell level above 1st
Speed 10 ft.
STR DEX CON INT WIS CHA
12 (+3) 6 (2) 12 (+1) 1 (5) 1 (5) 1 (5)
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities acid, fire (Red only), lightning (Yellow only),
poison (Green only)
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, prone
Senses blindsight 10 ft. (blind beyond this radius), passive
Perception 5
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Actions
Multiattack. The ooze makes a number of attacks equal to half this
spells level (rounded down).
Pseudopod. Melee Weapon Attack: your spell attack modifier to hit,
reach 5 ft., one target. Hit: 1d4 + 3 + the spells level acid damage.
Thunderburst Mine
2nd-level abjuration
Classes: Inventor
Casting Time: 1 minute
Range: Touch
Components: V, S, M (any Tiny nonmagical item, which is
destroyed by the activation of the spell)
Duration: 8 hours
You can set a magical trap by infusing explosive magic into an
item. You can set this item to detonate when someone comes
within 5 feet of it, or by a verbal command using your reaction
(one or more mines can be detonated).
When the magic trap detonates, each creature in a 10-footradius sphere centered on the item must make a Constitution
saving throw. A creature takes 3d8 thunder damage on a failed
save, or half as much damage on a successful one. If a
creature is in the area of effect of more than one thunderburst
mine during a turn, they take half damage from any mines
beyond the first.
A magical mine must be set 5 feet or more from another
mine, and cant be moved once placed; any attempt to move it
results in it detonating unless the casterer that set it disarms
it with an action.
Thunder Note
Evocation cantrip
Classes: Bard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You emit a crashing bang with a localized point of intensity
targeting a creature within range. The target must succeed on
a Constitution saving throw or take 1d8 thunder damage and
become deafened until the start of their next turn.
Constitution saving throws to maintain concentration on
spells triggered by this damage are made with disadvantage.
This spells damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
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.
Thunder Pulse
3rd-level evocation
Classes: Bard, 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 as a shockwave in a
15-foot cone. Each creature in that area must make a
Constitution saving throw. On a failed save, a creature takes
3d8 thunder damage is knocked 10 feet away. On a successful
save, the creature takes half as much damage and not being
knocked away.
You can create a new shockwave as your action on
subsequent turn until the spell ends.
**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.
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-foot-high
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 isnt 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.
Translocating Shot
4th-level conjuration
Classes: Inventor, Ranger, Wizard
Casting Time: 1 bonus action
Range: 5 feet
Components: V, S, M (a piece of ammunition worth at least 1
cp)
Duration: Concentration, up to 1 minute
You magically bind a willing creature within range into a piece
of ammunition. When the piece of ammunition is fired, the
creature bound to the piece of ammunition is teleported to the
target destination. You can fire the ammunition at a creature,
object, or point within the normal range of the weapon. When
attacking a creature or object, the target is teleported to within
5 feet of the target hit or miss.
When you cast this spell, if you cast it a Large or larger
piece of ammunition, you can bind up to 4 creatures to the
piece of ammunition.
**At Higher Levels.** When you using 6th-level slot or higher,
you can cast it on a Huge piece of ammunition, binding up to
nine creatures to the piece of ammunition.
Trarys Terrific Transposition
3rd-level conjuration (ritual)
Classes: Inventor, Occultist, Wizard
Casting Time: 10 minutes
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (an ornate brass key worth at least 100
gp, and a satchel or bag worth at least 1 sp)
Duration: Instantaneous
You weave an enchantment that conjures compresses all
objects of your choice within range into a the satchel or bag
used in casting the spell. The contents become harmlessly
compressed and stored in an magical state of miniaturized
suspension within the container. The weight of miniaturized
stored items is the weight of the item divided by one hundred.
The bag can store all items that fit in the radius when the spell
is cast, but cant store any individual item larger than Medium.
Items cant be individually removed from the bag, but the
process can be reversed by casting the spell again, at which
point all items are deposited from the bag in the arrangement
they were before being stored.
If the bag is destroyed or placed into an interdimensional
space, the contents of the bag are instantly emptied onto the
ground in a chaotic manner, each item taking 4d4 force
damage, but dealing no damage to anything else. If the bag is
broken, the key used as a material in casting the spell breaks.
Turbulent Warp
3rd-level psionic
Classes: Psionic
Casting Time: 1 action
Range: 90 ft.
Components: V
Duration: Instantaneous
You teleport yourself to an unoccupied space you can see
within range, leaving behind a spatial distortion. Each
creature within 10 feet of the space you left must make a
Charisma saving throw. On a failure, they take 5d4 force
damage and are teleported to an empty space of your choice
within 5 feet of where they were. On success they take half as
much damage and are not teleported.
You can also teleport one willing creature of your size or
smaller who is carrying gear up to its carrying capacity. The
creature must be within 5 feet of you when you cast this spell,
and there must be an unoccupied space within 5 feet of your
destination space for the creature to appear in; otherwise, the
creature is left behind.
**At Higher Levels.** When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 2d4 for each
slot level above 3rd.
Unburden
1st-level transmutation
Classes: Inventor
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
A creature you touch no longer suffers the penalties to its
speed or to its Dexterity (Stealth) checks from wearing
medium or heavy armor, and is no longer encumbered from
carry weight unless it is carrying more than twice the weight
that would encumber it.
Unlocked Potential
1st-level psionic
Classes: Psionic
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
You unlock the potential of a creatures mind, allowing it to
fully reach its limits. For the duration, once per turn the creature can add 1d4 to any attack roll, damage roll, or saving
throw it makes. Each time it adds the extra 1d4, it takes 1
psychic damage as it pushes beyond its natural limitations.
Unstable Explosion
2nd-level evocation
Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 ft (10 ft radius)
Components: V, S
Duration: Instantaneous
You cause an unstable explosion to erupt at a point of your
choice within range, rolling 3d6. For each die that rolls a 6,
roll an additional d6 and the radius of the spell expands by 5
feet. Each creature within the final range of the spell must
make a Dexterity saving throw. On a failed save, they take fire
damage equal to the total value of the rolled dice. On a
success the target, the target takes half as much fire damage.
**At Higher Levels.** When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d6 for each
slot level above 2nd.
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 spells 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.
Vorpal Weapon
5th-level transmutation
Classes: Inventor
Casting Time: 1 action
Range: Touch
Components: V, S, M (a weapon worth at least 1 cp)
Duration: Concentration, up to 1 hour
You touch a weapon and imbue it with power. Until the spell
ends, the weapon becomes indescribably sharp, ignoring
resistance to slashing damage, and gains the Siege property,
dealing double damage to inanimate objects such as
structures. If a weapon has a modifier of less than +3 to attack
and damage rolls, its modifier becomes +3 to attack and
damage rolls for the duration of the spell.
Additionally, if a critical strike of this weapon would leave a
creature with less than 50 hit points, the target creature is
decapitated, killing it.
Vortex Blast
3rd-level evocation
Classes: Druid, 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
30-foot cone, tossing characters and objects within the area.
Creatures in the area 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.
Water Blast
1st-level conjuration
Classes: Druid, Occultist, Sorcerer, Warlock, 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, 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 30-foot line
that is 5 feet wide. 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 extra 2d6 bludgeoning
damage and are knocked prone. On a successful save, they
take half as much damage and are not pushed.
Windborne Weapon
transmutation cantrip
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a piece of ammunition or weapon with
the thrown property worth at least 1 cp)
Duration: Instantaneous
Make an attack using this spells material component 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 weapons damage type.
**At Higher Levels.** This spells damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).