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D&D Spell Descriptions and Mechanics

You exert your willpower over the minds of other creatures. You can target one creature within range with your Psionic Oppression spell. The target must succeed on a Wisdom saving throw or be afflicted by a temporary level of exhaustion and take psychic damage at the end of each of its turns as it attempts additional saving throws to end the effect. You can target one additional creature for each spell slot level above the 6th level slot used to cast this spell.

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0% found this document useful (0 votes)
197 views15 pages

D&D Spell Descriptions and Mechanics

You exert your willpower over the minds of other creatures. You can target one creature within range with your Psionic Oppression spell. The target must succeed on a Wisdom saving throw or be afflicted by a temporary level of exhaustion and take psychic damage at the end of each of its turns as it attempts additional saving throws to end the effect. You can target one additional creature for each spell slot level above the 6th level slot used to cast this spell.

Uploaded by

Jesse Wiggins
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Athame

Necromancy cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
You brandish the weapon used in the spell’s casting and make a melee attack with it against one
creature within 5 feet of you. On a hit, the target suffers the attack's normal effects, and it becomes
hexed by the powers of entropy until the start of your next turn. If the target willingly takes a reaction
before then, it immediately takes 1d8 necrotic damage, and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target on
a hit, and the necrotic damage from taking a reaction increases to 1d8 + your spellcasting ability
modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and
3d8).
Spell Lists. Artificer, Druid

Daze
Enchantment cantrip

Casting Time: 1 action


Range: 30 feet
Components: V, S, M (a pinch of wool)
Duration: Instantaneous
This enchantment clouds the mind of a creature that you can see within range. The target must
make an Intelligence saving throw. On a failed save, the target takes 1d6 psychic damage, and if it
has an Intelligence of 3 or lower, it can’t take reactions until the start of its next turn. Creatures that
can’t be charmed are immune to this spell.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
Spell Lists. Artificer, Mystic, Sorcerer, Warlock, Wizard

Mind Thrust
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a pinch of wool)
Duration: Instantaneous
You batter a creature within range with a torrent of psionic power. Make a ranged spell attack
against the target. On hit, the target takes 1d12 magical bludgeoning damage.
At Higher Levels. This spell’s damage increases by 1d12 when you reach
5th level (2d12), 11th level (3d12), and 17th level (4d12).
Spell Lists. Mystic

Psionic Razor
Evocation cantrip
Casting Time: 1 attack
Range: Self
Components: S
Duration: Instantaneous
As part of an unarmed strike, you manifest a blade of psionic energy in your hand. On hit, the target
takes psychic damage equal to 1d6 + your Strength modifier, in place of the normal damage of your
unarmed strike. Your hand immediately reverts to its normal appearance at the end of the attack.
At Higher Levels. The damage die of this spell increases when you reach 5th level (1d8), 11th level
(1d10), and 17th level (1d12).
Spell Lists. Mystic

Legerdemain
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a deck of playing cards)
Duration: Instantaneous
You sling forth a hand of volatile playing cards. Make a ranged spell attack against the target. On a
hit, the target takes 1d6 magical slashing damage. A creature hit by the spell is inflicted with a -2
modifier on all Wisdom (Perception) checks until the start of your next turn.
At Higher Levels. The spell creates additional cards when you reach higher levels: two hands within
15 feet of each other at 5th level, three hands within 30 feet at 11th level, and four hands within 40
feet at 17th level. You can direct the hands at the same target or at different ones within range.
Make the same attack roll for every hand.
Spell Lists. Bard, Sorcerer, Wizard

Elemental Squall
Evocation cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You hurl a whirling burst of elemental energy at a creature or object within range. Make a ranged
spell attack against the target. On a hit, the target takes 2d4 damage. Choose one of the d4s. The
number rolled on that die determines the damage type, as shown below.
D4 Damage Type
1 Cold
2 Fire
3 Lightning
4 Thunder

At Higher Levels. The damage die of this spell increases when you reach 5th level (4d4), 11th level
(6d4), and 17th level (8d4).
Spell Lists. Sorcerer

Balefire
5th level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig of wicker)
Duration: Concentration, up to 1 minute
A stake rises from underneath one creature you can see on the ground within range. The target
must succeed on a Dexterity saving throw or become bound to the stake, restrained and set ablaze,
shedding bright light in a 30-foot radius and dim light for an additional 30 feet. A restrained creature
can use its action to make a Strength check against your spell save DC, freeing itself on a success.
If the creature ends its turn while at the stake, it takes 8d6 fire damage. These flames are magical
and can't be extinguished by mundane means. A target that dies on the stake turns to ash.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage
increases by 2d6 for each slot level above 5th.
Spell Lists. Cleric, Ranger, Druid, Wizard

Devouring Murder
7th level conjuration
Casting Time: 1 action
Range: 120 feet (30-foot cube)
Components: V, S, M (a tuft of crow feathers)
Duration: 1 round

A murder of crows swarms a 30-foot cube within range, pecking and gnawing at everything in it.
Each creature of your choice in the cube must make a Dexterity saving throw. On a failed save, a
creature takes 10d6 piercing damage and has its eyes gouged out by the crows, permanently
blinding it if it has any. On a successful save, it takes half as much damage and does not lose its
eyes. The crows lightly obscure the area. If the spell lasts for its full duration, the birds completely
devour all vegetation and corpses within the area before dispersing.
Spell Lists. Druid, Bard, Warlock

Helix Weapon
3rd level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a winding chestnut branch)
Duration: 10 minutes
You touch a weapon and imbue it with the power of two different magical forces. Choose two of the
following damage types: acid, cold, fire, lightning, necrotic, poison, or radiant. For the duration of this
spell, the weapon becomes a magic weapon and deals an extra 3 damage of both chosen types
when it hits. You can change your two chosen damage types using a bonus action if the weapon is
within 30 feet of you.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for
both damage types increases by 1d4 for every two slot levels above 3rd.
Spell Lists. Artificer, Paladin

Id Insinuation
1st level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You unleash conflicting desires within one creature you can see within range, impairing its ability to
make decisions. It must succeed on a Wisdom saving throw or be inflicted by a temporary level of
exhaustion. At the end of each of its turns, and each time it takes damage, the target can make
another Wisdom saving throw. It takes 1d6 psychic damage on a failed save, and the spell ends on
a successful save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target
one additional creature for each slot level above 1st. The creatures must be within 30 feet of each
other when you target them.
Spell Lists. Mystic

Tower of Iron Will


2nd level abjuration
Casting Time: 1 reaction, when you are forced to make an Intelligence, Charisma, or Wisdom
saving throw.
Range: Self
Components: V
Duration: 1 round
You protect your mind with a mantra of mundane, repetitive thoughts in order to better resist mental
assault. Until the beginning of your next turn, you have advantage on all Intelligence, Wisdom, and
Charisma saving throws, and you gain resistance to psychic damage.
Spell Lists. Mystic

Cerebral Blast
3rd level evocation

Casting Time: 1 action


Range: Self (30-foot cone)
Components: V
Duration: Instantaneous
Your mind unleashes a mental thrust of overwhelming force in a 30-foot cone. Each creature within
the area of this spell must make a Strength saving throw. On a failure, a creature takes 5d8 magical
bludgeoning damage and is pushed 20 feet directly away from you and falls prone. On a successful
save, a creature takes half damage and remains in place.
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the magical
bludgeoning damage increases by 1d8 for each spell slot level above 3rd.
Spell Lists. Mystic

Ego Scourge
4th level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You strike at the mind of a creature you can see within range, attacking its very sense of self. The
target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls and ability
checks, and it cannot cast spells. At the end of each of its turns, the target can repeat the saving
throw.
On a successful save, this effect ends on the target.
Spell Lists. Mystic

Psychic Crush
5th level evocation
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute
You exert the full force of your will on a creature. The target must make a Strength saving taking
5d8 force damage on a failure, and half as much on a success. At the end of each of its turns, it
must repeat the saving throw. It takes 2d8 force damage on a failed save, and on a success, the
spell ends. If this spell reduces a creature to 0 hit points, they are crushed into a ball the size of your
fist.
At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the initial force
damage increases by 1d8 for each spell slot level above 5th.
Spell Lists. Mystic

Psionic Oppression
6th level enchantment

Casting Time: 1 action


Range: 60 feet
Components: V, S
Duration: 1 minute
You psionically overwhelm the mind of one creature you can see within range. The target must
make an Intelligence saving throw. On a failed save, it takes 12d6 psychic damage and is stunned
for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned. The
stunned target can repeat the saving throw at the end of each of its turns, ending the effect on a
success.
Spell Lists. Mystic

Dalamar’s Lightning Lance


4th level evocation
Casting Time: 1 action
Range: 240 feet
Components: V, S, M (a glass rod or piece of amber or crystal)
Duration: Instantaneous
A buzzing lance of unstable electrical energy flies toward a target within range and bursts into
lightning on impact. The target must make a Constitution saving throw. On a failed save, the target
takes 4d10 lightning damage and is stunned until the end of your next turn. On a successful save,
the target takes half as much damage and isn’t stunned. If the target is wearing metal armor or is
mostly composed of metal, this spell ignores resistance to lightning damage, and the target has
disadvantage on its saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you deal an
additional 1d10 lightning for each slot above 4th.
Spell Lists. Sorcerer, Wizard

Dark Bargain
1st level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You grant a willing creature you touch a magical boon in exchange for a portion of its vitality. The
target spends a Hit Die and gains advantage on the next attack roll or ability check it makes before
the end of its next turn. In addition, you gain an extra Hit Die of the same size as the Hit Die spent by
the target, which you can spend normally. This extra Hit Die doesn’t count toward your Hit Die
maximum and can’t be regained once spent. If you cast this spell on a creature that is unable to
spend Hit Dice, the spell has no effect.
Spell Lists. Cleric, Warlock, Wizard

Detect Temporal Anomaly


1st level divination (ritual)
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a piece of sea glass or a pebble polished by waves)
Duration: Concentration, up to 10 minutes
Also known as river watch, this spell allows you to identify abnormalities in time. For the duration,
you sense the presence of temporal anomalies within range. Temporal anomalies include portals
through time, objects displaced in time, creatures that originated from another time, or magic being
used to observe the present from another point in time. Items or creatures from the local time’s past
glow with a reddish hue when observed with this spell, while those from the future have a bluish tint
(both color shifts can include the caster). The vibrancy of these color shifts increases the further that
a target is displaced from their original time (or, in the case of a time portal, how far into the past or
future its destination is). The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you know the
exact number of years by which each target is displaced in time. Additionally, the range of the spell
increases to 120 feet and penetrates all barriers and illusions.
Spell Lists. Artificer, Cleric, Ranger, Druid, Wizard

Electrical Storm
7th level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a small copper key)
Duration: Concentration, up to 1 minute
Tendrils of lightning surround you as the air near you grows heavy forming an electrical storm. The
storm occupies a 30-foot-radius sphere centered on you. Each creature of your choice that you can
see within the storm’s sphere must make a Constitution saving throw. On a failed save, a creature
takes 4d6 lightning damage and is stunned until the start of your next turn. On a successful save, a
creature takes half damage and is not stunned. While the spell persists, a creature must also make
the saving throw when it moves into the storm’s sphere for the first time on a turn or ends its turn
there. Additionally, at the start of each of your turns, each creature of your choice that you can see
within the storm’s sphere immediately takes 4d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage
increases by 1d6 for each slot above 7th.
Spell Lists. Druid, Sorcerer, Wizard

Enfeebling Storm
5th level necromancy
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a dead locust)
Duration: Concentration, up to 1 minute
Speaking a foul curse, you extend your hand outwards toward a point within range. Each creature in
a 20-foot radius, 40-foot-high cylinder centered on that point must succeed on a Constitution saving
throw. On a failed save, a creature’s speed is halved, and it has disadvantage on ability checks,
saving throws, and attacks based on Strength or Dexterity. A creature affected by this spell can
make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a
success.
Spell Lists. Warlock, Wizard

Paradox
3rd level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Drawing upon latent chronal energy in the air around you, you make a small change to history.
Choose an action you took within the last minute. You can erase the chosen action from history or
replace it with an entirely different action of an identical or shorter duration. All effects that resulted
directly from your previous action are reversed and are forgotten by each creature who witnessed
the original action except for you. You can’t erase or replace the actions of others, and it is up to the
DM if anything else changed due to your manipulation of time.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can erase or
replace an action within the last 10 minutes. When you cast it using a spell slot of 5th level, you can
erase or replace an action within the last 30 minutes. When you cast it using a spell slot of 6th level,
you can erase or replace an action within the last hour. When you cast it using a spell slot of 7th
level, you can erase or replace an action within the last day. When you cast it using a spell slot of
8th level, you can erase or replace an action within the last 3 days. When you cast it using a spell
slot of 9th level, you can erase or replace an action within the last week.
Spell Lists. Artificer, Sorcerer, Warlock, Wizard
Project Pain
2nd level enchantment
Casting Time: 1 reaction, which you take when you take damage from a source other than you
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You project pain you have just suffered into the mind of another. Choose one creature that you can
see within range. The target must make a Wisdom saving throw, taking 4d6 psychic damage on a
failed save, or half as much damage on a successful one. In addition, if the triggering damage forces
you to make a Constitution saving throw to maintain concentration on a spell, you have advantage
on the saving throw.
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 above 2nd.
Spell Lists. Bard, Mystic, Sorcerer, Wizard, Warlock

Shocking Spark
1st level evocation
Casting Time: 1 action
Range: 20 feet
Components: S, M (an iron ring)
Duration: Instantaneous
A crackling arc of electricity jumps towards a creature you can see within range. Make a melee spell
attack. On a hit, the target takes 3d6 lightning damage. On a critical hit against a target that is
wearing metal armor or is mostly composed of metal, the target takes an extra 10 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an
additional 1d6 lightning damage for each slot above 1st.
Spell Lists. Artificer, Sorcerer, Wizard

Spark Shield
3rd level evocation

Casting Time: 1 action


Range: Self
Components: S, M (two copper bracelets)
Duration: 10 minutes
You cross your wrists and cause an aura of crackling lightning to surround you. For the spell’s
duration, you experience the following effects:
• You have resistance to lightning damage.
• You shed bright light in a 10-foot radius and dim light for an additional 10 feet.
•When you are subjected to an effect that deals lightning damage and allows you to make a
Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
•If a creature within 5 feet of you hits you with a melee attack, the creature takes 1d6 lightning
damage. If the creature is wearing metal armor, is attacking you with a metal weapon, or is mostly
composed of metal, it takes 2d6 lightning damage instead.
Spell Lists. Artificer, Sorcerer, Wizard

Stone Shards
2nd level transmutation

Casting Time: 1 action


Range: Touch
Components: V, S, M (a handful of stones)
Duration: Concentration, up to 1 minute
You infuse three ordinary, small stones with primal magic, turning them into deadly telekinetic
projectiles. Make a ranged spell attack against a target you can see within 30 feet of you. On a hit,
the target takes 3d6 bludgeoning damage. For the spell’s duration, the remaining stones hover
around you. While the spell lasts, you can use an action to telekinetically toss another stone at a
target within range. The spell ends early if you toss the last stone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can imbue
one additional stone for each slot above 2nd.
Spell Lists. Druid, Ranger, Mystic, Sorcerer, Wizard

Storm Wall
4th level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a lodestone)
Duration: Concentration, up to 1 minute
You create a wall of crackling electrical energy within range. You can make the wall up to 60 feet
long, 20 feet high, and 1 foot thick, or a circle that has a 20-foot diameter and is up to 20 feet high
and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature
within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 lightning
damage, or half as much damage on a successful one. When you cast this spell, select a side of the
wall. A creature that starts or ends its turn within 10 feet of that side of the wall takes 4d8 lightning
damage. The other side of the wall deals no damage. If a creature is wearing metal armor or is
composed mostly of metal, it takes an extra 2d8 lightning damage.
Spell Lists. Sorcerer, Wizard

Temporal Eye
6th level divination

Casting Time: 1 action


Range: 120 feet
Components: V, S, M (a veil woven from the essence of time and worth 8,000 gp; a solution
consumed by the spell that contains an eye from a bird of prey, blood from a time traveling creature,
alcohol, sodium, and strychnine)
Duration: Concentration, up to 10 minutes
Donning a veil woven from the essence of time, you peer through time and space, allowing you to
observe a target in the past or future. You can observe a creature or location that is familiar to you at
a chosen point in time during the last seven days or the next seven days, but not the present. For
the spell’s duration, you see and hear everything that occurred at that point in time within a 20-foot
radius of the target. You must cast the spell again to choose a different point in time to observe.
Spell Lists. Bard, Mystic, Cleric, Wizard

Time Hop
3rd level conjuration
Casting Time: 1 bonus action
Range: Self
Components: S
Duration: 1 round
You push yourself forward in time, vanishing from your location until the end of your next turn. While
out of time, you can’t interact with other creatures, move, or take actions. You reappear in the space
you left or in the nearest unoccupied space if that space is occupied.
Spell Lists. Artificer, Sorcerer, Warlock, Wizard

Vampiric Aura
7th level necromancy
Casting Time: 1 action
Range: Self (20-foot radius)
Components: V
Duration: Concentration, up to 1 minute
A red mist radiates from you in an aura with a 20-foot radius. Until the spell ends, the aura moves
with you, centered on you. When a creature other than you enters the spell’s area for the first time
on a turn or starts its turn there, it is entwined by tendrils of mist that leech its vitality. The creature
must make a Constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as
much damage on a successful one. In addition, you regain hit points equal to half the amount of
necrotic damage the creature takes.
Spell Lists. Sorcerer, Mystic, Warlock, Wizard

Vampiric Weapon
4th level necromancy

Casting Time: 1 bonus action


Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a weapon and imbue it with a dark hunger. Until the spell ends, weapon attacks made
with it deal an extra 2d6 necrotic damage on a hit, and the weapon's wielder gains hit points equal to
half the amount of necrotic damage dealt. If the weapon isn’t already a magic weapon, it becomes
one for the duration.
Spell Lists. Artificer, Paladin

Geyser
4th level conjuration
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.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage
increases by 1d6 for each level above 4th.
Spell Lists. Druid, Sorcerer, Wizard

Tornado
5th level transmutation
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 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.
Spell Lists. Druid, Sorcerer, Wizard

Swarm Barrage
3rd level conjuration
Casting Time: 1 action
Range: Self (40-foot cone)
Components: V, S
Duration: Instantaneous
You conjure a swarm of magical insects to zip out of your hands and sting creatures of your choice
within a 40-foot cone. Make a ranged spell attack against each chosen target. On a hit, a target
takes 1 piercing damage and 4d12 poison damage. After they attack, the magic wasps fade away.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the poison
damage increases by 1d12 for each second slot level above 3rd.
Spell Lists. Druid, Ranger, Warlock, Sorcerer, Wizard

Lament
5th level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute
You force one creature that you can see within range to make a Wisdom saving throw. On a failed
save, the target is forced to endure a grievous memory from their past as they break down into a
severe bout of wailing and crying. Creatures that can’t be charmed are immune to this spell. The
target takes 5d8 psychic damage, becomes prone and cannot leave its space until the start of its
next turn. At the start of each of the target’s turns, it can make a new Wisdom saving throw against
the spell. Until the target succeeds on a saving throw against the spell, they take 10 psychic damage
at the start of each of their turns. If the target’s hit points are reduced to 0 or lower by this spell, they
instead drop to 1 hit point and fall unconscious. On a successful saving throw or if the creature falls
unconscious, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage
increases by 2d8 for each slot level above 5th.

Spell Lists. Bard, Cleric, Druid, Mystic, Warlock

Torrent
1st level evocation
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (a mirror)
Duration: Instantaneous
A burst of elemental water erupts from you in a line 30 feet long and 5 feet wide in a direction you
choose, forcing any creature in that area to make a Strength saving throw. On a failure, it takes 1d12
cold damage and is knocked back 10 feet in a straight line and falls prone. On a success, it takes
half as much damage and is not moved or knocked prone. A Huge or larger creature has advantage
on its saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage
increases by 1d12, and it knocks back 10 additional feet for each slot level above 1st.
Spell Lists. Druid, Sorcerer, Wizard

Fulminate Corpse
2nd level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a vial of sulphur mixed with blood)
Duration: 1 hour

A You rig a corpse to explode. When you cast the spell on a dead body, you fill it with necrotic
energy that then can be detonated. Afterwards, as a reaction to a creature moving within 5 feet of it,
you can command the corpse to explode and all creatures within 10 feet of the corpse must make a
Dexterity saving throw. On a failed save, a target suffers 2d12 necrotic damage and is knocked
prone. On a successful save, a target takes half damage and isn't knocked prone.

This spell can also target undead creatures, although it then behaves slightly differently. When you
cast this spell targeting an undead creature, the target must first make a Constitution saving throw.
On a failed save, the undead creature will explode (following the same rules as for the corpse) when
it is reduced to 0 hit points. On successful save, the spell has no effect, and the target will not
explode. Undead creatures that are being controlled by you automatically fail the Constitution saving
throw when you cast this spell.

You can only have up to three corpses or undead rigged to explode at any time. Casting this spell on
a fourth corpse or undead results in you losing the ability to detonate one of the previous corpses or
undead. You may detonate multiple corpses as part of the same reaction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic
damage increases by 1d12 for each slot level above 2nd.

Spell Lists. Artificer, Sorcerer, Mystic, Warlock, Wizard

Mantle of Evisceration
2nd level abjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 hour
You conjure three spectral blades that swirl around you, warding off your foes. When a creature
makes a melee attack against you, you may use your reaction to make a melee spell attack with one
or more of the blades. On a hit, the target takes 2d6 force damage and is pushed back 5 feet. If the
target does not have enough movement to return to melee range, their attack fails. Hit or miss, the
blade disappears after making this attack roll.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell
conjures an additional blade for each level above 2nd.
Spell Lists. Ranger, Sorcerer, Warlock, Wizard

Shifting Weapon
1st level transmutation
Casting Time: 1 action
Range: Self (radius varies)
Components: S, M (a melee weapon at least worth 1 sp)
Duration: Instantaneous
Your weapon changes shape as you make an attack. As part of the action to cast this spell, you
must make an attack with a weapon against one creature within the weapon’s range, otherwise the
spell fails. As part of the action, you may temporarily modify the weapon in one of the following
ways:
Shapeshift - You may change the weapon’s damage type to bludgeoning, piercing, or slashing. The
damage dealt by this attack is considered magical.
Enlarge - The target must make a Strength saving throw. On a failure, they are knocked prone.
Lengthen - If the weapon is a melee weapon, its reach increases by 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the attack deals
an extra 1d8 force damage, and you may choose an additional modification for each level above 1st.
You cannot choose the same modification twice.
Spell Lists. Sorcerer, Wizard

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