Spells That Don't Suck v9
Spells That Don't Suck v9
Spells By Level
Cantrips 2nd Level Life Drain Shape Winds
Befriend Adaptation Lightning Beam Unearth Legend
Benediction Animal Ally Necromantic Infusion Wayfinding
Black Ice Aura of Concealment Power Word Nap
Reanimation 6th Level
Blade Burst Aura of Truth
Siphon Life Alter Weather
Draining Bolt Beast Perception
Sonic Rift Blizzard
Ghost Lights Burst of Flame
Ghost Touch Captivate Spectral Champion Call for Aid
Grave Call Caustic Quarrel Spreadshot Divine Temple
Lightning Leash Cold Snap Stone Pact Form of Fire
Manipulate Earth Conjure Herald Summon Grave Spirit Form of Ice
Manipulate Fire Curse of Weakness Symbol of Resilience Form of Stone
Wall of Dust Form of Water
Manipulate Water Enkindle
Water Wall Form of Wind
Manipulate Wind Detect Hazards
Impaling Spires
Stinging Insects Dust Cyclone
4th Level Martial Transformation
Thunder Burst Earth Leash
Earthen Hand Animal Transformation Necrotic Sphere
1st Level Fiery Blade Assemble Petrify
Befriend Beast Force Weapon Bewilder Reanimation, Greater
Cone of Flame Fortune Corrosive Burst Sky Omen
Dazzle Expose Weakness
Hallucination 7th Level
Deflect Expulsion
Lashing Vine
Hailstorm Arcanist's Sword
Detect Otherworldly Lunar Beam
Influence Injunction Confinement
Misfortune
Earth Rumble Phantasmal Horror Death Ray
Oakenhide
Fated Strike Stormcloud Glyph of Power
Phantasm
Find in Nature Summon Golem Rain of Fire
Psychic Skewer
Frighten Synaptic Spear Rejuvenation
Stream of Flame
Unerring Sentry Scintillant Blast
Frost Shuriken Summon Animal Spirit
Soul Transfer
Ice Armor Touch of Filth 5th Level
Lightning Tendril Unbridled Fury 8th Level
Magic Fruit Arcane Wall
Whirling Daggers Great Wave
Magic Net Command Objects
Corpse Puppets Seal Away
Minor Drain 3rd Level
Disrupting Smite Shatter Mind
Prismatic Bolt Arcane Shelter
Drink Life
Sacred Strikes Brilliance 9th Level
Flickering Strikes
Secret Missive Command Beast Phantasmal Nightmares
Holy Fire
Speak with Nature Conjure Beast Pack Synaptic Shockwave
Incinerate
Warding Sigil Conjure Minor Fiends Tempest
False Death Inflict Disease
False Foes Misdirection
Fiery Quiver Nature's Fury
Fireblast Necromantic Storm
Imbue Element Psychokinesis
2 Sacred Circle
Spells
Adaptation Alter Weather
2nd-level transmutation 6th-level transmutation
Classes: Sorcerer, Wizard Classes: Cleric, Druid, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (1-mile radius)
Components: V, S Components: V, S, M (a silver dish and a glass tube filled
Duration: 1 hour with quicksilver)
Replaces: Alter Self Duration: 1 hour
You touch a creature, modifying it for a specific environment. Replaces: Control Weather
The target chooses one of the following options for the You seize the air currents above you, taking control of the
duration. It can end one option as an action to gain the local weather. You must be aboveground, with sight of the sky,
benefits of a different one. The spell ends if you cast it again to cast or maintain this spell.
before its duration ends. When you cast the spell, can choose to shift the
precipitation, temperature, and wind each by one level on the
The creature grows gills and webbing between its digits. It charts below. It takes 30 minutes for the conditions to
can breathe underwater and gains a swimming speed change, after which you can change them again. The charts
equal to its walking speed. suggest weather effects effects, and your DM may determine
The creature grows a membrane between its limbs. It can any additional effects resulting from the change in weather.
use its reaction to subtract up to 100 feet from a fall when Your DM may rule that fire or cold resistance, hot or cold
calculating falling damage, and can move up to 2 feet weather gear, or other measures partly or completely protect
horizontally for every 1 foot it descends. a creature against the effects. After the spell ends, the
weather returns to its original state, changing at the same
The creature grows a prehensile tail. The tail has a 5 foot rate. If you cast the spell again, it ends.
reach and can lift a number of pounds equal to five times
the creature's Strength score. It can grasp, lift, drop, hold, Precipitation
push, or pull an object or a creature, open or close a door Higher stages include all the effects of lower stages.
or a container, grapple someone, or make an unarmed
strike. Stage Condition Effects
1 Clear —
The creature's appearance changes. For the duration, it
can use an action to change its height, weight, facial 2 Light clouds —
features, voice, hair length and coloration, and Overcast or The area lacks sunlight, for effects
distinguishing characteristics. It cannot change its size or 3
ground fog or traits dependent on it.
number of limbs. Rain, hail, or Objects and creatures are lightly
4
The creature grows a natural weapon. Unarmed strikes snow obscured more than 60 feet away.
with the weapon deal 1d6 bludgeoning, piercing, or Torrential rain, Objects and creatures are heavily
slashing damage as appropriate. The natural weapon is 5 driving hail, or obscured more than 30 feet away,
magic and has a +1 bonus to its attack and damage rolls. blizzard and all terrain is difficult terrain.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the creature can select an
additional option for every two slot levels above 2nd. When
you cast this spell using a spell slot of 4th level or higher, the
natural weapon's bonus increases to +2. When you use a spell
slot of 6th level or higher, the natural weapon's bonus
increases to +3.
3
Animal Ally
Temperature
Stage 1 includes the effects of stage 2, and stage 7 includes 2nd-level enchantment
the effects of stage 6. Classes: Druid, Ranger
Casting Time: 1 action
Stage Condition Effects Range: 30 feet
All creatures must make a DC 10 Components: V, S, M (a biscuit baked out of meat and grain)
1
Unbearable
Constitution saving throw every hour Duration: Concentration, 1 hour
heat
or suffer one level of exhaustion. Replaces: Beast Bond & Beast Sense
All creatures suffer disadvantage on all You establish a telepathic bond with a friendly beast within
2 Hot Constitution saves except against range. You can use your action to use its senses instead of
weather effects. your own for one round. While you are within 120 feet of one
3 Warm — another, you and the beast can communicate telepathically
and the beast can add your proficiency bonus to its ability
4 Pleasant — checks. Additionally, its attacks deal 1d6 bonus damage, and
5 Cool — it has advantage on attack rolls against any creature you have
attacked since the start of your last turn.
6 Cold All creatures suffer disadvantage on At Higher Levels. When you cast this spell using a spell
Dexterity checks. slot of 4th level or higher, the spell's duration increases to 8
All creatures must make a DC 10 hours. When you cast this spell using a spell slot of 6th level
7 Bitter Cold Constitution saving throw every hour or higher, the spell's duration increases to 24 hours.
or suffer one level of exhaustion.
Animal Transformation
Wind 4th-level transmutation
Higher stages include all the effects of lower stages. Classes: Bard, Druid, Sorcerer, Wizard
Casting Time: 1 action
Stage Condition Effects Range: 60 feet
1 Calm — Components: V, S, M (a lump of clay)
Moderate
Duration: Concentration, 1 hour
2
wind
— Replaces: Polymorph
Strong Ranged attacks are made at
You gesture at a creature you can see within range, magically
3
wind disadvantage. molding them into a new form. The spell has no effect on a
creature with 0 hit points. An unwilling creature can make a
4
Wind All creatures have resistance to damage Charisma saving throw to resist the effect. If they fail, they
storm from ranged attacks. can repeat the save at the end of each of their turns, ending
Ranged attacks are impossible, and all the spell on a success.
5 Hurricane movement against the wind costs twice The transformation lasts for the duration, or until the
as much. target drops to 0 hit points. The new form can be any beast
whose challenge rating is 4 or lower, and equal to or less than
At Higher Levels. When you cast this spell using a spell the target's CR or character level. The target's game statistics
slot of 7th level, the duration goes up to 8 hours, and the area are replaced by the statistics of the chosen beast. It retains its
increases to a 5-mile radius. When you cast this spell using a alignment, personality, allegiances, and broad plan of action.
spell slot of 8th level, the duration goes up to 24 hours, and The target assumes the hit points of its new form. When it
the area increases to a 10-mile radius. When you cast this reverts to its normal form, the creature returns to the number
spell using a spell slot of 9th level, the duration goes up to 1 of hit points it had before it transformed. If it reverts as a
week, and the area increases to a 25-mile radius. result of dropping to 0 hit points, any excess damage carries
over to its normal form.
The creature is limited in the actions it can perform by the
nature of its new form, and it can't speak, cast spells, or take
any other action that requires hands or speech. Its items
meld into the new form, and the creature can't activate, use,
wield, or otherwise benefit from any of it.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the new form's maximum CR
increases by 1 for each slot level above 4th.
4
Arcane Shelter Arcanist's Sword
3rd-level abjuration (ritual) 7th-level evocation
Classes: Bard, Wizard Classes: Wizard, Bard
Casting Time: 10 minutes Casting Time: 1 Action
Range: Self (10-foot dome) Range: 60 feet
Components: V, S, M (a flake of tortoise shell) Components: V, S, M (a miniature platinum sword with a
Duration: 8 hours grip and pommel of copper and zinc, worth 250 gp)
Replaces: Tiny Hut Duration: 1 minute
You construct a 10-foot radius dome of arcane energy, Replaces: Mordenkainen's Sword
centered on yourself. The dome is stationary and disappears You create a glowing sword-shaped plane of force that
if you exit its area. If you cast it in a location without enough hovers within range. It lasts for the duration. When the sword
space to accommodate it, the spell fails. appears and as a bonus action on subsequent turns, you can
Ten Medium creatures can fit inside the dome; a Large give the sword a command:
creature takes as much space as four Medium creatures. You
can designate up to ten creatures when you cast the spell Attack: The sword will move up to 20 feet toward a
who can freely pass in and out of the dome, taking 25 feet of creature and attack it, making a melee spell attack. On a
movement to move through the dome. Other creatures hit, the target takes 3d10 + your spell casting ability
cannot pass through. modifier force damage on hit.
The dome is translucent, with only vague shapes visible Guard: The sword will move up 20 feet toward a creature.
through it. Projectiles that touch the dome are slowed to a It grants half cover to the creature while it shares that
stop, and spells and other magical effects can't pass through creature's space as it attempts to deflect incoming attacks.
the dome or be cast through it. The first time a hostile creature comes within 5 feet of the
sword, it will attack that creature, making a melee spell
Arcane Wall attack. On a hit, the target takes 3d10 + your spell casting
5th-level evocation ability modifier force damage on hit. It cannot attack again
Classes: Wizard until you issue a command again.
Casting Time: 1 action Spin: The sword will move up to 20 feet toward a point,
Range: 120 feet when it reaches that point it will begin to spin in a deadly
Components: V, S, M (a pinch of powdered gemstone) whirl. Creatures that start their turn in the sword's space,
Duration: Concentration, up to 10 minutes or enter it for the first time on their turn within 5 feet of
Replaces: Wall of Force the sword must pass a Dexterity saving throw, or take
4d10 force damage.
An invisible wall of force springs into existence at a point you
choose within range. The wall appears in any orientation you
choose, as a horizontal or vertical barrier or at an angle. It
can be free floating or resting on a solid surface. You can
form it into a hemispherical dome or a sphere with a radius
of up to 10 feet, or you can shape a flat surface made up of
ten 10-foot-by-10-foot panels. Each panel must be contiguous
with another panel. In any form, the wall is 1/4 inch thick. It
lasts for the duration. If the wall cuts through a creature's
space when it appears, the creature is pushed to one side of
the wall (your choice which side).
Nothing can physically pass through the wall. Each panel
has an AC of 10 + the spell's level (15), and has 20 hit points
per level of spell (100). The wall can't be dispelled by dispel
magic, and is immune to psychic and nonmagical
bludgeoning, piercing, and slashing damage. A disintegrate
spell destroys the wall instantly, however. The wall also
extends into the Ethereal Plane, blocking ethereal travel
through the wall.
5
Assemble Aura of Truth
4th-level transmutation 2nd-level enchantment
Classes: Wizard Classes: Bard, Cleric, Paladin
Casting Time: 10 minutes Casting Time: 1 action
Range: 120 feet Range: Self (15-foot radius)
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes
Replaces: Fabricate Replaces: Zone of Truth
You magically assemble unfinished material (that is not being You radiate an aura of veracity, compelling honesty from all in
worn or carried) that you can see within range into products. your presence. The first time a creature comes within 15 feet
With enough unfinished material, you can assemble up to of you, they must make a Charisma saving throw. On a
eight nonmagical objects. A large object (contained within a failure, they cannot intentionally lie while within this aura, for
10-foot cube, or eight connected 5-foot cubes) counts as eight, the duration. You know if a creature succeeds or fails on this
a medium or small object as one, and a tiny object as one- save, and a creature can intentionally fail. Affected creatures
eighth. The object cannot be securely attached to a surface or are aware of the spell's effects, and can be evasive as long as
a larger object, and if you are working with metal or stone, they don't speak lies.
the assembled object can be no larger than Medium. As an action, you can concentrate the aura's power. You
Unfinished materials can be raw (freshly felled trees or may ask two yes-or-no questions, directed at individual
mined ores) or partly-worked (wooden boards or metal affected creatures, and they must answer, and answer
ingots), but cannot be finished goods (a constructed building truthfully. The spell ends afterward for all creatures.
or suit of armor). Examples include: At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the aura's radius increases by 5 feet
Metals and alloys (such as bronze, iron, or silver) for each slot level above 2nd. Additionally, the number of
Organic byproducts (such as canvas, silk, or wool) compelled questions you can ask when you end the spell
Plant matter (such as flax, hemp, or oak) increases by 1 for each slot level above 2nd.
Stone (such as granite, marble, or sandstone)
Beast Perception
You cannot affect creatures or magic items, and you must 2nd-level divination
have proficiency with the appropriate set of artisan's tools to
create items of commensurate craftsmanship. For this type of Classes: Druid, Ranger
artisanal crafting, the spell completes the equivalent of eight Casting Time: 1 action
hours' work, which can be part of a longer-term project. Range: Self
Components: S, M (a body part taken from a beast which
Aura of Concealment has the sense you wish to acquire)
2nd-level abjuration Duration: Concentration, up to 1 hour
Classes: Druid, Ranger Replaces: Beast Sense (in part)
Casting Time: 1 action When you cast the spell, choose one of the following options,
Range: Self (30-foot radius) the effects of which last for the duration of the spell. While
Components: V, S, M (a pinch of ash and a cotton bud) the spell lasts, you can end one option as an action, gaining
Duration: Concentration, up to 1 hour the benefits of a different one.
Replaces: Pass Without Trace
Concealing magic radiates from you, making you and your Darkvision. You gain 30 ft. of darkvision.
allies more difficult to detect. Until the spell ends, whenever Echolocation. You gain 10 ft of blindsight, but must
you or a creature you choose within 30 feet of you must make continuously make high-pitched sounds and cannot speak
a Dexterity (Stealth) check, the creature can treat a d20 roll normally. Your squeaking can be heard from up to 60 feet
of 9 or lower as a 10. A chosen creature leaves no trace of its away.
passage and cannot be tracked except by magical means. Keen Hearing. You have advantage on Wisdom
(Perception) checks that rely on hearing.
Keen Sight. You have advantage on Wisdom (Perception)
checks that rely on sight.
Keen Smell. You have advantage on Wisdom (Perception)
checks that rely on smell.
Tremorsense. You gain 30 ft. of tremorsense.
Websense. While in contact with a web, you know the
exact location of any other creature in contact with the
same web.
6
Befriend Benediction
Enchantment cantrip Divination cantrip
Classes: Bard, Sorcerer, Warlock, Wizard Classes: Cleric, Druid
Casting Time: 1 action Casting Time: 1 minute
Range: 30 feet Range: 30 feet
Components: S, M (1 cp, which is consumed in the casting) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
Replaces: Friends Replaces: Guidance
Select one creature you can see within range. For the For the duration, magic enhances your words as you advise
duration, you have advantage on Charisma (Persuasion) or one creature that can perceive and understand you within
Charisma (Deception) checks to interact with the target. range. Once within the next minute, the target can roll a d4
Afterward, the target is aware you magically influenced it, and and add the number rolled to one ability check of its choice. It
becomes hostile toward you. A violent creature might attack can roll the die before or after making the ability check. The
you, while others might spread word of your treachery, spell then ends. A creature with 4 Intelligence or higher that
summon the authorities, or otherwise attempt to thwart you. perceives your spellcasting is aware of its magical influence
and responds accordingly.
Befriend Beast
1st-level enchantment (ritual)
Stacking bonus-die buffs can easily break skill
Classes: Bard, Druid, Ranger checks. We strongly recommend this house rule:
Casting Time: 1 action Only one bonus-die effect (the highest) can be
Range: 30 feet applied to any given d20 roll.
Components: V, S, M (a biscuit baked out of meat and grain)
Duration: 1 hour
Replaces: Animal Friendship & Animal Messenger Bewilder
You magically persuade a beast that you are a trusted ally. 4th-level enchantment
Choose a beast that you can see within range, which must be Classes: Bard, Druid, Sorcerer, Wizard
able to see and hear you. The beast must succeed on a Casting Time: 1 action
Wisdom saving throw or be charmed by you for the spell's Range: 90 feet
duration. Beasts with Intelligence 4 or higher automatically Components: V, S (a sprig of wormwood)
succeed on this save. If you or one of your companions harms Duration: Concentration, up to 1 minute
the target, the spell ends. Replaces: Confusion
The beast is willing to perform simple tasks on your behalf,
including scouting locations, finding things, or delivering You distort and confuse your enemies' senses, driving them to
objects. If asked to deliver a message, it can understand inexplicable action. Each creature in a 20-foot-radius sphere
locations and a general description of a target, though it centered on a point you choose within range must succeed on
cannot reliably find an individual. A beast delivering a a Wisdom saving throw when you cast this spell or be
message typically covers 1 mile per hour walking, or 2 miles affected by it.
per hour if it can fly. An affected target can't take reactions. At the start of each
At Higher Levels. If you cast this spell using a spell slot of of its turns, it spends half its movement to travel in a random
2nd level, the duration of the spell increases to 24 hours. If horizontal direction. It then must roll a d4 to determine its
you use a spell slot of 3rd level or higher, you can either actions, with any conditions lasting until the start of its next
increase the duration by another 24 hours for each slot level turn.
above 2nd, or affect one additional beast for each slot level
above 2nd. d4 Behavior
1 The creature is stunned.
The creature treats every other creature as its enemy
2 and fights them with its typical tactics.
7
Black Ice Brilliance
Conjuration cantrip 3rd-level evocation
Classes: Druid, Sorcerer, Warlock, Wizard Classes: Cleric, Druid, Paladin, Ranger, Sorcerer
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 hour
Replaces: Frostbite Replaces: Daylight
You cause a patch of nearly transparent ice to form on ground A 60-foot-radius sphere of light spreads out from a point you
that you can see within range. Until the spell ends, the magic choose within range. The sphere is bright light and sheds dim
ice fills a 5-foot square. Any Medium or smaller creature on light for an additional 60 feet. It is not sunlight.
the ice's space when you cast the spell must succeed on a If you chose a point on an object you are holding or one
Dexterity saving throw or take 1d6 cold damage and fall that isn't being worn or carried, the light shines from the
prone. A creature must also make the saving throw when it object and moves with it. Completely covering the affected
moves onto the ice's space for the first time on a turn or ends object with an opaque object, such as a bowl or a helm,
its turn atop it. blocks the light.
This spell's damage increases by 1d6 when you reach 5th If any of this spell's area overlaps with an area of darkness
level (2d6), 11th level (3d6), and 17th level (4d6). created by a spell of its own level or lower, or an equivalent
magical effect, the spell or effect that created the darkness is
Blade Burst dispelled.
Conjuration cantrip
Classes: Sorcerer, Warlock, Wizard Burst of Flame
Casting Time: 1 action 2nd-level conjuration
Range: Self (5-foot radius) Classes: Bard, Sorcerer, Wizard
Components: V Casting Time: 1 action
Duration: Instantaneous Range: 60 feet
Replaces: Sword Burst Components: V, S
You conjure a ring of blades that slash or stab at your foes. Duration: Instantaneous
All other creatures within 5 feet of you must succeed on a Replaces: Pyrotechnics
Dexterity saving throw or take your choice of 1d6 slashing or You summon up a fiery explosion, creating light, heat, or
1d6 piercing damage. smoke. You may conjure the explosion at any point within 60
This spell's damage increases by 1d6 when you reach 5th feet, but it will have added effect if you conjure it atop an
level (2d6), 11th level (3d6), and 17th level (4d6). existing nonmagical flame (extinguishing up to a 5' cube of
flame). Choose one of the following effects.
Blizzard
6th-level evocation Light: You create a shower of sparks, blinding onlookers.
Classes: Wizard Every creature in a 10-foot radius must make a
Casting Time: 1 action Constitution saving throw or be blinded until the end of
Range: 300 feet your next turn. If you target an existing flame, the radius is
Components: V, S, M (a pinch of silver dust) 20 feet.
Duration: Concentration, up to 10 minutes Heat: You conjure a blast of intense heat, causing every
Replaces: Freezing Sphere creature in a 10-foot radius to make a Constitution saving
throw. On a failure they take 3d6 fire damage, or half as
You create a terrible ice storm, occupying a 30-foot radius much on a successful save. If you target an existing flame,
sphere centered on a point you can see within range. Any the damage increases to 4d6.
creature entering the area or starting its turn there must Smoke: You create a 15-foot-radius cloud of thick, oily
make a Constitution saving throw. On a failure, it takes 5d8 smoke. It spreads around corners, and its area is heavily
cold damage and has its speed reduced by half until the end obscured. If you target an existing flame, the radius is 30
of its next turn. A creature whose speed is already reduced by feet. The cloud lasts for 1 minute or until dispersed by a
this spell is additionally restrained until the end of its next strong breeze.
turn. Water in the area instantly freezes.
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the damage increases by 1d8 for
each slot level above 6th.
8
Call for Aid Caustic Quarrel
6th-level conjuration 2nd-level conjuration
Classes: Cleric Classes: Sorcerer, Wizard
Casting Time: 10 minutes Casting Time: 1 action
Range: 30 feet Range: 90 feet
Components: V, S Components: V, S, M (a bit of fool's gold, sulfur, and water)
Duration: Instantaneous Duration: Instantaneous
Replaces: Planar Ally Replaces: Acid Arrow
You seek assistance from a mighty extraplanar being - a god, You conjure an arrow of acid and send it streaking towards a
archdevil, or other legendary and powerful creature. They target within range. Make a ranged spell attack. On a hit, the
send one of their loyal servants to aid you, which appears in target takes 6d4 acid damage and is coated in acid. An acid-
an unoccupied space within range. coated target can use their action to wipe the acid off. If not,
When the creature appears, it is friendly but under no then at the end of their next turn, they take 4d4 additional
obligation to help you. It speaks at least one language you acid damage.
speak. It typically demands payment for its aid, in a form At Higher Levels. When you cast this spell using a spell
appropriate to the creature (e.g. tithes for a celestial or slot of 3rd level or higher, both instances of damage increase
sacrifices for a fiend). When payment has monetary value, it by 1d4 for each slot level above 2nd.
usually is 5gp per minute, 100gp per 10 minutes, 500 gp per
hour, or 5,000 gp per day. It may be discounted or increased Cold Snap
as much as 50% depending on whether the extraplanar being 2nd-level evocation
endorses the task, or on the danger of the task. The cost also Classes: Sorcerer, Wizard
usually increases with repeat summonings from the same Casting Time: 1 action
extraplanar being, and may be free the first time if the being Range: 90 feet
favors you. Components: S
Services can be anything appropriate to the creature Duration: Instantaneous
summoned. Creatures will rarely agree to tasks that are Replaces: Snilloc's Snowball Swarm
suicidal, impossible, abhorrent, or especially lengthy. After
the creature completes the task, or you are unable to satisfy With a snap of your fingers a swirling burst of freezing wind
its payment, it returns to its home plane. erupts at a point you choose within range. Each creature in a
5-foot-radius sphere centered on that point must make a
Captivate Constitution saving throw. On a failed save, a creature takes
2nd-level enchantment 3d8 cold damage and becomes stuck in the ice, reducing
Classes: Bard, Warlock their movement speed by 10 feet until the start of your next
Casting Time: 1 action turn. On a success, the target takes half as much damage and
Range: Self (60-foot radius) is not stuck in ice.
Components: V, S The ground in the area is covered with slick ice and snow,
Duration: 1 minute making it difficult terrain until the start of your next turn.
Replaces: Enthrall At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for
You enact a performance laced with subtle magic, your each slot level above 2nd.
gestures and voice causing others to focus on you to the
exclusion of all else. Creatures of your choice within range
must make a Wisdom saving throw or be charmed by you. If
you or your companions are fighting a creature, it has
advantage on the save. While charmed by you in this way, a
creature has disadvantage on Dexterity (Initiative) rolls as
well as Wisdom (Perception) checks made to perceive any
creature other than you until the spell ends or until the target
can no longer see or hear you. Additionally, if a creature rolls
initiative while affected by this spell, its speed is reduced by
10 feet and it cannot take reactions until after its first turn
ends. The spell ends if you are incapacitated or you can no
longer speak. Creatures do not realize that you used magic to
influence them.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the duration increases by 1 minute
and the radius increases by 10 feet for each slot level above
2nd.
9
Command Objects Command Beast
5th-level transmutation 3rd-level enchantment
Classes: Bard, Sorcerer, Wizard Classes: Druid, Sorcerer
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Replaces: Animate Objects Replaces: Dominate Beast
You magically animate nearby objects, bending them to You attempt to take control of a beast you can see within
your will. Choose up to six nonmagical objects within range range. It must succeed on a Wisdom saving throw or be
that are not being worn or carried. All objects must be the charmed by you for the duration. A beast with CR 4 or higher
same size, and you can animate six Tiny, four Small, three automatically succeeds on this saving throw. If you or
Medium, two Large, or one Huge object(s). Each object creatures that are friendly to you are fighting it, it has
animates until spell ends or until reduced to 0 hit points; advantage on the saving throw.
when an object drops to 0 hit points, any remaining damage While the beast is charmed, you can issue telepathic
carries over to its original object form. commands to the creature while you are conscious (no action
required), which it does its best to obey. You can specify a
Command Objects Statistics simple and general course of action, such as "Attack that
Size HP AC Str Dex Damage Speed creature," "Run over there," or "Fetch that object." If the
Tiny 5 19 12 28 1d4 + 1 damage fly 30 (hover)
creature completes the order and doesn't receive further
direction from you, it defends and preserves itself to the best
Small 10 18 16 24 1d6 + 3 damage fly 30 of its ability.
Medium 20 17 20 20 1d10 + 5 damage 30 As an action, you can take full control of the target. Until
the end of your next turn, the creature takes only the actions
Large 30 16 24 16 2d10 + 7 damage 25 you choose, and doesn't do anything that you don't allow it to
Huge 60 15 28 12 5d12 + 9 damage 20 do. During this time, any reactions the creature takes require
you to use your reaction as well.
An animated object has 30 feet of blindsight and statistics Each time the target takes damage, it makes a new
as shown in the table above. The DM might rule an object has Wisdom saving throw against the spell. If the saving throw
immunities, resistances, and vulnerabilities to specific succeeds, the spell ends.
damage types based on its form. If an object is securely At Higher Levels. When you cast this spell with a spell
attached to a surface or a larger object, such as a chain bolted slot of 4th level or higher, there is no CR limit to the target
to a wall, its speed is 0. creature.
In combat, an object shares your initiative count, but take Cone of Flame
its turn immediately after yours.
As a bonus action, you can issue one command to any 1st-level evocation
number of objects within the spell's range, otherwise, the Classes: Sorcerer, Wizard
only action an object takes on its turn is the Dodge action. An Casting Time: 1 action
object may also be commanded to attempt an action available Range: Self (15-foot cone)
to all creatures, such as grapple or shove, if its form permits Components: V, S
it to do so. Duration: Instantaneous
If commanded to attack, an object makes one melee attack Replaces: Burning Hands
against the target you specify within 5 feet of it. Its attack Flames shoot forth from your fingertips. Each creature in a
bonus is equal to your spellcasting modifier. An object usually 15-foot cone must make a Dexterity saving throw. A creature
deals bludgeoning damage, but the DM might rule it inflicts takes 3d6 fire damage on a failed save, or half as much
slashing or piercing based on its form. damage on a successful one.
The flames ignite any flammable objects in the area that
aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 and
the range of the cone increases by 5 feet for each slot level
above 1st.
10
Confinement If you command them to attack, you can direct any number
7th-level evocation of beasts to attack any number of targets. All creatures
attacking a given target make a single attack roll, using your
Classes: Bard, Warlock, Wizard spell modifier to hit. If three or more beasts attack together,
Casting Time: 1 action they have advantage on the roll. If the attack hits, they deal
Range: 100 feet bludgeoning or piercing damage equal to 1d4 per creature. If
Components: V, S, M (ruby dust worth 1,500 gp) six or more beasts attack together, you can add your
Duration: 1 hour spellcasting ability modifier to the damage dealt.
Replaces: Forcecage At Higher Levels. When you cast this spell using a spell
An immobile, invisible, cube-shaped prison composed of slot of 4th level or higher, you summon two more beasts per
magical force springs into existence around an area you level above 3rd.
choose within range. The prison can be a cage or a solid box
as you choose. Sample Beasts
A prison in the shape of a cage can be up to 20 feet on a
side and is made from 1/2-inch diameter bars spaced 1/2 Note that a conjured beast pack does not use the
inch apart, and provides half cover. normal attack within their stat blocks, and so does
not apply any additional effects. Below are all the
A prison in the shape of a box can be up to 10 feet on a eligible beasts in the SRD 5.1.
side, creating a solid barrier that prevents any matter from
passing through it and blocking any spells cast into or out Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab,
from the area. Eagle, Giant Fire Beetle, Hawk, Jackal, Lizard,
When you cast the spell, any creature that is completely Octopus, Owl, Quipper, Rat, Raven, Scorpion,
inside the cage's area is trapped. Creatures only partially Spider, Weasel, Blood Hawk, Flying Snake, Giant
within the area, or those too large to fit inside the area, are Rat, Poisonous Snake, Stirge, Badger, Giant
pushed away from the center of the area until they are Centipede.
completely outside the area.
A creature inside the cage can't leave it by nonmagical
means. If the creature tries to use teleportation or interplanar Conjure Herald
travel to leave the cage, it must first make a Charisma saving 2nd-level conjuration (ritual)
throw. On a success, the creature can use that magic to exit Classes: Bard, Druid, Wizard
the cage. On a failure, the creature can't exit the cage and Casting Time: 1 minute
wastes the use of the spell or effect. The cage also extends Range: 30 feet
into the Ethereal Plane, blocking ethereal travel. Components: V, S, M (a small silver horn worth at least
The cage has an AC of 10 + the spell's level (17), and has 10gp, which is consumed)
20 hit points per spell level (140). Duration: Special
This spell can't be dispelled by dispel magic. Replaces: Magic Mouth & Skywrite
Conjure Beast Pack You create a floating spirit, which conveys a message of your
3rd-level conjuration choice. The herald appears to be a Medium or Small creature
Classes: Druid, Ranger of ghostly form, with you determining its appearance
Casting Time: 1 minute otherwise. The herald knows a fixed message of up to 25
Range: Self words. When you cast this spell, choose one of the following
Components: V, S, M (a handful of grain or corn) effects:
Duration: Concentration, up to 1 hour Ward: The herald is cast at a particular location, or on a
Replaces: Conjure Animals statue or other object with a mouth, and is fixed to that
You pull together wisps of magical energy and sculpt them point. It is invisible and motionless until a specific
into beasts. Choose a Small or Tiny beast of CR 1/4 or lower, condition is met within 30 feet of its location. When the
and eight creatures of that type appear immediately in condition is met, it appears and recites its message . If
unoccupied spaces around you. If you choose a beast with a cast on an object, it moves the object's mouth rather than
flying speed, you summon six creatures instead. Each beast is appearing directly. You determine whether it does so once,
considered fey, and disappears if it drops to 0 hit points or the or disappears again and repeats the message every time
spell ends. the condition is met. When cast in this way, it lasts until
The summoned beasts are friendly to you and your dispelled.
companions. They act on the same initiative, immediately Announcement: The herald floats through the air up to
after your turn ends. They obey any verbal commands that 100 feet up and 30 feet per round, repeating its message
you issue to them (no action required by you). If you don't every round. It traverses an area up to a 5-mile radius
issue any commands to them, they move as a group and take around its location, conveying its message to every
the Dodge action. creature it sees. When cast in this way, it lasts for 1 hour.
11
Conjure Minor Fiends
3rd-level conjuration
Classes: Warlock, Wizard Minor Fiend
Casting Time: 1 action Medium fiend (demon)
Range: 60 feet
Components: V, S, M (100gp worth of incense mixed with Armor Class 14
humanoid blood, which is consumed in the casting) Hit Points 32 (5d8+10)
Duration: Concentration, up to 1 hour Speed 30 ft.
Replaces: Summon Lesser Demons
You recite a dark incantation, summoning a group of minor STR DEX CON INT WIS CHA
fiends to do your bidding. You may choose the plane you call
them from. The spell conjures two demons which use the 16 (+3) 14 (+2) 16 (+3) 8 (-1) 14 (+2) 8 (-1)
Minor Fiend stat block below. Alternatively, your DM may
choose any number of fiends whose combined challenge Damage Resistances cold, fire, lightning
ratings are 2 or lower. In combat, the fiends share your Damage Immunities poison
initiative count, but take their turn immediately after yours. Condition Immunities charmed, frightened, poisoned
The fiends are friendly to you and your companions and Senses darkvision 60 ft., passive Perception 12
hostile to all other creatures. If you lose concentration on the Languages Abyssal or Infernal, understands one
spell, they do not disappear. Instead, they become hostile language you can speak
toward you and your companions. They can't be dismissed, Proficiency 2
and will last for 1 hour after their summoning. A fiend Challenge 1
disappears when reduced to 0 hit points.
At Higher Levels. When you cast this spell using a spell Magic Resistance. The fiend has advantage on saving
slot above 3rd level, the combined challenge rating of the throws against spells and other magical effects.
summoned fiends increases by 1 for each slot level above 3rd.
Corrosive Burst Actions
4th-level conjuration Multiattack. The fiend can make two attacks, only
one of which can be Abyssal Bile.
Classes: Sorcerer, Wizard
Casting Time: 1 action Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Range: 150 feet one target. Hit: 1d8 + 3 slashing damage.
Components: V, S, M (a handful of saltpeter and some Abyssal Bile. The fiend sprays abyssal bile at one
copper shavings) creature within 10 feet of it. The target must make a
Duration: 1 minute Charisma saving throw. On a failure, they roll 1d4
Replaces: Vitriolic Sphere and are afflicted by a condition according to the
result.
You hurl a ball of dripping acid outward, exploding in a 20- 1: The target is frightened of the fiend.
foot radius sphere at a point you can see within range. Every
creature in the area must make a Dexterity saving throw, 2: The target is poisoned.
taking 8d4 acid damage on a failure or half as much on a 3: The target is restrained.
success. A creature that fails the save takes an additional 4d4
acid damage at the end of every turn, unless it or another 4: The target erupts into black flames, taking 1d6
creature within 5 feet spends an action to clear the acid off. fire damage at the start of each of their turns.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the initial damage increases by 2d4 The target can repeat the saving throw at the end
for each slot level above 4th. of each of their turns, ending the effect on a
success. Once a creature has saved against this
ability, it is immune for 24 hours.
12
Corpse Puppets
5th-level necromancy
Classes: Warlock, Wizard Corpse Puppet
Casting Time: 1 action Medium undead
Range: 60 feet
Components: V, S Skeleton
Duration: Concentration, up to 1 hour Armor Class 13
Replaces: Danse Macabre Hit Points 15 (2d8+6)
Jagged, dark threads of magic jump from your fingertips, Speed 35 ft.
connecting to five Tiny, Small or Medium corpses of CR 1/4 STR DEX CON INT WIS CHA
or higher that you can see within range. Each corpse 12 (+1) 16 (+3) 12 (+1) 6 (-2) 8 (-1) 5 (-3)
immediately transforms into an undead creature of the same
size, which takes your choice of form (Skeleton or Zombie)
using the Corpse Puppet stat block below. Zombie
The creatures are allies to you and your companions. In Armor Class 8
combat, the creatures share your initiative count, but they Hit Points 25 (4d8+7)
take their turns immediately after yours. As a bonus action, Speed 20 ft.
you can issue one command to any number of puppets within
the spell's range. If you don't issue a command, they take the STR DEX CON INT WIS CHA
Dodge action and use their move to avoid danger. 14 (+2) 6 (-2) 16 (+3) 6 (-2) 8 (-1) 5 (-3)
The creatures are under your control until the spell ends,
after which they become inanimate once more.
At Higher Levels. When you cast this spell using a spell Damage Vulnerabilities (Skeleton) bludgeoning
slot of 6th level or higher, you animate up to two additional Damage Immunities poison
corpses for each slot level above 5th. Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Curse of Weakness Languages understands all languages it spoke in life
2nd-level necromancy but can't speak
Classes: Warlock, Wizard Proficiency 2
Casting Time: 1 action Challenge 1/2
Range: 60 feet
Components: V, S Festering Fortitude (Zombie Only). If damage reduces
the zombie to 0 hit points, it must make a
Duration: Concentration, up to 1 minute Constitution saving throw with a DC equal to the
Replaces: Ray of Enfeeblement damage taken, unless the damage is radiant or from
Ghastly energy flickers within a 10-foot-radius sphere a critical hit. On a success, the puppet drops to 1
centered on a point you choose within range. When a hit point instead.
creature starts its turn in the area or moves into the area Seizing Swarm (Zombie Only). The puppet has
during its turn, it must make a Constitution saving throw. On advantage on its grapple check against a creature if
a failure, a creature is cursed with weakness until the end of at least one other allied Zombie Puppet is within 5
its turn: it has disadvantage on Strength checks and Strength feet of the creature and the ally isn't incapacitated.
saving throws, it deals half damage with weapon attacks that
use strength, and its speed is reduced by 10 feet. Actions
At Higher Levels. When you cast this spell using a spell Multiattack (Skeleton Only). The puppet makes two
slot of 3rd level or higher, the radius increases by 5 feet for Skeletal Slash attacks.
each slot level above 2nd.
Skeletal Slash (Skeleton Only). Melee Weapon Attack:
your spell attack modifier to hit, reach 5 ft., one
target. Hit: 1d6 + 1 slashing damage.
Body Bash (Zombie Only). Melee Weapon Attack:
your spell attack modifier to hit, reach 5 ft., one
target. Hit: 2d4 + 2 bludgeoning damage.
13
Dazzle Detect Hazards
1st-level illusion 2nd-level divination
Classes: Sorcerer, Wizard Classes: Cleric, Druid, Ranger
Casting Time: 1 action Casting Time: 1 action
Range: Self (20-foot cone) Range: 120 feet
Components: V, S, M (a small glass prism) Components: V, S
Duration: 1 round Duration: Concentration, up to 10 minutes
Replaces: Color Spray Replaces: Find Traps
You throw open your hand and hurl a spray of glittering color You sense the presence of any trap within range. A trap, for
motes, disorienting creatures in its path. Creatures in a 20- the purpose of this spell, includes any object, terrain, or
foot cone perceive your location as heavily obscured and magic that would inflict a sudden or unexpected effect you
must make a Constitution saving throw. On a failure, they are consider harmful or undesirable. Thus, the spell would sense
blinded and have their speed reduced by half. The spell ends an area affected by the alarm spell, a glyph of warding, a
at the end of your next turn. hidden pit trap, or a natural sinkhole, but not a creature lying
At Higher Levels. When you cast this spell using a spell in ambush.
slot of 2nd level or higher, the cone's size increases by 5 feet The spell reveals the general presence and vague direction
for each slot level above 1st. of a trap within its 120-foot range, but not its specific
location. If you come within 15 feet of the trap, you detect its
Death Ray presence exactly, and any ability checks you or your
7th-level necromancy companions make to examine it are made with advantage.
Classes: Sorcerer, Warlock, Wizard The spell is blocked by 1 foot of stone, 1 inch of common
Casting Time: 1 action metal, a thin sheet of lead, or 3 feet of wood or dirt.
Range: 60 feet Detect Otherworldly Influence
Components: V, S 1st-level divination (ritual)
Duration: Instantaneous
Replaces: Finger of Death Classes: Cleric, Paladin
You send a blast of negative energy at a creature you can see Casting Time: 1 action
within range. Make a spell attack roll, dealing 8d10+30 Range: Self (30-foot radius)
necrotic damage on a hit, or half as much on a miss. If the Components: V, S
target is a humanoid and dies within 1 minute of being Duration: Concentration, up to 10 minutes
damaged by this spell, they rise at the start of your next turn Replaces: Detect Evil and Good
as a zombie that is permanently under your control. You sense the presence of unnatural or extraplanar creatures.
At Higher Levels. When you cast this spell using a spell The spell reveals the existence of any aberrations, celestials,
slot of 8th level or higher, the damage increases by 2d10 for elementals, fey, fiends, or undead within 30 feet of you, as
each level above 7th. well as their locations. You also have advantage on any
Wisdom (Perception) or Wisdom (Insight) checks against
Deflect such creatures. The spell is blocked by 1 foot of stone, 1 inch
1st-level abjuration of common metal, a thin sheet of lead, or 3 feet of wood or
Classes: Sorcerer, Wizard dirt.
Casting Time: 1 reaction, which you take when you are hit Disrupting Smite
by an attack or targeted by the magic missile spell 5th-level evocation
Range: Self
Components: V, S Classes: Paladin
Duration: 1 round Casting Time: 1 bonus action
Replaces: Shield Range: Self
A transparent sphere of arcane force appears, averting Components: V
incoming attacks. Until the start of your next turn, you have a Duration: Concentration, up to 1 minute
+5 bonus to AC, to a maximum of 21 AC, including against Replaces: Banishing Smite
the triggering attack, and you take no damage from magic The next time you hit a creature with a melee weapon attack
missile. before this spell ends, you tear a hole to another plane and
At Higher Levels. When you cast this spell using a spell tangle them in the interplanar aether. The attack deals an
slot of 3rd level or higher, the bonus to AC (and the maximum extra 5d10 force damage, and the target must make a
AC) increases by 1 for every two slot levels above 1st (for Charisma saving throw. On a failure, they become
example, when cast with a 5th level spell slot, you have a a +7 incapacitated and gain resistance to all damage as they are
bonus to AC, to a maximum of 23 AC). partly phased out of the plane. The target repeats the saving
throw at the end of each of its turns, ending the effect on a
success.
14
Divine Temple Drink Life
6th-level conjuration 5th-level necromancy
Classes: Cleric Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 hour Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S, M (a holy symbol worth at least 5 gp) Components: V, S
Duration: 24 hours Duration: Concentration, up to 1 minute
Replaces: Temple of the Gods Replaces: Enervation
You create a holy sanctuary at an empty point on the ground You empower yourself with deathly energies, gaining the
you can see within range. The temple occupies a cube up to ability to harvest life from your foes. When you cast the spell,
60 feet on each side. you extend a black tendril out to one creature you can see
The temple has at least one door and is enclosed by wood within range. The target must make a Constitution saving
and stone floors, walls, and a roof. You determine all other throw. On a failure, they take 6d8 necrotic damage and have
aspects of its appearance (as long as it conforms to the deity their movement speed reduced by half until the start of your
represented by the holy symbol used in the casting) such as next turn. On a success, they suffer half as much damage and
altars, idols, illumination, rooms, scent, temperature, and no other effects. You regain hit points equal to half the
windows. damage dealt. You can repeat this as an action for the spell's
Divination spells of 6th level and below can't target duration.
creatures within the temple or create sensors inside of it. At Higher Levels. When you cast this spell using a spell
When you cast the spell, choose one or more of the slot of 6th level or higher, the damage increases by 1d8 for
following creature types for the temple to oppose: each slot level above 5th.
aberrations, celestials, elementals, fey, fiends, or undead. If
such a creature attempts to enter the temple, it must make a Dust Cyclone
Charisma saving throw. On a failure, it can't enter the temple 2nd-level conjuration
for 24 hours. On a success, whenever it makes an attack roll, Classes: Druid, Ranger, Sorcerer, Wizard
an ability check, or a saving throw inside the temple, it must Casting Time: 1 action
roll a d4 and subtract the number rolled from the d20 roll. Range: 60 feet (5-foot radius)
Casting this spell on the same spot every day for a year Components: V, S, M (a pinch of dust)
makes this effect permanent. Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell Replaces: Dust Devil
slot of 7th level or higher, the casting time increases by 1
hour and the temple's size increases by 60 feet on each side Choose a target point on the ground that you can see
for each spell level above 6th. The temple counters divination within range. A small cyclone whips up at the target point
spells of a level less than or equal to the slot level used. with a radius of 5 feet and a height of 30 feet.
Any creature that starts its turn within the radius of the
Draining Bolt dust cyclone or enters its radius for the first time during its
Necromancy cantrip turn must make a Strength saving throw. On a failed save, the
creature takes 1d12 bludgeoning damage and is pushed 5
Classes: Wizard feet away from the center. On a successful save, the creature
Casting Time: 1 action takes half as much damage and isn't pushed.
Range: 30 feet As a bonus action, you can move the dust cyclone up to 30
Components: V, S feet in any direction. The first time you pass the dust
Duration: Instantaneous cyclone's radius through a creature, that creature must make
Replaces: Sapping Sting the saving throw against the dust cyclone’s damage and is
You sap the vitality of one creature you can see in range. pushed out of its way on failure. You can continue to move
Make a ranged spell attack against the target. On a hit, it the dust cyclone, but its strength is exhausted until the end of
takes 1d6 necrotic damage and has disadvantage on the next your turn and subsequent creatures are unaffected by it
weapon attack roll it makes before the end of its next turn. passing through them.
This spell's damage increases by 1d6 when you reach 5th If the dust cyclone moves over sand, dust, loose dirt, or
level (2d6), 11th level (3d6), and 17th level (4d6). small gravel, it sucks up the material and heavily obscures its
radius until the start of your next turn.
15
Earth Leash As long as the hand is within 30 feet of you, you can give it
2nd-level transmutation mental commands. As an action, you can cause the hand to
crush a restrained target. The target makes a Strength saving
Classes: Druid, Sorcerer, Warlock, Wizard throw, taking 2d6 bludgeoning damage on a failure, or half as
Casting Time: 1 action much on a success. Alternately as an action, you can dissolve
Range: 300 feet and reform it anywhere within the spell's range and attempt
Components: V, S, M (a tiny orange flag) to grab a creature within 5 feet. You can order the hand to let
Duration: 1 minute go of a creature at any time with no action.
Replaces: Earthbind To break out, a restrained target can use its action to
You point at one creature you can see within range, and send attempt a Strength (Athletics) or Dexterity (Acrobatics) check
a lashing tentacle of earth to haul them to the ground. The against your spell save DC. On a success, it is free and no
target must succeed on a Strength saving throw, or longer restrained.
immediately fall prone. Its flying speed (if any) is reduced to 0 Enkindle
feet for the spell’s duration, and a flying creature falls even if 2nd-level transmutation
it has hover. An airborne creature takes normal falling
damage up to a maximum of 4d6 points of bludgeoning Classes: Bard, Druid
damage. A creature that makes the saving throw suffers no Casting Time: 1 bonus action
effects. Range: 60 feet
At Higher Levels. When you cast this spell using a spell Components: V, S, M (an unlit candle)
slot of 3rd level or higher, the number of targets increases by Duration: Concentration, up to 1 minute
1 for each slot level above 2nd, and the maximum damage Replaces: Heat Metal
increases by 1d6 for each level above 2nd. You choose a Medium or smaller object not being worn
Earth Rumble within range, and cause it to rapidly heat to unbearable
1st-level transmutation temperatures. If the object is metal or otherwise not
flammable, it glows white-hot; if it is flammable, it is engulfed
Classes: Bard, Druid, Sorcerer, Wizard in flame but not destroyed. If a creature is holding the object,
Casting Time: 1 action they make a Constitution saving throw at the start of each of
Range: Self (10-foot radius) their turns, taking 2d4 fire damage on a failure and suffering
Components: V, S disadvantage on any ability checks or attack rolls using the
Duration: Instantaneous item. If they succeed on the saving throw, they take half as
Replaces: Earth Tremor much damage and suffer no other effects.
You cause the ground immediately around you to shake and If you maintain concentration for the full 1-minute
roll. Every other creature within 10 feet must make a duration, a non-magical item is melted, reduced to ash, or
Dexterity saving throw. On a failure, they take 2d6 otherwise destroyed.
bludgeoning damage and are knocked prone. On a success, At Higher Levels. When you cast this spell using a spell
they suffer half as much damage and no other effects. If the slot of 3rd level or higher, the fire damage increases by 1d4
terrain is dirt or stone, it becomes difficult terrain for all for each slot level above 2nd.
other creatures besides you for the next hour. Expose Weakness
At Higher Levels. When you cast this spell using a spell 4th-level transmutation
slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st, and the radius increases by 5 feet Classes: Druid, Warlock, Wizard
for each two slot levels above 1st. Casting Time: 1 bonus action
Range: 90 feet
Earthen Hand Components: V, S
2nd-level transmutation Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard Replaces: Elemental Bane
Casting Time: 1 action Select one creature you can see within range, and one
Range: Self (30 feet) damage type that isn't bludgeoning, piercing, or slashing. The
Components: V, S, M (a tiny porcelain hand) target must make a Charisma saving throw or lose any
Duration: Concentration up to 1 minute resistance to that damage type for the duration. Twice per
Replaces: Maximilian's Earthen Grasp round when the target takes damage of the chosen type, they
You sculpt loose soil and rock into a massive hand, creating a take 2d6 additional damage of that type.
Medium hand that occupies a 5-foot space within range. It At Higher Levels. When you cast this spell using a spell
can immediately reach for a Large or smaller creature within slot of 6th level or higher, the number of times per round the
5 feet, forcing the target to make a Strength saving throw or additional damage can trigger increases by 1 for each two
become restrained and suffer 2d6 bludgeoning damage. slot levels above 4th.
16
Expulsion False Foes
4th-level abjuration 3rd-level enchantment
Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S, M (an item the target abhors) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Replaces: Banishment Replaces: Enemies Abound
You brandish a repellent item at a creature you can see within You cause a creature to be unable to tell friend from foe. The
range and attempt to expel them from this plane. The target target must make an Intelligence saving throw, automatically
must make a Charisma saving throw. On a failure, they are succeeding if it is immune to the frightened condition. On a
partly wrenched off their current plane. For the duration, they failure, it treats every other creature as its enemy and fights
become incapacitated and gain resistance to all damage. them with its typical tactics.
The target makes another Charisma save at the end of It makes opportunity attacks if any creature provokes one.
each of their turns, ending the spell on a success. Creatures The target may reattempt the saving throw whenever it takes
on their home plane continue making saves for the duration. damage, ending the spell on a success.
Extraplanar creatures failing their second Charisma save Fated Strike
disappear from their current plane entirely. Extraplanar 1st-level divination
creatures failing the third Charisma save are banished back
to their home plane and stop attempting saving throws. If you Classes: Bard, Sorcerer, Warlock, Wizard
maintain concentration for the full duration, this banishment Casting Time: 1 bonus action
becomes permanent. Range: Touch
A target that returns reappears in the space it left or in the Components: V, S
nearest unoccupied space if that space is occupied. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell Replaces: True Strike
slot of 5th level or higher, you can target one additional You touch a willing creature, foretelling an accurate strike. Its
creature for each slot level above 4th. next attack before the end of your next turn is a hit.
False Death At Higher Levels. When you cast this spell using a spell
3rd-level necromancy slot of 3rd level or higher, the amount of attacks that hit
increases by 1 for every 2 spell slots above 1st.
Classes: Bard, Cleric, Druid, Wizard
Casting Time: 1 action Fiery Blade
Range: Touch 2nd-level evocation
Components: V, S, M (a pinch of graveyard dirt) Classes: Druid
Duration: 8 hours Casting Time: 1 bonus action
Replaces: Feign Death Range: Self
You touch a willing creature, charging it with necrotic magic Components: V, S, M (one flake of dried chili pepper)
and allowing it to mimic death. The target gains 10 Duration: Concentration, up to 1 minute
temporary hit points for the duration. Replaces: Flame Blade
As an action, or as a reaction to being hit with an attack or You evoke a fiery blade in your free hand. The blade is similar
taking damage, the target can appear dead to all outward in size and shape to a scimitar, and it lasts for the duration. It
inspection and to spells used to determine the target's status. counts as a simple melee weapon with which you are
If the target breathes, its respiration is undetectable. proficient, and provides bright light in a 20-foot radius and
While in this false state, the target drops prone, can see dim light for an additional 20 feet.
and hear normally, and has resistance to all damage except It deals 2d6 fire damage on a hit and has the finesse, light,
psychic damage. The false state ends if the target moves or and thrown properties (range 20/60). If you hit a flammable
takes an action, bonus action or reaction. creature or object, it ignites, taking 1d6 fire damage at the
The spell ends once the target has left the false state. start of each of its turns until a creature uses its action to
Additionally, you can use an action to touch the target and douse the flames on itself or another creature.
dismiss the spell. If you drop the weapon or throw it, it dissipates at the end
If the target is diseased or poisoned when you cast the of the turn. Thereafter, while the spell persists, you can use a
spell, or becomes diseased or poisoned while under the bonus action to cause the blade to reappear in your hand.
spell's effect, the disease and poison have no effect until the At Higher Levels. When you cast this spell using a spell
spell ends. slot of 4th level or higher, the blade's damage increases by
1d6 and the ignite damage by 1d6 for every two slot levels
above 2nd.
17
Fiery Quiver Flickering Strikes
3rd-level Transmutation 5th-level conjuration
Classes: Druid, Ranger, Sorcerer, Wizard Classes: Ranger, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (30-foot radius)
Components: V, S Components: V, S, M (a melee weapon you are proficient
Duration: 10 minutes with worth at least 1 sp)
Replaces: Flame Arrows Duration: Instantaneous
You enchant a quiver of ammunition with a fiery boon. When Replaces: Steel Wind Strike
a creature is damaged by ammunition drawn from the quiver, You flourish a weapon you are proficient with used in the
they take an extra 2d6 fire damage. Only one piece of casting and then vanish, instantly teleporting to and striking
ammunition can be affected at a time, and the spell ends after up to 5 targets within range. Make a melee weapon attack
6 pieces of ammunition have been used. The spell also ends if against each target. On a hit, a target takes the weapon
you cast it again while unused ammunition remains. damage from the attack + 6d6 force damage.
At Higher Levels. When you cast this spell using a spell You can then teleport to an unoccupied space you can see
slot of 4th level or higher, the number of pieces of within 5 feet of one of the targets you hit or missed.
ammunition you can affect with this spell increases by one
for each slot level above 3rd. Force Weapon
2nd-level transmutation
Find in Nature
1st-level divination (ritual) Classes: Paladin, Wizard
Casting Time: 1 bonus action
Classes: Bard, Druid, Ranger Range: Touch
Casting Time: 1 action Components: V, S
Range: Special, see below Duration: Concentration, up to 1 hour
Components: V, S, M (a tuft of hound's fur) Replaces: Magic Weapon
Duration: Instantaneous You touch a weapon, imbuing it with magic until the spell
Replaces: Locate Animals or Plants ends. A nonmagical weapon becomes magical, and the
This spell helps you locate a specific kind of beast or plant, weapon gains a +1 bonus to attack rolls and deals an extra
which you can either name or describe. You learn the 1d4 force damage.
direction and distance to the closest creature or plant of that A creature wielding an amplified weapon can use a bonus
kind within 1 mile, if any are present. action to make it start or stop glowing. The wielder chooses
At Higher Levels. If you cast this spell using a spell slot of the color and amount of bright light from a 5-foot radius to a
2nd level, the range of the spell increases to 5 miles. If you 30-foot radius, with dim light for an additional equal distance.
use a spell slot of 3rd level or higher, the range increases by 5 At Higher Levels. When you cast this spell using a spell
miles for each slot level above 2nd. slot of 4th level or higher, the bonus increases to +2 and the
force damage increases to 1d6. When you use a spell slot of
Fireblast 6th level or higher, the bonus increases to +3 and the force
3rd-level evocation damage increases to 1d8.
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of peat and quicklime)
Duration: Instantaneous
Replaces: Fireball
A marble-sized ball of flame appears in your hand before
darting out and exploding at a point you choose within range.
Every creature within 20 feet of the point must make a
Dexterity saving throw, taking 7d6 fire damage on a failure of
half as much on a success.
The blast spreads around corners and ignites flammable
objects that aren't being worn or carried.
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.
18
Form of Fire Form of Stone
6th-level transmutation 6th-level transmutation
Classes: Druid, Sorcerer, Warlock, Wizard Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Replaces: Investiture of Flame Replaces: Investiture of Stone
You become elemental fire, shedding bright light in a 30-foot You become made of stone. Until the spell ends, you gain the
radius and dim light for an additional 30 feet. Until the spell following benefits:
ends, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing
You are immune to fire damage. damage from nonmagical attacks.
You can move through the space of other creatures and You can move across difficult terrain made of earth or
ignore difficult terrain. The first time on your turn you stone without spending extra movement. You can move
enter the space of another creature, it takes 1d6 fire through solid earth or stone as if it was air and without
damage. destabilizing it, but you can't end your movement there. If
If a creature within 5 feet hits you with a melee attack, it you do so, you are ejected to the nearest unoccupied
takes 1d6 fire damage. space, this spell ends, and you are stunned until the end of
You can use your action to create a line of fire 30 feet long your next turn.
and 5 feet wide extending from you in a direction of your You can use your action to call spikes of stone to raise
choice. Each creature in the line must make a Dexterity from the ground. All creatures of your choice within 15
saving throw. A creature takes 6d6 fire damage on a failed feet of you must make a Dexterity saving throw. A creature
save, or half as much damage on a successful one. takes 4d8 piercing damage on a failed save, or half as
During your turn, if you roll fire damage, you can much on a successful one. Their space becomes difficult
maximize one die of the fire damage dealt. terrain either way.
Form of Ice Form of Water
6th-level transmutation 6th-level transmutation
Classes: Druid, Sorcerer, Warlock, Wizard Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Replaces: Investiture of Ice You become a surge of elemental water. Until the spell ends,
You freeze over, taking on a form of elemental ice. Until the you gain the following benefits:
spell ends, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing
You are immune to cold damage. damage from nonmagical attacks.
You can move across difficult terrain created by ice or You can move through the space of other creatures and
snow without spending extra movement. ignore difficult terrain; the first time you move through a
The ground in a 10-foot radius around you is icy and is Large or smaller creature, it must pass a Strength saving
difficult terrain for creatures other than you. The radius throw or be knocked prone.
moves with you. You can use your action to unleash a blast of water 15 feet
You can use your action to create a 30-foot cone of long and 5 feet wide extending from you in a direction
freezing wind extending from your outstretched hand in a your choice. Each creature in the line must make a
direction you choose. Each creature in the cone must Strength saving throw. A creature takes 5d6 bludgeoning
make a Constitution saving throw. A creature takes 4d8 damage and is knocked prone on a failed save, or half as
cold damage on a failed save, or half as much damage on much and isn't knocked prone on a successful one.
a successful one. A creature that fails its save against this
effect has its speed halved until the start of your next turn.
During your turn, if you roll cold damage, you gain
temporary hit points equal to one die rolled (your choice).
19
Form of Wind Frost Shuriken
6th-level transmutation 1st-level conjuration
Classes: Druid, Sorcerer, Warlock, Wizard Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S Components: S, M (a palmful of water and a piece of iron)
Duration: Concentration, up to 10 minutes Duration: Instantaneous
Replaces: Investiture of Wind Replaces: Ice Knife
You become a gust of elemental wind. Until the spell ends, You form a bladed disk of ice and throw it at one creature
you gain the following benefits: within range. Make a ranged spell attack against the target.
On a hit, the target takes 1d4 piercing damage + 2d8 cold
You have a flying speed of 60 feet. damage. The shuriken then explodes (whether you hit or
You can move through and occupy the space of other miss). Each other creature within 5 feet of the target must
creatures, and you ignore difficult terrain. succeed on a Dexterity saving throw or take 2d8 cold
You are invisible. damage.
You can use your action to unleash a powerful blast of At Higher Levels. When you cast this spell using a spell
wind in a 30 foot cone. Each creature in the cone must slot of 2nd level or higher, the cold damage increases by 1d8
make a Strength saving throw. A creature takes 4d8 for each slot level above 1st.
bludgeoning damage is knocked 15 feet away from you on
a failed save, or takes half as much damage and isn't Ghost Lights
knocked backward on a successful one. Evocation cantrip
Fortune Classes: Bard, Sorcerer, Wizard
2nd-level abjuration Casting Time: 1 action
Range: 120 feet
Classes: Bard, Sorcerer, Wizard Components: V, S, M (a bit of tungsten or hickory, or a
Casting Time: 1 reaction, which you take when a creature firefly)
you can see within 60 feet fails with an attack roll, an ability Duration: 10 minutes
check, or a saving throw Replaces: Dancing Lights
Range: 60 feet You create up to four small lights within range that hover in
Components: V the air for the duration. Each light may appear as you wish
Duration: Instantaneous (torch, lantern, glowing orb, etc.) and can be colored as you
Replaces: Silvery Barbs (in part) like. Whichever form you choose, each one sheds dim light in
You magically reshape causality for the triggering creature, a 15-foot radius.
positively influencing its efforts. The triggering creature must As a bonus action on your turn, you can move any or all of
reroll the d20 and use the higher roll. the lights up to 60 feet within range, or extinguish any or all
of them. A light must be within 30 feet of another light
Frighten created by this spell, and a light winks out if it exceeds the
1st-level necromancy spell's range. If you cast this spell again, any current lights
Classes: Warlock, Wizard you created with this spell instantly wink out.
Casting Time: 1 action Ghost Touch
Range: 60 feet Necromancy cantrip
Components: V, S
Duration: Concentration, up to 1 minute Classes: Sorcerer, Warlock, Wizard
You invoke a sudden fear within a creature you can see within Casting Time: 1 action
range. The target creature must succeed a Wisdom saving Range: 120 feet
throw, or become frightened for the duration. The frightened Components: V, S
target can repeat the saving throw at the end of each of its Duration: 1 round
turns, ending the effect on itself on a success. Replaces: Chill Touch
At Higher Levels. When you cast this spell using a 2nd You create an intangible, cadaverous hand that latches onto
level or higher, you can target one additional creature for a creature within range, assailing its life force. Make a ranged
each slot above 1st. spell attack against the target. On a hit, the target takes 1d8
necrotic damage, and it can't regain hit points until the start
of your next turn.
If you hit an undead target, it has disadvantage on attack
rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
20
Glyph of Power Grave Call
7th-level abjuration Necromancy cantrip
Classes: Bard, Cleric, Wizard Classes: Cleric, Warlock, Wizard
Casting Time: 10 minutes Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (500 gp worth of gem dust, dependent Components: V, S, M (a small bell or chime)
on effect, which the spell consumes) Duration: Instantaneous
Duration: Until dispelled Replaces: Toll the Dead
Replaces: Symbol You gesture at one creature within range while ringing a
When you cast this spell, you mark a surface with a chime to announce their doom. The target must make a
complicated arcane inscription, occupying a 5-foot diameter Wisdom saving throw or suffer 1d8 necrotic damage. If they
circle. If the glyph is broken or the surface is destroyed, the are below half their maximum hit points, the damage
spell ends without being triggered. increases to 1d12.
The glyph is nearly invisible, requiring an Intelligence This spell's damage increases by one die when you reach
(Investigation) check against your spell save DC to find it. A 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th
creature has advantage on this check if they are able to level (4d8 or 4d12).
perceive magical effects, such as by casting detect magic. The
glyph activates when a creature steps on or over it. You can Great Wave
specify conditions, limiting the glyph to only activate for 8th-level conjuration
certain creatures or creature types. You can also exempt Classes: Druid
certain creatures, or designate a password a creature can Casting Time: At least 1 action (see below)
speak as a reaction to prevent the glyph from affecting it. Range: Sight
When you create the glyph, choose one of the options Components: V, S
below, expending its material component. When the glyph Duration: Concentration, up to 6 rounds
triggers, it flares with colored light until destroyed. The effect Replaces: Tsunami
immediately occurs, targeting every non-exempt creature
within 60 feet. You create a giant, overwhelming wave at a point you choose
within range, summoning a 50 foot long, 50 foot high, 10 foot
Weakness (Amethyst). Each target must make a Strength thick wall of water. You can increase the casting time when
saving throw. On a failure, they suffer crippling weakness for casting the spell up to a maximum of 6 rounds; each round
1 hour. Their speed drops to 15 feet, and all their weapon increases the wall's size by 50 feet in length and height, and
attacks deal damage as if they rolled the minimum result. 10 feet in thickness (up to a maximum of 300 feet long, 300
feet high, and 50 feet thick).
Binding (Topaz). Each target must make a Dexterity saving The wall lasts for the duration.When the wall appears, each
throw. On a failure, they are restrained by magical lines of creature within its area must make a Strength saving throw.
force for 1 hour. On a failed save, a creature takes 6d10 bludgeoning damage,
Death (Black Sapphire). Each target must make a or half as much damage on a successful save.
Constitution saving throw, dropping to 0 hit points on a At the start of each of your turns after the wall appears, the
failure or suffering 10d8 necrotic damage on a success. wall, along with any creatures in it, moves 50 feet along the
ground in a direction of your choice. Any Huge or smaller
Bafflement (Citrine). Each target must make an Intelligence creature inside the wall or whose space the wall enters when
saving throw. On a failed save, it loses its ability to it moves must succeed on a Strength saving throw or take
understand the world for 1 hour. It cannot cast spells, and 5d10 bludgeoning damage. A creature can take this damage
has disadvantage on all ability checks and attack rolls. only once per round. At the end of the turn, the wall's height
is reduced by 50 feet, and the damage creatures take from
Rage (Garnet). Each target must make a Wisdom saving the spell on subsequent rounds is reduced by 1d10. When the
throw. On a failed save, it becomes hostile to all other wall reaches 0 feet in height, the spell ends.
creatures and attacks the nearest target. It can repeat the A creature caught in the wall can move by swimming.
save at the end of each of its turns. Because of the force of the wave, though, the creature must
Stupor (Emerald). Each target must make a Charisma make a successful Strength (Athletics) check against your
saving throw, or enter a dazed state, their mind disconnected spell save DC in order to move at all. If it fails the check, it
from their body. A creature takes no actions, and their speed can't move. A creature that moves out of the area falls to the
is reduced by half. They recover after 1 hour or when they ground.
take any damage.
21
Hailstorm Targets gain no benefit from cover for this saving throw.
4th-level conjuration At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the damage increases by 2d8 (or
Classes: Druid, Sorcerer, Wizard 1d8 of each type) for each two slot levels above 5th.
Casting Time: 1 action
Range: 300 feet Ice Armor
Components: V, S, M (a piece of onion and a droplet of 1st-level abjuration
water) Classes: Warlock
Duration: 1 round Casting Time: 1 action
Replaces: Ice Storm Range: Self
Balls of ice slam to the ground in a 20-foot-radius, 40-foot- Components: V, S, M (a vial of snowmelt)
high cylinder centered on a point within range for the Duration: 1 hour
duration. The balls of ice turn the storm's area of effect into Replaces: Armor of Agathys
difficult terrain. Creatures starting their turn in the cylinder You conjure a flexible mail of ice over yourself, which shatters
must make a Dexterity saving throw. They take 5d4 as it suffers damage. You gain 5 temporary hit points for the
bludgeoning damage and 5d4 cold damage on a failed save, duration. If a creature hits you with a melee attack while you
or half as much damage on a successful one. have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the bludgeoning and cold damage slot of 2nd level or higher, both the temporary hit points and
each increase by 1d4 for each slot level above 4th. the cold damage increase by 5 for each slot, up to a
Additionally, the radius and height increase by 5 feet for each maximum of 25 at 5th level.
slot level above 4th.
Hallucination Imbue Element
2nd-level illusion 3rd-level transmutation
Classes: Bard, Sorcerer, Wizard Classes: Druid, Ranger, Paladin
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S, M (a small glass bottle) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
Replaces: Phantasmal Force Replaces: Elemental Weapon
You afflict a creature you can see within range with an You touch a melee weapon and enhance it with elemental
illusory phantasm. The target immediately perceives an power. Choose one of the following damage types: acid, cold,
object, creature, or other phenomenon which you specify. The fire, or lightning. For the duration, the weapon deals 1d6
phantasm lasts for the duration, must be smaller than a 10- bonus damage per hit, and the weapon's base damage is of
foot cube, and is imperceptible except to the target. It seems the chosen type. In addition, once per round after a creature
real, including sound, smell, and any other properties as takes damage from the weapon, they suffer an effect based on
needed. The spell has no effect on undead or constructs. It the damage type chosen:
can't cause damage or inflict conditions. The target behaves Acid: The target takes 2d4 acid damage at the end of their
as if the phantasm is real, and can inspect the phantasm as next turn.
an action, making an Intelligence (Investigation) check Cold: The target's movement speed is reduced by half.
against your spell save DC. If it is close enough to touch the Fire: The target takes 1d6 additional fire damage.
phantasm, it has advantage on this check. On a success, the Lightning: The target can't take reactions until the end of
spell ends. their next turn.
As a bonus action while you are within range, you can
adjust the phantasm (for instance, moving a creature up to 30 At Higher Levels. When you cast this spell using a spell
feet, opening a door, or shattering a window.) slot of 5th level or higher, the bonus damage increases by 1d6
for each two slot levels above 3rd.
Holy Fire
5th-level evocation
Classes: Cleric
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of ash from burnt incense)
Duration: Instantaneous
Replaces: Flame Strike
A column of holy fire roars down from the heavens to smite
your foes, striking all creatures within a 40-foot high, 10-foot
radius cylinder. When you cast this spell, choose if it deals
radiant damage, fire damage, or both. All creatures within the
cylinder must make a Dexterity saving throw. A creature
takes 8d8 damage of the chosen type (4d8 of each type if both
were selected) on a failed save, or half as much on a success.
22
Impaling Spires Inflict Disease
6th-level transmutation 5th-level necromancy
Classes: Druid Classes: Cleric, Druid
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
Replaces: Bones of the Earth Replaces: Contagion
You haul up to six mighty spikes of rock out of the ground, Your touch inflicts disease. Make a melee spell attack against
erupting at locations you can see within range. Each spike a creature within your reach. On a hit, the target is afflicted
occupies a 5-foot space, is up to 30 feet tall, is AC 11 and has with one of the diseases listed below (your choice). The spell
30 hit points. If a spike is created under a creature, it must has no effect on constructs, undead, or creatures immune to
make a Dexterity saving throw. On a failure, it takes 5d10 disease. The disease is magical, and can only be cured by the
piercing damage and is impaled if it is Large or smaller, heal spell or equivalent magic.
becoming restrained at the top of the spike. Huge creatures At the end of each of the target’s turns, they must make
can be restrained if targeted with two or more spikes, and another Constitution saving throw. If they succeed on the
Gargantuan creatures with six or more. On a success, targets saving throw, they suffer no effects from the disease until the
suffer half as much damage and no other effects. A creature end of their next turn. When the target has succeeded on
can only be damaged by the spell once. three of these saving throws, they are no longer diseased.
An impaled target can use its action to attempt an Athletics When they have failed on three of these saving throws, the
or Acrobatics check to free themselves, rolling against your disease sets in, and lasts for 7 days unless treated by an
spell save DC. On a success, they are no longer restrained appropriate means. Once the target has either three
and fall. Targets are also freed if their spike is destroyed. successes or three failures on these saving throws, they stop
If a creature is slammed into a ceiling or other obstacle making saves for this spell.
when it gets impaled, it takes an additional 2d10 bludgeoning
damage, and attempts to free itself are made at disadvantage. Muscle Weakness. The creature's arms become
The spikes crumble back into the earth after 1 hour. unbearably weak. They have disadvantage on Strength
At Higher Levels. When you cast this spell using a spell checks, Strength saving throws, and attack rolls that use
slot of 7th level or higher, you can create two additional Strength. Their attacks using Strength deal half damage.
spikes for each slot level above 6th. Trembling Spasms. The creature is overcome with
terrible tremors. They have disadvantage on Dexterity
Incinerate checks, Dexterity saving throws, and attack rolls that use
5th-level evocation Dexterity. Their attacks using Dexterity do half damage.
Classes: Sorcerer, Wizard Skinslough. The creature's skin becomes paper-thin and
Casting Time: 1 action causes agonizing pain when it tears. They have
Range: 90 feet disadvantage on Constitution checks and Constitution
Components: V, S saving throws, except those caused by this spell. In
Duration: Concentration, up to 1 minute addition, when the creature takes damage, its movement
Replaces: Immolation speed is reduced to 10 feet until the end of its next turn.
Mindrot. The creature becomes disoriented and confused.
You channel agonizing flames, wreathing a creature you can The creature has disadvantage on Intelligence checks and
see within range. At the start of each of its turns, the target Intelligence saving throws, and cannot tell friend from foe
must make a Dexterity saving throw, suffering 10d6 fire in combat.
damage on a failure. On a success, it takes half as much Fire-eyes Fever. The creature's eyes turn milky white and
damage and the spell ends for that creature. While a target is are searingly painful. They have disadvantage on Wisdom
on fire, it casts bright light for 30 feet and dim light for an checks and Wisdom saving throws, and are blinded.
additional 30 feet. Flesh Rot. The creature’s flesh decays. They have
As a bonus action, you can spread the flames from any disadvantage on Charisma checks and Charisma saving
targeted creature to another within 10 feet of it, making that throws, and take 5 additional points of damage when they
creature an additional target. If damage from this spell suffer bludgeoning, piercing, or slashing damage.
reduces a target to 0 hit points, the target is turned to ash.
23
Injunction At Higher Levels. When you cast this spell using a spell
5th-level enchantment slot of 5th or 6th level, the duration increases to
Concentration, up to 1 hour. When you cast this spell using a
Classes: Bard, Cleric, Druid, Paladin, Wizard spell slot of 7th or higher, the duration increases to
Casting Time: 1 minute Concentration, up to 8 hours. If concentration is maintained
Range: 60 feet for 8 hours, the effect within the sphere becomes permanent
Components: V until Dispel Magic of an equal or higher level is cast upon it.
Duration: 30 days
Replaces: Geas Lashing Vine
You magically bind a creature that can understand you within 2nd-level conjuration
range to either complete or abstain from some action or Classes: Druid, Ranger
activity. It must succeed on a Wisdom saving throw or Casting Time: 1 bonus action
become charmed by you for the duration. Once per turn while Range: 30 feet
charmed in this way, the target's current and maximum hit Components: V, S
points are reduced by 5d10 if its behavior contradicts your Duration: 1 minute
instructions. This reduction lasts until the spell ends. Replaces: Grasping Vine
You can issue any command you choose, though the spell You cause a magical vine to burst forth from the ground, wall,
ends if you issue a suicidal command. The creature's death or ceiling in an unoccupied space of your choice that you can
does not end the spell. see within range. The vine has an AC and hit points equal to
As an action, you can end the spell early. Remove curse your spell save DC, and the spell ends if you cast it again
cast at the spell's level also ends the spell. Greater restoration while a vine remains. When you cast this spell, and then as a
ends the reduction of the target's hit point maximum, but it bonus action on each of your turns until the spell ends, you
does not end the spell. can direct the vine to pull a large or smaller creature within
At Higher Levels. The spell reduces maximum hit points 30 feet of it that you can see. That creature must succeed on
by an additional 1d10 for each slot level above 5th. When you a Dexterity saving throw or be pulled 20 feet directly toward
cast this spell using a spell slot of 7th or 8th level, the the vine.
duration is 1 year. When you cast this spell using a spell slot At Higher Levels. When you cast this spell using a spell
of 9th level, the spell lasts until it is ended by one of the spells slot of 3rd level or higher, the range and distance the vine can
mentioned above. pull a creature increases by 10 feet for each slot level above
Irradiate 2nd. If you cast this spell using a spell slot of 4th level or
4th-level evocation higher, the vine can attempt to pull huge or smaller creatures.
Classes: Sorcerer, Warlock, Wizard Life Drain
Casting Time: 1 action 3rd-level necromancy
Range: 120 feet Classes: Sorcerer, Warlock, Wizard
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 30 feet
Replaces: Sickening Radiance Components: V, S
You create an eerie, pulsating blue light within a 30-foot- Duration: Instantaneous
radius sphere centered on a point you choose within range. Replaces: Vampiric Touch
The bright light spreads around corners, and it lasts until the You send tendrils of necrotic energy out, sucking the life
spell ends. essence from your foes. Select up to three creatures within
When a creature moves into the spell's area for the first range that aren't constructs or undead. Make a ranged spell
time on a turn or starts its turn there, it must make a attack against each of them, dealing 3d6 necrotic damage on
Constitution saving throw. Constructs automatically succeed a hit. You regain hit points equal to half the damage dealt.
on saving throws against this spell. At Higher Levels. When you cast this spell using a spell
On a failure, the creature's maximum hit points are slot of 5th level or higher, the damage increases by 1d6 for
reduced by 7d4, its speed lowers by 5 feet, and it receives a -2 each two slot levels above 5th.
penalty to attack rolls, ability checks, saving throws, and spell
and ability DCs. A creature suffers cumulative effects with
each failed saving throw. If a creature fails its saving throw
five times, it dies.
Additionally on a failure, the creature emits light in a 5-foot
radius and cannot benefit from being invisible. Each failed
save increases the radius by 5 feet.
All effects caused by this spell (except death) remain until a
creature takes a short rest.
24
Lightning Beam Lightning Tendril
3rd-level evocation 1st-level evocation
Classes: Sorcerer, Wizard Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self (100-foot line) Range: Self (20 feet)
Components: V, S, M (a piece of quartz and a bit of fine dust) Components: V, S, M (a twig from a tree that has been struck
Duration: Instantaneous by lightning)
Replaces: Lightning Bolt Duration: Concentration, up to 1 minute
A brilliant, blue-white beam of lightning flashes forth from Replaces: Witch Bolt
your fingertips, forming a line 100 foot long and 5 foot wide Crackling beams of blue energy leap from your hands. For
in a direction you choose. You can cause the beam to bounce the duration of the spell, as an action, you can direct them
once off of a solid, nonconductive object that you can see toward a creature within range, dealing 1d12 lightning
(such as a stone wall) in a new direction of your choice if it damage to that creature.
has not reached its maximum length. Each creature struck by At Higher Levels. When you cast this spell using a 2nd- or
the beam must make a Dexterity saving throw. A creature 3rd-level spell slot, the damage increases to 2d12 and the
takes 4d12 lightning damage on a failed save, or half as much range increases to 30 feet. When you cast it using a 4th- or
damage on a successful one, and cannot be damaged by the 5th-level spell slot, the damage increases to 3d12 and the
beam more than once. range increases to 60 feet. When you cast it using a spell slot
The lightning ignites flammable objects in the area that of 6th level or higher, the damage increases to 4d12 and the
aren't being worn or carried. range increases to 120 feet.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d12 for Lunar Beam
each slot level above 3rd. 2nd-level evocation
Lightning Leash Classes: Druid
Evocation cantrip Casting Time: 1 action
Range: 120 feet
Classes: Sorcerer, Warlock, Wizard Components: V, S, M (a small pearl or quartz disc)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 30 feet Replaces: Moonbeam
Components: V, S You call down a beam of shimmering moonlight at a point
Duration: 1 round within range. The beam takes the shape of a 5-foot-radius, 40-
Replaces: Lightning Lure foot-high cylinder of dim light.
You create a whip of crackling electricity, and arc it outwards When a creature starts its turn in the beam or moves into
at a creature of your choice that you can see within 30 feet. the beam during its turn, it is seared by the pale light. It must
Make a melee spell attack. If it hits, the target takes 1d6 make a Constitution saving throw, taking 2d10 radiant
lightning damage, and is ensnared by the lightning leash. damage on a failure, or half as much on a success.
Until the start of your next turn, as a reaction if the enemy Shapeshifters and other creatures susceptible to silver have
moves outside this spell's range, you can yank on the leash. disadvantage on this saving throw, take an additional 1d10
The target must make a Strength saving throw or take 1d6 damage on a failure, and cannot change their form while
lightning damage and have their movement reduced by half. within the beam.
Once they are outside of the spell's range, the leash On each of your turns after you cast this spell, you can use
dissipates. an action to move the beam up to 60 feet in any direction
Both damage rolls increase by 1d6 when you reach 5th within the spell's range.
level (2d6), 11th level (3d6), and 17th level (4d6). At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d10 for
each slot level above 2nd.
Magic Fruit
1st-level transmutation
Classes: Druid, Ranger
Casting Time: 1 action
Range: Touch
Components: V, S, M (up to 10 pieces of freshly-picked fruit)
Duration: 24 hours
Replaces: Goodberry
You infuse the components used in the spell's casting with
magic. The fruit gains minor healing properties for the
duration. A creature can use its action to eat one fruit and
restore 1 hit point. If a creature eats 10 infused fruits, the
magic combines to provide enough nourishment to sustain a
creature for one day.
25
Magic Net Manipulate Water
1st-level abjuration Transmutation cantrip
Classes: Druid, Ranger, Wizard Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: 30 feet
Components: S, M (a length of wire, string, cord, or rope Components: V, S
worth at least 5 sp, which the spell consumes) Duration: Special
Duration: 8 hours Replaces: Shape Water
Replaces: Snare You shape water you can see within range, causing it to move
You construct a magical snare trap in a 5-foot radius, 10-foot and shape at to your command, selecting one of the following
high cylinder. The trap is barely visible, but can be detected effects:
with a successful Intelligence check against your spell save
DC. If a creature detects the trap, it is immune to the spell. You can move or direct the flow of a 5-foot cube of water
When a creature moves into the cylinder, they must succeed in direction, but the water will collapse back to following
on a Dexterity saving throw or become restrained and be the flow of gravity at the start of your next turn unless you
magically lifted 10 feet up into the air, where they hang concentrate on keeping it in place.
upside down. Huge or larger creatures automatically succeed. You can form the water into shapes or cause it to animate.
As an action, the target can attempt to free themselves by This change lasts for 1 minute.
making a Strength (Athletics) or Dexterity (Acrobatics) check You can change the color or opacity of water in a 5-foot
against your spell save DC, ending the spell on a success. cube. This change lasts for 1 hour.
You can freeze up to a 5-foot cube of water or thaw up to a
Manipulate Earth 5-foot cube of ice. The water unfreezes or refreezes
Transmutation cantrip naturally based on the environmental conditions (usually
Classes: Druid, Sorcerer, Warlock, Wizard taking an hour or more to melt or freeze, unless in
Casting Time: 1 action extreme conditions).
Range: 30 feet Manipulate Wind
Components: V, S Transmutation cantrip
Duration: Special
Replaces: Mold Earth Classes: Druid, Sorcerer, Warlock, Wizard
You mold earth you can see within range, causing it to twist Casting Time: 1 action
and buckle to your command, selecting one of the following Range: 30 feet
effects: Components: V, S
Duration: 1 round
You can move a 5-foot cube of loose dirt or soil, excavate Replaces: Gust
and move it along the ground to another unoccupied You produce a gust of wind within range, causing it to surge
space within 5 feet. and swirl at your command, selecting one of the following
You can carve small, simple shapes into dirt or stone, effects:
change its color, or similar minor effects.
You can turn a 5-foot square of earth or stone into difficult The next ranged weapon attack against a creature of your
terrain for 1 hour. You can create up to three patches of choice within range has disadvantage.
difficult terrain this way; if you create additional patches One creature of your choice within range must succeed on
the first created patch returns to normal terrain. a Strength saving throw or be pushed 5 feet or knocked
prone (your choice).
Manipulate Fire You can increase the next jump made by a creature of your
Transmutation cantrip choice within range by 5 feet.
Classes: Druid, Sorcerer, Warlock, Wizard You manipulate the wind in a minor way, such as pushing
Casting Time: 1 action a light object up to 10 feet, rustling plants, slamming
Range: 30 feet doors, or similar effects. These aren't powerful enough to
Components: V, S move creatures or deal damage.
Duration: 1 round
Replaces: Control Flames
You control fire you can see within range, causing it to bend
to your command, selecting one of the following effects:
One creature of your choice within range has resistance to
fire damage until the start of your next turn.
You can spark, douse, or spread fire in a 5 foot-cube, so
long as there is fuel that can be ignited within the area.
You can control the brightness (halving or doubling it),
color (turning the flames to any color of your choice), or
shape of fire (forming simple shapes or forms) within a 5-
foot cube for 10 minutes.
26
Martial Transformation Misdirection
6th-level transmutation 5th-level illusion
Classes: Wizard Classes: Bard, Wizard
Casting Time: 1 action Casting Time: 1 action or 1 reaction, which you take when
Range: Self you are hit by an attack
Components: V, S, M (a few hairs from a bull) Range: Self
Duration: 10 minutes Components: S
Replaces: Tenser's Transformation Duration: Concentration, up to 10 minutes
You endow yourself with endurance and martial prowess Replaces: Mislead
fueled by magic. Until the spell ends, you can't cast spells or As an action, or as a reaction when you are hit by an attack,
concentrate them, and you gain the following benefits: you become invisible and hidden and create an illusory
double of yourself in your space. The double can move at
You gain 50 temporary hit points. If any of these remain your speed, can gesture or speak as you choose, and mimics
when the spell ends, they are lost. any action you take (your attacks or spells appear to originate
You have advantage on attack rolls that you make with from the double). The double has the same armor class as
simple and martial weapons. you.
When you hit a target with a weapon attack, that target Any time a creature would damage the double, or perceives
takes an extra 2d12 force damage. the double making an attack or casting a spell, they may
You have proficiency with all armor, shields, simple make an Intelligence (Investigation) check against your spell
weapons, and martial weapons. save DC. If the check succeeds, they realize the double is an
You have proficiency in Strength and Constitution saving illusion and you are no longer invisible to that creature.
throws. As an action, you can use the double's senses instead of
You can attack twice, instead of once, when you take the your own until you use your action to return to your normal
Attack action on your turn. You ignore this benefit if you senses. While you do so, you are blinded and deafened to
already have a feature, like Extra Attack, that gives you your own surroundings.
extra attacks.
You can conjure and equip (as part of the action used to Misfortune
cast the spell) any set of heavy or medium armor and any 2nd-level abjuration
simple or martial weapon of your choice. These items Classes: Bard, Sorcerer, Wizard
have no strength requirements and are magical in nature Casting Time: 1 reaction, which you take when a creature
though have the same properties as their nonmagical you can see within 60 feet succeeds with an attack roll, an
counterparts, vanishing when the spell ends. ability check, or a saving throw
Immediately after the spell ends, you must succeed on a Range: 60 feet
DC 15 Constitution saving throw or suffer one level of Components: V
exhaustion. Duration: Instantaneous
Replaces: Silvery Barbs (in part)
Minor Drain You magically reshape causality for the triggering creature,
1st-level necromancy negatively influencing its efforts. The triggering creature
Classes: Sorcerer, Wizard must reroll the d20 and use the lower roll.
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Replaces: Ray of Sickness (in part)
You send a pulse of necrotic energy towards a target, sucking
its life essence away. Make a ranged spell attack. On a hit, the
target takes 3d6 necrotic damage, and you gain half the
damage dealt as temporary hit points. These temporary hit
points fade at the end of your next turn.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st.
27
Nature's Fury Necromantic Storm
5th-level evocation 5th-level necromancy
Classes: Druid, Ranger Classes: Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self (60-foot radius) Range: 60 feet
Components: V, S Components: V, M (a piece of tattered black silk)
Duration: Concentration, up to 1 minute Duration: Instantaneous
Replaces: Wrath of Nature Replaces: Negative Energy Flood (in part)
You summon the power of the natural world to assault your You tear a rift to a plane of death, summoning forth a flood of
foes. For the duration of the spell, all terrain within 60 feet of negative energy. Choose a point within 60 feet to open the
you is difficult terrain except for creatures you specify. When rift. All non-undead creatures within 10 feet must make a
you cast the spell and as a bonus action on subsequent turns, Constitution saving throw, taking 6d8 necrotic damage on a
you can create one of the following effects, targeted anywhere failure or half as much on a success. If a creature is killed by
you can see within 60 feet of you. this spell, the blast spreads, affecting a 10-foot radius around
that creature as well. A creature cannot be damaged twice by
Trees: A tree erupts from the ground and reaches out to the spell, and the spell ends after damaging 10 creatures.
rake your enemies with its branches. Each creature of If a humanoid dies from this spell, they rise as a zombie at
your choice within 10 feet must succeed on a Dexterity the start of your next turn and attack the closest living
saving throw or take 6d6 slashing damage. creature. You can assert control over the zombies by casting
Roots: Roots erupt from the ground, seizing creatures animate dead as if you were reasserting control over zombies
within a 10-foot radius. Each creature must make a created with that spell. Statistics for a zombie are in the
Strength saving throw or become restrained. Any creature Monster Manual. At the DM's discretion, other creature types
within 5 feet of a restrained creature can use an action to may rise as different undead.
make a Strength (Athletics) check against your spell save At Higher Levels. When you cast this spell with a spell
DC, ending the effect on a success. slot of 6th level or higher, the maximum number of creatures
Rocks: You conjure a boulder and hurl it at a creature. damaged increases by 2 for each slot level above 5th.
Make a ranged spell attack. On a hit, the target takes 6d10
bludgeoning damage and is knocked prone if they are Necrotic Sphere
Large or smaller. 6th-level necromancy
Wind: You summon a mighty gust. The gust takes the Classes: Sorcerer, Warlock, Wizard
shape of a line 60 feet long and 20 feet wide, originating Casting Time: 1 action
at a location you can see and traveling in a direction of Range: 150 feet
your choice. All Large or smaller creatures within the area Components: V, S, M (a lead nail)
must make a Strength saving throw, or be swept 25 feet in Duration: 1 round
the direction of the gust and knocked prone. Replaces: Circle of Death
Necromantic Infusion You send a pulse of necromantic power radiating outward in
3rd-level necromancy a 60-foot radius from a point you can see within range. The
pulse rips the life force out of up to eight creatures, starting
Classes: Warlock, Wizard from the center of the area and moving outward (prioritizing
Casting Time: 1 action targets with fewer hit points). Each affected creature must
Range: 60 feet make a Constitution saving throw, suffering 8d8 necrotic
Components: V, M (a handful of bone chips) damage on a failure or half as much on a success.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
Replaces: Negative Energy Flood (in part) slot of 7th level or higher, the number of creatures affected
You open a conduit to a plane of death, infusing one creature increases by four for each slot level above 6th.
you can see within range with a jolt of negative energy. A
living target must make a Constitution saving throw, suffering
5d8 necrotic damage on a failure or half as much on a
success. An undead target receives 5d8 temporary hit points.
While it has these temporary hit points, all its attacks have
advantage.
28
Oakenhide Phantasm
2nd-level transmutation 2nd-level illusion
Classes: Druid, Ranger Classes: Bard, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S Components: V, S, M (a small piece of lambs' wool)
Duration: 1 minute Duration: Concentration, up to 1 minute
Replaces: Barkskin Replaces: Phantasmal Force
You magically encase your body in a hard shell of bark. You You plant a debilitating phantasm into the mind of a creature
gain 6 temporary hit points at the start each of your turns, you can see within range. The target must make a Wisdom
and while you have these temporary hit points, you can saving throw or they believe the phantasm to be real and
calculate your armor class as 15 + your Dexterity modifier capable of hindering and harming the target. When you cast
(maximum 2). the spell, select one of the following options:
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, your AC increases by 1 for each Blinded: Your phantasm blocks the target's sight, blinding
two slot levels above 2nd. The temporary hit points increase it.
by 3 for each slot level above 2nd. Restrained: Your phantasm entangles the target,
restraining it.
Petrify Terrified: Your phantasm takes the form of the target's
6th-level transmutation greatest fears, making it frightened.
Assailed: Your phantasm is real enough to cause harm.
Classes: Warlock, Wizard The target takes 2d10 psychic damage at the start of each
Casting Time: 1 action of its turns.
Range: 60 feet
Components: V, S, M (a pinch of chalk, water, and dirt) The target can reattempt its saving throw at the end of
Duration: Concentration, up to 3 rounds each of its turns, ending the spell on a success.
Replaces: Flesh to Stone Phantasmal Horror
You attempt to petrify a creature that you can see within 4th-level illusion
range. If the target's body is made of flesh, the creature must Classes: Wizard
make a Constitution saving throw. If the saving throw fails by Casting Time: 1 action
5 or more, the creature is instantly petrified; otherwise, a Range: 120 feet
creature that fails the save begins to turn to stone and is Components: V, S
restrained. Duration: Concentration, up to 1 minute
A creature restrained by this spell must make another
Constitution saving throw at the end of each of its turns. If it Replaces: Phantasmal Killer
successfully saves against this spell three times, the spell You select a creature you can see within range and create an
ends; if it fails its save, it is petrified. illusion of its worst nightmares, which only it can see. At the
The petrification lasts until the creature is freed by the start of each of the target's turns, they must make a Wisdom
greater restoration spell or other magic. saving throw. On a failed save, they take 4d10 psychic
If the creature is physically broken while petrified, it suffers damage and are frightened. On a successful save, the spell
from similar damage if it reverts to its original state. ends.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d10 for
each slot level above 4th.
29
Phantasmal Nightmares Prismatic Bolt
9th-level illusion 1st-level evocation
Classes: Wizard Classes: Sorcerer
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Replaces: Weird Replaces: Chaos Bolt
You create horrifying illusions in the minds of creatures you You send a blast of chaotically shifting energy at one creature
can see. Select any number of creatures within 30 feet of a within range. Make a ranged spell attack. On a hit, the bolt
point you can see within range. Each target must make a deals 1d8 damage. The number rolled on the die determines
Wisdom saving throw or become frightened for the duration. the damage type, additional damage, and additional effects. If
While frightened in this way, at the start of a creature's turn, it you roll more than 1d8 (for instance, by a critical hit or
takes 6d10 psychic damage and must roll 1d10, suffering an casting at a higher level), you may select which d8 determines
effect from the table below. Unless noted, effects last until the the table result.
start of the creature's next turn.
1, Acid: The target takes 2d4 acid damage, and 3d4 acid
d10 Effect damage at the end of their next turn.
The creature believes itself dead and falls 2, Cold: The target takes 2d8 cold damage and has their
1 unconscious until it takes damage or is awoken as an movement speed reduced by half until the end of their
action. next turn.
2-3 The creature is paralyzed with fear.
3, Fire: The target takes 3d6 fire damage.
4, Force: The target takes 3d4 force damage, and is
4-5 The creature is stunned. knocked prone if it is Large or smaller.
6-7 The creature's speed is reduced to 0. 5, Lightning: The target takes 1d12 lightning damage and
can't take reactions until the start of their next turn.
8- The creature screams uncontrollably and can make 6, Poison: The target takes 1d12 poison damage and is
10 no other sounds. poisoned until the end of their next turn.
A creature can reattempt the saving throw at the end of 7, Psychic: The target takes 2d8 psychic damage and is
each of its turns, ending the spell for itself on a success. charmed by you until the end of their next turn.
8, Thunder: The target takes 2d8 thunder damage and is
Power Word Nap deafened until the end of their next turn.
3rd-level enchantment At Higher Levels. When you cast this spell using a spell
Classes: Bard, Sorcerer, Wizard slot of 2nd level or higher, the initial roll increases by 1d8 for
Casting Time: 1 action each slot level above 1st.
Range: 30 feet Psychic Skewer
Components: V 2nd-level divination
Duration: Special
Replaces: Catnap Classes: Sorcerer, Warlock, Wizard
You command up to three willing prone creatures of your Casting Time: 1 action
choice that you can see within range to sleep. The spell ends Range: 60 feet
for a target if they wake up, such as through damage or being Components: S
shaken awake as an action. If a target remains unconscious Duration: Concentration, up to 1 minute
for the full duration, that target gains the benefit of a short Replaces: Mind Spike
rest, and it can’t be affected by this spell again until it finishes You pierce the mind of one creature you can see within range.
a long rest. The spell's duration is one-fifth the time normally The target must make an Intelligence saving throw, taking
required for a short rest (e.g. 12 minutes for a one-hour rest). 3d8 psychic damage on a failed save, or half as much damage
At Higher Levels. When you cast this spell using a spell on a successful one. On a failed save, you psychically pin the
slot of 4th level or higher, you can target one additional target and link yourself to its mind. For the duration, you can
willing creature for each slot level above 3rd. use a bonus action to mentally twist the skewer, causing the
creature to subtract 1d4 from the next saving throw it makes
before the end of your next turn.
Additionally, you have perfect knowledge of the target's
location as long as you are on the same plane of existence.
The target can't be hidden from you and it gains no benefit
from the invisible condition against you. If you maintain
concentration for the full duration, this knowledge lasts for 1
hour after 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.
30
Psychokinesis
5th-level transmutation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Replaces: Telekinesis
You attempt to mentally manipulate a creature or object you
can see within range. When you cast the spell, you can cause
one of the following effects.
Creature. You attempt to move a Huge or smaller
creature, including yourself. The creature must make a
Strength saving throw. A creature can willingly fail this
save. On a failed save, you move the creature up to 30 feet
in any direction within the spell's range. You may restrain
the creature until the end of your next turn.
Object. You attempt to move an object that weighs up to
1,000 pounds and can exert fine control on it. If the object
isn't being worn or carried, you move it up to 30 feet in any
direction within the spell's range. If the object is worn or
carried by a creature, the creature must make a Strength
saving throw. On a failed save, you pull the object away
from that creature and can move it up to 30 feet in any
direction within the spell's range.
A creature or object moved into mid-air will hover.
On each of your turns after you cast this spell, you can use
an action to attempt to continue the effect or choose a new
target. You can only affect one object or creature at a time.
Rain of Fire
7th-level evocation
Classes: Cleric, Druid, Sorcerer
Casting Time: 1 action
Range: Self (120 feet)
Components: V, S
Duration: Concentration, up to 1 minute
Replaces: Fire Storm
You create a whirling storm of fire in the air, calling down
destruction upon your enemies. The firestorm appears at a
height of your choice between 20 and 300 feet above you,
centered above your current location. When you cast the
spell, and as a bonus action on subsequent turns, you can call
down a 5-foot radius column of fire on five locations you can
see within 120 feet. Creatures within the fire must make a
Dexterity saving throw, taking 8d6 fire damage on a failure or
half as much on a success. A creature can't be hit more than
once in the same turn. The fire ignites flammable objects that
aren't being worn or carried.
31
Reanimation At Higher Levels. When you cast this spell using a spell
3rd-level necromancy slot of 7th level, its duration increases to 1 week. If you cast
this spell using a spell slot of 8th level or higher, its duration
Classes: Cleric, Wizard is permanent.
Casting Time: 1 minute
Range: 10 feet Skeleton Template
Components: V, S When reanimated as a skeleton, a creature receives the
Duration: 24 hours following modifications:
Replaces: Animate Dead
You channel necromantic energy to raise a corpse as an Its type becomes Undead.
undead servant. Choose a pile of bones or corpse within Its Strength becomes 10 if it was lower.
range, which belonged in life to a humanoid of CR 2 or less. Its Dexterity becomes 14 if it was lower.
The target is raised as a skeleton or zombie, respectively, Its Constitution becomes 15, Its Intelligence becomes 6,
applying the Skeleton or Zombie template to its former stat its Wisdom becomes 8, and its Charisma becomes 5.
block. It gains vulnerability to bludgeoning damage, immunity to
On each of your turns, you can use a bonus action to poison damage, and immunity to the exhaustion and
mentally command any or all minions you have created poisoned conditions.
through this spell within 60 feet. You select an action for each It has 60-foot darkvision.
creature and where it will move. If you issue no command, Its hit points become 13 if they were lower than 13.
the creature moves to attack any creatures hostile to it, or It retains its weapon and armor proficiencies, and any
takes the Dodge action if it cannot detect any. damage resistances or immunities. It loses all languages, but
The creature is under your control for 24 hours, after can understand its creator's speech. It retains any natural
which it becomes hostile to you and all living things. You can weapon attacks. Other features are generally lost, but may be
control a number of minions up to your proficiency bonus retained at your DM's discretion.
through this spell, but their combined CR cannot exceed 3,
and you must wait 24 hours after creating one before you can Zombie Template
create another. If you cast the spell while you have any When reanimated as a zombie, a creature receives the
controlled reanimated servants, you may renew the duration following modifications:
of their control rather than creating a new one.
At Higher Levels. When you cast this spell using a spell Its type becomes Undead.
slot of 4th level or higher, the target's maximum CR increases Its Strength becomes 13 if it was lower.
by 1 for each slot level above 3rd. When you cast this spell Its Dexterity becomes 6 if it was higher.
using a spell slot of a 4th level or higher, you can also Its Constitution becomes 16, Its Intelligence becomes 3,
reanimate beast corpses. If you use a slot of 5th level or its Wisdom becomes 6, and its Charisma becomes 5.
higher, you can reanimate giant or monstrosity corpses. It gains immunity to poison damage, and immunity to the
Reanimation, Greater poisoned condition.
6th-level necromancy It has 60-foot darkvision.
Its hit points become 22 if they were lower than 22.
Classes: Cleric, Wizard It gains the trait: Undead Fortitude. If damage reduces
Casting Time: 1 minute the zombie to 0 hit points, it must make a Constitution
Range: 30 feet saving throw with a DC of 5 + the damage taken, unless
Components: V, S the damage is radiant or from a critical hit. On a success,
Duration: 24 hours the zombie drops to 1 hit point instead.
You summon a mighty surge of necromantic power to revive It retains its weapon and armor proficiencies, and any
the dead as undead servants. Choose a number of bone piles damage resistances or immunities. It loses all languages, but
or corpses within range up to your proficiency bonus, which can understand its creator's speech. It retains any natural
belonged in life to a creature of CR 6 or less. Targets are weapon attacks. Other features are generally lost, but may be
raised as a skeleton or zombie, respectively, applying the retained at your DM's discretion.
Skeleton or Zombie template to their former stat blocks.
On each of your turns, you can use a bonus action to
mentally command any or all minions you created through Note that if applied to commoners or other
this spell within 60 feet. You select an action for each minimal-threat humanoids, these will produce
creature and where it will move. If you issue no command, ordinary skeletons and zombies.
the creature moves to attack any creatures hostile to it, or
takes the Dodge action if it cannot detect any.
The targets are under your control for 24 hours, after
which they become hostile to you and all living things. You
can control a number of minions up to your proficiency bonus
through this spell, but their combined CR cannot exceed 10.
You can cast this spell without any targets to renew the
duration of control on all your current minions, as well as any
created through reanimation.
32
Rejuvenation Scintillant Blast
7th-level transmutation 7th-level evocation
Classes: Bard, Cleric, Druid Classes: Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (60-foot cone)
Components: V, S, M (a lizard's tail) Components: V, S
Duration: 10 minutes Duration: Instantaneous
Replaces: Regenerate Replaces: Prismatic Spray
You touch a creature and imbue it with miraculous life, You send a shimmering wave of force outward, striking each
causing its flesh to knit back together and repair itself. For creature within a 60-foot cone with a random blast of magic.
the duration of the spell, the target gains 10 hit points at the Roll 1d8 on the table below for each target struck by the
start of each of its turns. If you reach your maximum hit blast. That creature must make a Dexterity saving throw,
points while affected by this spell, then scars are healed, suffering the effects below on a failure or half the initial
missing limbs or digits regrow, and permanent wounds are damage and no additional effects on a success.
removed.
The spell ends early if the target takes a single instance of 1. Acid. The target takes 12d4 acid damage and another
fire or acid damage equal or greater to 2 x your level. 12d4 acid damage at the end of their next turn.
2. Cold. The target takes 9d8 cold damage and is restrained
Sacred Circle until the end of their next turn.
5th-level abjuration 3. Fire. The target takes 14d6 fire damage.
Classes: Cleric, Paladin 4. Lightning. The target takes 6d12 lightning damage, and
Casting Time: 1 action until the end of their next turn, cannot take reactions and
Range: 60 feet has disadvantage on Dexterity saving throws.
Components: V, S, M (a piece of turquoise mounted in silver) 5. Poison. The target takes 6d12 poison damage and is
Duration: Concentration, up to 10 minutes poisoned until the end of their next turn.
Replaces: Dispel Evil and Good 6. Psychic. The target takes 9d8 psychic damage and is
stunned until the end of their next turn.
You create a 60-foot radius, 120-foot-tall cylinder of 7. Thunder. The target takes 9d8 thunder damage, is
resonating planar energy centered on a point on the ground knocked backwards 30 feet, and falls prone.
that you can see within range. Until the spell ends, 8. Multiple. The target is struck by multiple blasts. Roll
aberrations, celestials, elementals, fey, fiends, and undead twice more, rerolling any 8's.
have disadvantage on attack rolls against three creatures of
your choice within the cylinder. Seal Away
As an action, you may remove any charm, fear, or 8th-level abjuration
possession effects caused by creatures of those types from a Classes: Warlock, Wizard
creature of your choice within the cylinder. Casting Time: 1 minute
Additionally, you can choose whether to allow or block Range: 30 feet
teleportation, interplanar travel, or creatures being Components: V, S, M (a sculpted or painted likeness of the
summoned within the cylinder. target, and black emeralds worth at least 200gp per Hit Die
Sacred Strikes of the target)
1st-level evocation Duration: Permanent
Replaces: Imprisonment
Classes: Paladin
Casting Time: 1 bonus action You prepare a magical prison, trapping a creature you can
Range: Self see within range for eternity. The target must make a
Components: V, S Wisdom saving throw or be imprisoned. On a success, it is
Duration: Concentration, up to 10 minutes immune to this spell for 1 year. While imprisoned in this way,
Replaces: Divine Favor the target does not age, does not need to eat, breathe, or
drink, and cannot be found by any divination magic. You
You ask for a divine blessing on your weapon, empowering it select the form of the prison when you cast the spell.
against your foes. For the duration, your weapon attacks deal Common options would be a sealed demiplane, miniaturized
an extra 1d6 radiant damage. within a gemstone, or trapped in a cavity deep below the
ground.
When you cast the spell, you must specify the condition by
which the target can be freed. The condition can be as
elaborate or as specific as you desire, but it must be
reasonable and possible (your DM must approve the
condition). The condition can involve a creature's name,
identity, or characteristics, but not game concepts such as
level, class, or hit points. Dispel magic cannot free the target.
If the condition comes to pass, the target is instantly freed.
33
Secret Missive Shatter Mind
1st-level illusion (ritual) 8th-level transmutation
Classes: Bard, Warlock, Wizard Classes: Bard, Druid, Warlock, Wizard
Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: 60 feet
Components: S, M (magical ink worth at least 10 gp, which Components: V, S
the spell consumes) Duration: Instantaneous
Duration: Special Replaces: Feeblemind
Replaces: Illusory Script You blast the mind of a creature that you can see within
You pen a secret message on a parchment, paper, or other range, attempting to shatter its intellect and personality. The
writing material. When you write the message, choose a target takes 4d6 psychic damage and must make an
password or passphrase; when a creature speaks this code Intelligence saving throw.
while holding the parchment, the secret message appears for On a failed save, the creature's Intelligence and Charisma
10 minutes before fading again. Alternatively, you can specify scores become 1. They can only take the most instinctive
a creature. The message automatically appears when they actions, such as fighting with unarmed strikes or natural
hold the parchment. You can write any other text on the weapons, or running away in a straight line. They can't cast
parchment, which becomes invisible anytime the secret spells, activate magic items, understand language, use
message is displayed. When the spell ends, the secret weapons or tools, or communicate in any way. They can
message disappears forever. understand when another creature means them harm.
Creatures with truesight can see the secret message. A After 1 day has passed, a creature can reattempt its saving
dispel magic cast on the parchment ends the spell without throw, ending the spell on a success. Every time they fail the
revealing the secret message. saving throw, they add one additional day onto the time
The spell's duration is related to the quality of ink used. interval before they can reattempt their save.
Magical ink worth 10gp gives it a duration of 10 days. More The spell can also be ended by greater restoration, heal, or
expensive ink lasts an additional day for each 1gp spent; if wish.
100gp worth of magical ink is used, the duration becomes Siphon Life
permanent.
3rd-level necromancy
Shape Winds Classes: Cleric, Wizard
5th-level transmutation Casting Time: 1 action
Classes: Druid, Sorcerer, Wizard Range: 30 feet
Casting Time: 1 action Components: V, S
Range: 100 feet Duration: Instantaneous
Components: V, S Replaces: Life Transference
Duration: Concentration, up to 1 hour You gesture at two creatures within range, redirecting the life
Replaces: Control Winds force from one to heal another within range. One creature of
You seize control of the air in a cube up to 300 feet on a side your choice within 30 feet of you that you can see must make
you can see within range, bending it to your will. Choose one a Constitution saving throw. On a failure, the target takes 4d8
of the following effects. The effect persists until the spell damage, which can't be reduced in any way, and another
ends, or until you use your action to pause it or change it to a creature of your choice that you can see within 30 feet of your
different effect. You can resume a paused effect as an action. target regains an equivalent number of hit points. A creature
Gale. A steady wind blows in a horizontal direction of your can willingly fail this save.
choice. Creatures moving against the wind must spend 3 feet The spell has no effect on constructs or the undead.
of movement for each foot, and ranged attacks made against At Higher Levels. When you cast this spell using a spell
the wind are impossible. Creatures moving with the wind slot of 4th level or higher, the damage increases by 1d8 for
cover an additional foot for each foot of movement spent. each slot level above 3rd.
When a creature or projectile moves within the area, you can
use your reaction to change the wind's direction. As a bonus
action, you can create a gust, forcing all creatures within the
area to make a Strength saving throw or be pushed 30 feet in
the wind's direction.
Turbulence. You whip the wind into a chaotic vortex.
Ranged attacks passing through the the wind are made at
disadvantage. Creatures that fly into the wind's area, start
their turn flying there, or start flying there have their fly speed
reduced by half, and must succeed on a Strength saving
throw or be knocked prone.
Thermal Column. You direct the wind to blow upwards.
All creatures suffering fall damage within the wind can
reduce that damage by 5 x your spellcasting modifier. When a
creature within the wind makes a vertical jump, their jump
height is tripled.
34
Sky Omen Soul Transfer
6th-level illusion 7th-level necromancy
Classes: Bard, Druid, Wizard Classes: Wizard
Casting Time: 1 action Casting Time: 1 minute
Range: Sight Range: Self
Components: V, S Components: V, S, M (a tiny ornate container worth at least
Duration: Concentration, up to 1 hour 500 gp)
Replaces: Skywrite Duration: Until dispelled
You create a gigantic stationary symbol in a part of the sky Replaces: Magic Jar
you can see. You control the appearance of this omen, which Your body falls unconscious as your soul enters the spell's
displays animations up to 10 minutes in length. The image is material component. You perceive from the component using
visible for a radius of 1 mile. It is obviously unnatural and your senses, but can't move or use reactions. You can only
cannot be mistaken for a real object. use your action to project your soul up to 100 feet, either to
The first time a creature sees the omen, it must make a return to your living body (ending the spell) or to try to
Wisdom saving throw. A creature can choose to fail its saving possess a humanoid's body that you can see. Creatures
throw if it interprets the omen positively. On a failure, it warded by a protection from evil and good or magic circle
suffers one of the following effects (or another appropriate spell can't be possessed.
effect upon its confidence or morale, as determined by the The target must make a Charisma saving throw. On a
DM). At the end of every day, a creature can repeat its saving failure, its soul is trapped in the component, and you take
throw against this spell. control of its body. You use its physical statistics and features,
but retain your alignment and mental ability scores, and your
Terror: A creature failing the save is frightened of the DM determines which mental features you may use. You can
omen. use your action to return to the component if it is within 100
Awe: A creature failing the save is charmed and will not feet, returning the target creature's soul to its body. If the
willingly move anywhere it cannot see the omen. target succeeds at its Charisma saving throw, you can't
Courage: A creature has advantage on saving throws attempt to possess it again for 24 hours.
against fear and charm effects while they can see the The possessed creature can perceive from the component
omen. using its senses and can repeat its saving throw as an action
after every hour. It can take no other actions. On a success,
At Higher Levels. If you cast this spell using a 7th-level the target returns to its body and you return to the
spell slot, the radius is 6 miles and the duration is component if it is within 100 feet; otherwise, you die.
concentration, up to 8 hours. If you use an 8th-level spell slot, If the target's body dies while you possess it, the creature
the radius is 12 miles and the duration is concentration, up to dies, and you must make a Charisma saving throw against
24 hours. If you use a 9th-level spell slot, the radius is 18 your spellcasting DC. On a success, you return to the
miles, the spell no longer requires concentration, and it lasts component if it is within 100 feet; otherwise, you die.
until dispelled. If the spell ends or the container is destroyed, each affected
Sonic Rift soul attempts to return to its body if it is alive and within 100
3rd-level conjuration feet; otherwise, it dies.
Nothing other than the wish spell can prevent these soul-
Classes: Sorcerer, Warlock, Wizard deaths.
Casting Time: 1 action When the spell ends, the container is destroyed.
Range: 90 feet At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 8th level or higher, the possessed creature can repeat
Duration: Instantaneous its saving throw once per day. When you cast this spell using
Replaces: Thunder Step a spell slot of 9th level, the possessed creature can repeat its
You create and step through a brief dimensional rift, saving throw once per year.
teleporting to a space you can see within range. You may
bring your possessions and any objects you can carry. You
may also bring one willing creature your size or smaller, who
must be standing 5 feet from where you cast the spell and
appears within 5 feet of your destination. If there is not
enough space at the destination, they are left behind.
After you teleport, the rift closes and emits a sonic
shockwave. Select either your starting or ending location. All
creatures within 10 feet of that space except you and any
creature you brought with you must make a Constitution
saving throw, suffering 4d8 thunder damage on a failure or
half as much on a success. The shockwave is audible from
300 feet away.
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.
35
Speak with Nature Spreadshot
1st-level divination (ritual) 3rd-level conjuration
Classes: Bard, Druid, Ranger Classes: Ranger
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: Self (60-foot cone)
Components: V, S Components: V, S, M (a nonmagical thrown weapon or
Duration: 10 minutes nonmagical piece of ammunition)
Replaces: Speak with Animals and Speak with Plants Duration: Instantaneous
You can verbally communicate with natural organisms for the Replaces: Conjure Barrage
duration. This allows beasts to answer questions you pose; at You touch the material component used in the spell's casting,
minimum, beasts can inform you about whatever they can multiplying the projectiles when thrown or shot. Make a
perceive or have perceived within the past day, including single ranged attack roll with the weapon. Each creature
nearby locations and monsters. within range takes 4d8 damage on a hit, or half as much
The knowledge, awareness, and personality of many beasts damage on a miss. The damage type is the same as that of
is limited by their intelligence, but you may deceive, the weapon or ammunition used as a component.
intimidate, persuade, or otherwise influence a beast at the At Higher Levels. When you cast this spell using a spell
DM's discretion. An organism is under no compulsion to slot of 4th level or higher, the damage increases by 1d8 for
answer (or answer truthfully) if you are hostile to it or it each slot level above 3rd.
recognizes you as an enemy.
At Higher Levels. When you cast this spell using a spell Stinging Insects
slot of 2nd level or higher, you imbue plants with limited Conjuration cantrip
sentience, allowing you to communicate with them like Classes: Druid, Sorcerer, Warlock, Wizard
beasts. When you cast this spell using a spell slot of 3rd level Casting Time: 1 action
or higher, you imbue plants with limited animation, allowing Range: 30 feet
them to freely move branches, tendrils, and stalks. You can Components: V, S, M (six sugar crystals)
command plants to release a restrained creature, to turn Duration: Instantaneous
ordinary terrain into difficult terrain (or the opposite), or to Replaces: Infestation
perform other tasks at the DM's discretion.
You cause a cloud of biting, stinging insects to appear near
Spectral Champion one creature you can see within range. The target must make
3rd-level necromancy a Constitution saving throw. On failure, it takes 1d4 piercing
Classes: Cleric, Paladin, Warlock, Wizard damage and 1d4 poison damage and moves 5 feet in a
Casting Time: 1 bonus action direction of your choice. The creature doesn't move into
Range: Self obviously dangerous ground, such as a fire or a pit.
Components: V, S The spell's damage increases by 1d4 when you reach 5th
Duration: Concentration, up to 1 minute level (2d4+2d4), 11th level (3d4+3d4), and 17th level
Replaces: Spirit Shroud (4d4+4d4).
You summon a large, ghostly entity which envelops you,
aiding your attacks and making its own, striking down your
foes. The entity is incorporeal and invulnerable. Choose a
damage type when you cast this spell: cold, necrotic, or
radiant. All damage dealt by this spell is of that type.
For the duration of the spell, your weapons are wreathed in
ethereal light, dealing 1d4 extra damage on every hit; any
creature that takes this damage can't regain hit points until
the start of your next turn. In addition, when you cast this
spell and as a bonus action on subsequent turns, you can
command the entity to make a melee spell attack against one
target within 10 feet, dealing 2d8 damage on a hit. A creature
hit by this attack must make a Wisdom saving throw or have
its speed reduced to 0.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the the damage dealt by the host
increases by 1d8 for each level above 3rd.
36
Stone Pact Stream of Flame
3rd-level transmutation 2nd-level evocation
Classes: Cleric, Druid Classes: Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (30-foot line)
Components: V, S Components: V, S, M (a drop of oil)
Duration: 1 hour Duration: Instantaneous
Replaces: Meld Into Stone Replaces Aganazzar's Scorcher
You lay your hand on an outcropping of rock or a stone wall A gout of flame projects from your hand in a direction you
and speak to the stone, coaxing it to grant a mighty boon. choose. Each creature in a 30 feet long and 5 feet wide line
Choose one of the following options: must make a Dexterity saving throw. A creature takes 4d8 fire
damage on a failed save, or half as much damage on a
You and up to 7 other Large or smaller creatures you successful one.
choose are able to meld with the stone. Until the end of The flames ignite any flammable objects in the area that
your next round, each willing creature can touch a 5' area aren't being worn or carried.
of the stone and be absorbed into it. While absorbed, a At Higher Levels. When you cast this spell using a spell
creature cannot see or hear anything, but has tremorsense slot of 3rd level or higher, the damage increases by 1d8 and
within 30 feet. A creature may exit the stone voluntarily as the range of the line increases by 5 feet for each slot level
an action, or be ejected if the stone is destroyed or the above 2nd.
spell ends.
The stone joins with you, covering your body in a rocky
exterior. You gain 10 temporary hit points, and have
resistance to nonmagical damage as long as you have
these temporary hit points.
Your feet blend into the stone. You gain tremorsense
within 30 feet, and as long as you are standing on the
ground, you are immune to the prone condition or to being
moved against your will.
Stormcloud
4th-level evocation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
Replaces: Storm Sphere
A 20-foot-radius sphere charged with crackling lightning and
rumbling shockwaves appears centered on a point you
choose within range. The sphere remains for the spell's
duration; at the beginning of each of your turns, you can
move the sphere up to 10 feet in a direction of your choice.
The sphere spreads around corners, and its area is lightly
obscured and difficult terrain. Creatures inside the sphere
are deafened, and creatures within 30 feet of the sphere have
disadvantage on Wisdom (Perception) checks made to listen.
Until the spell ends, you can use a bonus action on each of
your turns to direct a lightning strike from the sphere's center
at one creature you choose within 60 feet of the center. Make
a ranged spell attack. You have advantage on the attack roll if
the target is in the sphere. On a hit, the target takes 2d12
lightning damage.
After this lightning strike, each creature in the sphere must
make a Constitution saving throw. A creature takes 4d8
thunder damage on a failure, or half as much damage on a
success.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the thunder damage increases by
1d8 and the lightning damage increases by 1d12 for each two
slot levels above 4th.
37
Summon Animal Spirit
2nd-level conjuration
Classes: Druid, Ranger Animal Spirit
Casting Time: 1 action Medium Beast
Range: 60 feet
Components: V, S, M (a set of fine animal statuettes, worth Armor Class 12 + the level of the spell (natural
at least 200gp altogether) armor)
Duration: Concentration, up to 1 hour Hit Points 15 (Sky) or 25 (Earth & Sea) + 5 for each
Replaces: Summon Beast spell level above 2nd
Speed (Earth) 30 ft., climb 30 ft.
You gather energy from the nature around you and sculpt it Speed (Sea) 10 ft., swim 30 ft.
into a powerful spirit animal, appearing in an unoccupied Speed (Sky) 15 ft., fly 60 ft.
space you can see within range. It uses the Animal Spirit stat
block, and you select either the Earth, Sea, or Sky option
when you cast the spell. The creature disappears when it STR DEX CON INT WIS CHA
drops to 0 hit points or when the spell ends. 16 (+3) 12 (+1) 16 (+3) 4 (-3) 14 (+2) 8 (-1)
The creature is an ally to you and your companions. In
combat, it shares your initiative count, and takes its turn
immediately after yours. It obeys your verbal commands. If Senses darkvision 60 ft., passive Perception 12
you don’t issue any command, it takes the Dodge action and Languages understands the languages you speak
moves only to avoid hazards. Proficiency equals your bonus
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, certain values increase in its stat Flyby (Sky Only). The animal doesn’t provoke
block. opportunity attacks when it flies out of an enemy’s
reach.
Summon Grave Spirit Pack Tactics (Earth Only). The animal has advantage
3rd-level necromancy on attacks against enemies within 5 feet of an ally
Classes: Warlock, Wizard who isn't incapacitated.
Casting Time: 1 action Blood in the Water (Sea Only). The animal has
Range: 60 feet advantage on attacks against enemies below their
Components: V, S, M maximum hit points.
Duration: Concentration, up to 1 hour Water Breathing (Sea Only). The animal can breathe
Replaces: Summon Undead underwater.
You summon an undead creature, which manifests in an
unoccupied space that you can see within range. It uses the Actions
Grave Spirit stat block, and you select the Ethereal, Ghoulish, Multiattack. The animal makes a number of attacks
or Bone option when you cast the spell. The creature equal to half this spell's level (rounded down).
disappears when it drops to 0 hit points or when the spell
ends. Maul (Earth and Sea Only). Melee Weapon Attack:
The creature is an ally to you and your companions. In your spell attack modifier to hit, reach 5 ft., one
combat, the creature shares your initiative count, and it takes target. Hit: 1d6 + 3 + the spell's level piercing
its turn immediately after yours. It obeys your verbal damage.
commands. If you don’t issue a command, it takes the Dodge Talons (Sky Only). Melee Weapon Attack: your spell
action and moves only to avoid hazards. attack modifier to hit, reach 5 ft., one target. Hit:
At Higher Levels. When you cast this spell using a spell 1d4 + 1 + the spell's level slashing damage.
slot of 4th level or higher, certain values increase in its stat
block.
38
Grave Spirit Golem Spirit
Medium Undead Medium Construct
Armor Class 10 + the level of the spell (natural Armor Class 11 + the level of the spell (natural
armor) armor, Flesh) or 13 + the level of the spell
Hit Points 15 (Ethereal) or 25 (Ghoulish & Bone) + (natural armor, Iron & Stone)
10 for each spell level above 3rd Hit Points 50 + 15 for each spell level above 4th
Speed (Ghoulish & Bone) 30 ft. (Flesh) or 35 + 10 for each spell level above 4th
Speed (Ethereal) 20 ft. fly (Iron & Stone)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
18 (+4) 10 (0) 16 (+3) 6 (-2) 10 (0) 10 (0)
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, Condition Immunities charmed, exhaustion,
paralyzed, poisoned frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11 Damage Immunities (Flesh Only) Lightning
Languages understands the languages you speak Damage Immunities (Iron Only) Fire
Proficiency equals your bonus Senses passive Perception 10
Languages understands the languages you speak
Ghostly Movement (Ethereal Only). The spirit can Proficiency equals your bonus
move through creatures and objects as if they were
difficult terrain. If it ends its turn inside an object, it Dissolving Rage (Flesh Only). When the golem starts
appears in the nearest unoccupied space and takes its turn below half its maximum hit points, it goes
1d10 force damage for every 5 feet traveled. berserk. It gains advantage on all its attacks, but
loses 5 hit points at the end of its turn if it does not
Terrifying Grasp (Ethereal Only). Once on its turn attack anything.
when it hits an enemy with a melee attack, the spirit
can force the target to make a Wisdom saving throw Slowing Smash (Stone Only). Once per turn when the
against your spell save DC or become frightened golem hits a creature with an attack, it can force the
until the end of its next turn. target to make a Wisdom saving throw against your
Revive From Bones (Bone Only). When reduced to 0 spell save DC. On a failure, the target's speed is
hp by anything other than a critical hit or halved and it can no longer take reactions until the
bludgeoning, force, or radiant damage, the spirit end of its next turn.
leaves its bones behind rather than disappearing. As
a bonus action, you can revive it at 1 hit point. Actions
Multiattack. The golem makes a number of attacks
Actions equal to half this spell's level (rounded down). Only
Multiattack. The spirit makes a number of attacks one can be a Poisonous Gas attack, if available.
equal to half this spell's level (rounded down). Slam. Melee Weapon Attack: your spell attack
Deathly Chill (Ethereal Only). Melee Weapon Attack: modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4
your spell attack modifier to hit, reach 5 ft., one + the spell's level bludgeoning damage.
target. Hit: 1d4 + 2 + the spell's level necrotic Poisonous Gas (Iron Only). All other creatures within
damage. 5 feet must make a Constitution saving throw
Bone Arrow (Bone Only). Ranged Weapon Attack: against your spell save DC. On a failure, they take
your spell attack modifier to hit, range 80/320, one 1d12 + the spell's level poison damage and are
target. Hit: 1d6 + 2 + the spell's level piercing poisoned until the end of their next turn.
damage.
Vile Claws (Ghoulish Only). Melee Weapon Attack:
your spell attack modifier to hit, reach 5 ft., one
target. Hit: 1d6 + 3 + the spell's level slashing
damage. The target must make a Constitution saving
throw against your spell save DC or become
poisoned until the end of its next turn. If the target
is already poisoned, they are paralyzed instead.
39
Summon Golem Synaptic Shockwave
4th-level conjuration 9th-level Enchantment
Classes: Wizard Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (60-foot cone)
Components: V, S, M (a stone or iron statuette worth at least Components: S
400gp) Duration: Instantaneous
Duration: Concentration, up to 1 hour Replaces: Psychic Scream
You conjure raw materials and sculpt them into a construct, You send a blast of psionic energy outward in a 60-foot cone
appearing in an unoccupied space you can see within range. of psionic power, creating psychic storms in the brains of
It uses the Golem Spirit stat block, and you select either the affected creatures. All creatures in the area of effect must
Flesh, Stone, or Iron option when you cast the spell. The make an Intelligence saving throw. On a failure, they take
creature disappears when it drops to 0 hit points or when the 10d8 psychic damage and are stunned. On a success, they
spell ends. suffer half as much damage and no other effects. If the spell
The creature is an ally to you and your companions. In reduces them to 0 hp, their brain explodes.
combat, it shares your initiative count, and takes its turn At the end of a stunned creature's turns, it rolls 1d6. Their
immediately after yours. It obeys your verbal commands. If Intelligence score is reduced by an amount equal to the roll.
you don’t issue any command, it takes the Dodge action and The creature then reattempts the saving throw using their
moves only to avoid hazards. original intelligence score, gaining a bonus to the roll equal to
At Higher Levels. When you cast this spell using a spell the total amount their Intelligence score has been reduced.
slot of 4th level or higher, certain values increase in its stat On a success, they are no longer stunned. If a creature's
block. Intelligence is reduced to 0, they die.
A creature recovers 1 point of Intelligence loss after
Symbol of Resilience completing a long rest. The heal, regenerate, and wish spells
3rd-level abjuration can instantly restore all lost Intelligence. Greater restoration
Classes: Cleric can restore 1d6 points of lost Intelligence.
Casting Time: 1 action Synaptic Spear
Range: Self 4th-level enchantment
Components: V, S
Duration: Concentration, up to 1 minute Classes: Sorcerer, Warlock, Wizard
Replaces: Beacon of Hope Casting Time: 1 action
You create a tiny symbol above you, which radiates hope in a Range: 120 feet
30-foot radius until the spell ends. The symbol can take Components: V, S
whatever form you choose, such as that of your deity. As a Duration: 1 round
bonus action on your turn, you can move the symbol up to 30 Replaces: Raulothim's Psychic Lance
feet. You send a spear of psychic energy outward at a creature
Each nonhostile, living creature in the symbol's radius within range. The target must make an Intelligence saving
(including you) has advantage on Wisdom saving throws, throw. On a failure, they take 5d8 psychic damage and forget
adds your spellcasting ability modifier to its death saving your existence until the end of your next turn, becoming
throws (treating rolls equal to or above 20 as a natural 20), unable to perceive or think about you. On a success, they take
and regains the maximum number of hit points possible from half as much damage and suffer no other effects. All
any healing. creatures along a 5-foot wide straight line between you and
The first time a nonhostile, living creature starts its turn in the target must also make an Intelligence saving throw,
the symbol's radius, it can use a bonus action to spend two suffering the same damage as the primary target on a failure
Hit Dice to regain hit points as if it had taken a short rest. If or half damage on a success.
the creature had fewer hit points than half its hit point At Higher Levels. When you cast this spell using a spell
maximum, it also gains an equivalent number of temporary slot of 5th level or higher, the damage increases by 1d8 for
hit points until the spell ends. each slot level above 4th.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the amount of Hit Dice a creature
can spend increases by 1 for each slot level above 3rd.
40
Tempest Touch of Filth
9th-level conjuration 2nd-level transmutation
Classes: Druid Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 360 feet Range: Self
Components: V, S Components: V, S, M (a piece of rotting food)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Replaces: Storm of Vengeance Replaces: Ray of Sickness (in part)
You create a swirling storm cloud, centered on a point you You envelop your hand in a vile miasma. Make a melee spell
can see and covering a cylinder with a 60-foot radius and a attack against a creature within your reach. On a hit, the
height up to 5000 feet. Every creature starting its turn below target takes 1d6 poison damage and is poisoned. At the end
the cloud must make a Constitution saving throw or suffer of each of their turns, they can make a Constitution saving
4d8 thunder damage and be deafened until the start of their throw, ending the poison on a success. Until the spell ends,
next turn. you can make this attack again on each of your turns as an
As long as you maintain concentration on the spell, you can action.
use your action to intensify the storm. You can add one of the At Higher Levels. When you cast this spell using a spell
following effects to the storm, which lasts for the duration. slot of 3rd level or higher, the damage increases by 1d6 for
Adding an effect does not remove prior effects, though most each slot level above 2nd.
effects can be added only once.
Unbridled Fury
Lightning: Lightning strikes rain down. As a bonus action, 2nd-level enchantment
you can designate two 10' radius areas beneath the cloud Classes: Bard, Sorcerer, Warlock, Wizard
to be struck by lightning. All creatures within the areas Casting Time: 1 action
must make a Dexterity saving throw, suffering 4d12 Range: 120 feet
lightning damage on a failure or half as much on a Components: V, S
success. Duration: Concentration, up to 1 minute
Downpour: Torrential rain falls. The storm's entire area Replaces: Crown of Madness
becomes difficult terrain, and heavily obscured to every
creature except you. You plant an unquenchable rage in the mind of one humanoid
Hurricane: Gusting winds whip with brutal ferocity. you can see within range. The target must make a Wisdom
Ranged weapon attacks in the area automatically fail. saving throw or become charmed by you, their eyes glowing
Every Huge or smaller creature starting its turn below the with a fiery light. When you cast the spell, or as an action on
cloud must make a Strength saving throw or be thrown 30 subsequent turns, you may activate this rage.
feet in a random direction and knocked prone. If their rage is activated, at the beginning of the target's
Hailstorm: Icy stones rain down. Every creature starting turn, they must move up to their speed towards the closest
its turn below the cloud takes 2d10 bludgeoning damage. other creature and use their action to make 1 melee attack
Any attempt to make a saving throw to maintain against them. If their rage is not activated or they cannot
concentration below the cloud is made at disadvantage. reach another creature, the target may take their turn as
Expansion: You can move the storm 120 feet or increase normal. Regardless, they may attempt a Wisdom saving
its radius by 60 feet. You can add this effect any number of throw at the end of their turn, ending the spell on a success.
times. At Higher Levels. If you cast this spell using a spell slot of
4th level or higher, the target makes 2 attacks if they possess
Thunder Burst an ability that would normally allow them to make more than
Evocation cantrip one attack on their turn.
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Instantaneous
Replaces: Thunderclap
You create a burst of cracking sound that can be heard up
to 100 feet away. All other creatures within 5 feet of you must
succeed on a Constitution saving throw or take 1d8 thunder
damage and be deafened until the end of their next turn.
The spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
41
Unearth Legend Wall of Dust
5th-level divination (ritual) 3rd-level transmutation
Classes: Bard, Cleric, Wizard Classes: Wizard
Casting Time: 10 minutes Casting Time: 1 action
Range: Self Range: 90 feet
Components: V, S, M (rare gems worth at least 250 gp, Components: V, S, M (a handful of dirt or sand)
which the spell consumes, and a jeweled notebook worth at Duration: Concentration, up to 10 minutes
least 200 gp) Replaces: Wall of Sand
Duration: 1 week You construct a wall of blowing dirt and grit at a point you
Replaces: Legend Lore can see within range. The wall can be up to 30 feet long, 10
You contact an otherwordly entity, offering it the gems used in feet high, and 10 feet thick. The wall blocks line of sight.
the spell's casting in exchange for the history of a person, When a creature enters the wall or starts its turn there, it
place, or object. The entity tells you everything it knows about must make a Strength saving throw. On a failure, moving
the subject (typically well-known lore or widely-told stories). within the wall requires 6 feet of movement for each foot
After it is contacted, the entity researches the subject for up traveled. On a success, movement within the wall only
to 1 week. Its discoveries appear as writing in the jeweled consumes 3 feet of movement for each foot. Regardless of the
notebook. It might learn obscure myths, forgotten legends, or save, a creature is blinded and deafened while within the
even lost secrets. The more information you possess when wall.
you cast the spell, the faster and more detailed the results will The wall disappears when the spell ends.
be. The entity may not understand the information it finds,
and so might impart unsolved riddles, confusing poems, or Warding Sigil
other puzzling communications. Once the entity has 1st-level abjuration
conveyed everything it can discover, the spell ends. Classes: Bard, Sorcerer, Warlock, Wizard
Unerring Sentry Casting Time: 1 Bonus Action
4th-level conjuration Range: Self
Components: S
Classes: Wizard Duration: 1 minute
Casting Time: 1 minute Replaces: Blade Ward
Range: 30 feet You make a magical sign, creating a protective ward around
Components: V, S, M (a dog collar) yourself. For the duration, whenever you take damage, the
Duration: 8 hours ward takes the damage instead. If this damage reduces the
Replaces: Faithful Hound ward to 0 hit points, you take any remaining damage and the
You conjure an arcane sentry in an unoccupied space that spell ends. The ward has 4 hit points and is resistant to
you can see within range. It can take any form you wish, but bludgeoning, piercing, and slashing damage.
is obviously magical in nature, and is always Small or At Higher Levels. When you cast this spell using a spell
Medium. It lasts for the duration, until you dismiss it, until slot of 2nd level or higher, the ward's hit points increase by
you move 100 feet from it, or until you cast the spell again. 2d4 for each slot level above 1st.
When you cast the spell, designate any number of creatures
you can see as the sentry's allies. The sentry is invisible to Water Wall
everyone except its allies, and if any other creature of CR 1/4 3rd-level conjuration
or higher comes within 60 feet of it, it calls out an alarm. It Classes: Druid, Sorcerer, Wizard
can see invisible creatures, see into the Ethereal Plane, and Casting Time: 1 action
cannot be deceived by illusions. Range: 60 feet
As an action on your turn, you may direct the sentry to Components: V, S, M (a drop of water)
attack a target you can see within 100 feet of its original Duration: Concentration, up to 10 minutes
location. It can move up to 30 feet, and then makes a melee Replaces: Wall of Water
attack with your spell attack modifier. On a hit, it deals 4d8
force damage. If you are incapacitated, unconscious, or You summon a wall of swirling water at a point you can see
otherwise unable to direct the sentry, then at the end of your on the ground within range. The wall can be up to 30 feet
turn it attacks the nearest creature of CR 1/4 or higher that is long, 10 feet high, and 5 feet thick, or a ring up to 15 feet in
not its ally. diameter, 20 feet high, and 5 feet thick. Moving within the
wall costs 3 feet of movement for each foot. The wall's water
disappears when the spell ends.
Creatures entering the wall must make a Strength saving
throw, suffering 2d6 bludgeoning damage on a failure or half
as much on a success. Ranged attacks passing through the
wall have disadvantage and deal half damage. Fire effects
passing through are instantly extinguished. Cold effects
passing through apply to any creature within 5 feet of the
point they touch the wall. Lightning effects apply half their
damage to any creature in contact with the wall when they
pass through.
42
Wayfinding
5th-level divination
Classes: Bard, Cleric, Druid
Casting Time: 1 minute
Range: Self
Components: V, S, M (two divinatory tools to indicate
direction or display an image, such as a pendulum and a
mirror, worth 100 gp)
Duration: 24 hours
Replaces: Find the Path
You name a specific location on the same plane of existence,
receiving supernatural knowledge regarding the way between
you and the destination. If the destination moves to another
plane, the spell fails.
When you cast the spell, choose one of the following
options, the effects of which last for the duration of the spell.
While the spell lasts, you can end one option as an action to
gain the benefits of a different one.
Dowsing. The pendulum tugs in a direction with
increasing urgency as you near your destination,
informing you of its distance and direction.
Ascertainment. Whenever you are presented with a
choice of paths along the way to the destination, the
pendulum points towards the shortest and most direct
route (ignoring safety).
Forecast. The mirror displays images of the next 30 miles
on the path to the destination, granting a general
awareness of natural hazards or obstacles, such as
decaying bridges or cliffs.
Whirling Daggers
2nd-level conjuration
Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a shard of metal)
Duration: Concentration, up to 10 minutes
Replaces: Cloud of Daggers
You fill a 5-foot-diameter sphere with whirling daggers in a
space of your choice within range for the duration. A creature
takes 4d4 slashing damage when it enters the spell's area for
the first time on a turn or starts its turn there.
As an action, you can cause the daggers to point and shoot
at a creature within 30 feet of the sphere. Make a ranged
spell attack. On a hit, targets take 4d4 piercing damage, or
half as much damage on a miss. Hit or miss, the spell ends.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 2d4 for
each slot level above 2nd.
43
Changelog v5.5
Added Curse of Weakness, Lunar Beam, Misdirection,
v9.0 Nature's Fury, Psychokinesis, Symbol of Resilience
Added Blizzard, Dazzle, Injunction, Irradiate, Necrotic Small tweaks to Ghost Lights, Life Drain
Sphere
Nerfed Stormcloud v5.0.1
Corrected material component on Frighten Corrected classes for Conjure Herald and Sky Omen
Removed material component from Sky Omen
v8.5 Gave Touch of Filth to wizards
Added Benediction, Corrosive Burst, Glyph of Power,
Magic Net, Rain of Fire, Seal Away v5.0
Changed "Gale" in Alter Weather to "Wind storm" Added Adaptation, Aura of Truth, Conjure Herald, Sky
Changed Ice Armor from trigger on hit to trigger on Omen
damage (RAI interaction with ward effects)
Added undead creature type to Reanimation's templates v4.2
v8.0 Added Drink Life, Hallucination, Phantasm, Wall of Dust
Added Divine Temple, Reanimation, Greater Reanimation, v4.1
Rejuvenation, Shape Winds, Water Wall Added Cone of Flame, Expose Weakness, Incinerate,
v7.5 Secret Missive, Stream of Flame, Warding Sigil
Reformatted Corpse Puppet statblock v4.0.1
Added Alter Weather, Aura of Concealment, Bewilder, Call Removed material component from Fated Strike
for Aid, Soul Transfer, Summon Golem
Fixed range and duration on Summon Grave Spirit v4.0
v7.0 Added Animal Ally, Beast Perception, Befriend Beast,
Added Disrupting Smite, Fireblast, Ice Armor, Lightning Command Beast, Earth Rumble, Earthen Hand, False
Beam, Scintillant Blast, Summon Grave Spirit Foes, Fated Strike, Find in Nature, Magic Fruit,
Tweaked range phrasing on Aura of Truth, Detect Phantasmal Horror, Phantasmal Nightmares, Power
Word Nap, Sonic Rift, Speak with Nature, Stone Pact,
Otherworldly Influence, Nature's Fury, Stream of Flame, Summon Animal Spirit, Whirling Daggers
Synaptic Shockwave
Standardized duration language on Manipulate Earth, v3.5
Manipulate Water, Secret Missive
Renamed Summon Minor Fiends to Conjure Minor Added Command Objects, Psychic Skewer, Synaptic
Fiends Spear
Fixed timing on Tempest's Hailstorm effect Added KibblesTasty's Martial Transformation
Tweaks to Black Ice, Imbue Element, Siphon Life,
v6.5 Spectral Champion, Wayfinding
Added Assemble, Caustic Quarrel, Corpse Puppets, v3.1
Impaling Spires, Prismatic Bolt, Summon Minor Fiends
Added KibblesTasty's Frighten Added Necromantic Infusion, Necromantic Storm,
Wayfinding
v6.0.1
Language cleanup on Lunar Beam
Small nerf to Draining Bolt
Updated upcasting on Lightning Tendril
v6.0
Added Befriend, Sacred Circle, Synaptic Shockwave,
Tempest
Swapped Martial Steel Wind Strike for Flickering Strikes
44
v3.0 Credits & References
Added Animal Transformation, Stormcloud, Lashing Vine,
Siphon Life, Imbue Element, Petrify, Unearth Legend
Updated Hailstorm Spells That Don't Suck is created by Omega Ankh &
Fixed Holy Fire mistagged as necromancy somanyrobots
Art
v2.5
Added Arcane Shelter, Blade Burst, Detect Otherworldly Excited Wizard, by Duong Thanh Lam
Influence, False Death, Ghost Lights, Ghost Touch, Spells
Stinging Insects, Thunder Burst
Updated Expulsion By KibblesTasty
Arcanist's Sword, Dust Cyclone,
v2.0.1 Flickering Strikes, Form of Fire, Form of
Fixed duration on Shatter Mind Ice, Form of Stone, Form of Water, Form
of Wind, Frighten, Lightning Tendril,
Fixed upcasting on Life Drain Manipulate Earth, Manipulate Fire,
v2.0 Manipulate Water, Manipulate Wind,
Martial Transformation
Added Lightning Leash, Expulsion By Omega Ankh and somanyrobots
Added Replacements Appendix Everything else
v1.6 Licensing
Added Conjure Beast Pack, Captivate, Earth Leash, All rules & spell text in this document is licensed
Shatter Mind as CC-BY, under the Creative Commons Attribution
Added KibblesTasty's Manipulate Earth, Manipulate Fire, 4.0 International license (CC-BY). Broadly, it can be
Manipulate Water, Manipulate Wind republished freely or incorporated into commercial
works as long as credit is given to the original
creators.
v1.5.1
Small buffs to Inflict Disease Includes spells from Kibbles' Casting Compendium
2.0 by KibblesTasty Homebrew LLC, which is
v1.5 licensed CC-BY and available here.
Added Detect Hazards, Holy Fire, Grave Call, Inflict The document in its entirety, including artwork, is
Disease, Spreadshot, Brilliance, Fortune, Misfortune, licensed under WotC's Fan Content Policy,
Guide Air included below.
Added a bunch of KibblesTasty's Spells
Arcanist's Sword, Dust Cyclone, Form of Fire, Form
of Ice, Form of Stone, Form of Water, Form of
Wind, Lightning Tendril, Martial Steel Wind Strike Can I Use These In My Project?
If you want to include spells from this document in
v1.0.1 your own work, include a reference, for example:
Fixed scaling on Draining Bolt Includes spells from Spells That Don't Suck by
Changed Oakenhide to self-cast only Omega Ankh and somanyrobots, which is licensed
Added classes on a bunch where they got left off by CC-BY and available here.
accident
If you want to incorporate KibblesTasty's spells,
v1 you absolutely can, but make sure to include a
credit to him. See above in the Licensing section.
Initial release!
45
Appendix 1: Replacements
Level Original Replacement Level Original Replacement
0 Blade Ward Warding Sigil 2 Beast Bond Animal Ally
0 Chill Touch Ghost Touch 2 Beast Sense Animal Ally
0 Control Flames Manipulate Fire 2 Beast Sense Beast Perception
0 Dancing Lights Ghost Lights 2 Cloud of Daggers Whirling Daggers
0 Friends Befriend 2 Crown of Madness Unbridled Fury
0 Frostbite Black Ice 2 Dust Devil Dust Cyclone
0 Guidance Benediction 2 Earthbind Earth Leash
0 Gust Manipulate Wind 2 Enthrall Captivate
0 Infestation Stinging Insects 2 Find Traps Detect Hazards
0 Lightning Lure Lightning Leash 2 Flame Blade Fiery Blade
0 Mold Earth Manipulate Earth 2 Heat Metal Enkindle
0 Sapping Sting Draining Bolt 2 Locate Animals or Plants Find in Nature
0 Shape Water Manipulate Water 2 Magic Mouth Conjure Herald
0 Sword Burst Blade Burst 2 Maximilian's Earthen Grasp Earthen Hand
0 Thunderclap Thunder Burst 2 Mind Spike Psychic Skewer
0 Toll the Dead Grave Call 2 Moonbeam Lunar Beam
0 True Strike Fated Strike 2 Pass Without Trace Aura of Concealment
1 Animal Friendship Befriend Beast 2 Phantasmal Force Hallucination
1 Animal Messenger Befriend Beast 2 Phantasmal Force Phantasm
1 Armor of Agathys Ice Armor 2 Pyrotechnics Burst of Flame
1 Burning Hands Cone of Flame 2 Ray of Enfeeblement Curse of Weakness
1 Cause Fear Frighten 2 Silvery Barbs Misfortune
1 Chaos Bolt Prismatic Bolt 2 Silvery Barbs Fortune
1 Color Spray Dazzle 2 Skywrite Conjure Herald
1 Detect Evil and Good Detect Otherworldly Influence 2 Skywrite Sky Omen
1 Earth Tremor Earth Rumble 2 Snilloc's Snowball Swarm Cold Snap
1 Goodberry Magic Fruit 2 Summon Beast Summon Animal Spirit
1 Ice Knife Frost Shuriken 2 Zone of Truth Aura of Truth
1 Illusory Script Secret Missive 3 Animate Dead Reanimation
1 Ray of Sickness Minor Drain 3 Animate Dead Reanimation, Greater
1 Ray of Sickness Touch of Filth 3 Beacon of Hope Aura of Resilience
1 Shield Deflect 3 Catnap Power Word Nap
1 Snare Magic Net 3 Conjure Animals Conjure Beast Pack
1 Speak With Animals Speak with Nature 3 Conjure Barrage Spreadshot
1 Witch Bolt Lightning Tendril 3 Daylight Brilliance
2 Acid Arrow Caustic Quarrel 3 Elemental Weapon Imbue Element
2 Aganazzar's Scorcher Stream of Flame 3 Enemies Abound False Foes
2 Alter Self Adaptation 3 Feign Death False Death
2 Barkskin Oakenhide 3 Fireball Fireblast
46
Level Original Replacement Level Original Replacement
3 Flame Arrows Fiery Quiver 5 Mislead Misdirection
3 Life Transference Siphon Life 5 Negative Energy Flood Necromantic Infusion
3 Lightning Bolt Lightning Beam 5 Negative Energy Flood Necromantic Storm
3 Meld into Stone Stone Pact 5 Steel Wind Strike Flickering Strikes
3 Speak With Plants Speak with Nature 5 Telekinesis Psychokinesis
3 Summon Lesser Demons Conjure Minor Fiends 5 Wall of Force Arcane Wall
3 Summon Undead Summon Grave Spirit 5 Wrath of Nature Nature's Fury
3 Thunder Step Sonic Rift 6 Bones of the Earth Impaling Spires
3 Tiny Hut Arcane Shelter 6 Circle of Death Necrotic Sphere
3 Vampiric Touch Life Drain 6 Find the Path Wayfinding
3 Wall of Sand Wall of Dust 6 Flesh to Stone Petrify
3 Wall of Water Water Wall 6 Freezing Sphere Blizzard
4 Banishment Expulsion 6 Investiture of Fire Form of Fire
4 Confusion Bewilder 6 Investiture of Stone Form of Stone
4 Dominate Beast Command Beast 6 Investiture of Water Form of Water
4 Elemental Bane Expose Weakness 6 Investiture of Wind Form of Wind
4 Fabricate Assemble 6 Magic Jar Soul Transfer
4 Geas Injunction 6 Planar Ally Call for Aid
4 Ice Storm Hailstorm 6 Tenser's Transformation Martial Transformation
4 Faithful Hound Unerring Sentry 7 Finger of Death Death Ray
4 Grasping Vine Lashing Vine 7 Fire Storm Rain of Fire
4 Phantasmal Killer Phantasmal Horror 7 Forcecage Confinement
4 Polymorph Animal Transformation 7 Mordenkainen's Sword Arcanist's Sword
4 Raulothim's Psychic Lance Synaptic Spear 7 Prismatic Spray Scintillant Blast
4 Sickening Radiance Irradiate 7 Regenerate Rejuvenation
4 Storm Sphere Stormcloud 7 Symbol Glyph of Power
4 Summon Construct Summon Golem 7 Temple of the Gods Divine Temple
4 Vitriolic Sphere Corrosive Burst 8 Control Weather Alter Weather
5 Animate Objects Command Objects 8 Feeblemind Shatter Mind
5 Banishing Smite Disrupting Smite 8 Tsunami Great Wave
5 Contagion Inflict Disease 9 Imprisonment Seal Away
5 Control Winds Shape Winds 9 Psychic Scream Synaptic Shockwave
5 Danse Macabre Corpse Puppets 9 Storm of Vengeance Tempest
5 Dispel Evil and Good Sacred Circle 9 Weird Phantasmal Nightmares
5 Enervation Drink Life
5 Flame Strike Holy Fire
5 Geas Injunction
5 Immolation Incinerate
5 Legend Lore Unearth Legend
47
Appendix 2: Design Notes
We don't have design notes for spells written by KibblesTasty, Animate Objects
but broadly like everything he did with them. Replaced With: Command Objects
Acid Arrow Overall, Animate Objects was too strong in a specific,
Replaced With: Caustic Quarrel always available case - and a pain to run, to boot. This
Acid Arrow's just terrible, its numbers are really low. replacement offers more choices (versatility being the point
Buffed it to well above curve, to compensate for the delayed- compared to most summons) for the player and the DM,
damage aspect, and added it to the sorcerer list to make while requiring far less math and fewer rolls.
black and copper draconic sorcerers functional. Tiny was the obvious (and almost always the only) choice;
Aganazzar's Scorcher now there are reasons to use different objects when
Replaced With: Stream of Flame available.
A consistent underperformer; it's probably a victim of the Objects in general lack useful features and traits from the
DMG's spell-balance guidelines assuming AoEs are all alike, TCoE summons and are mainly about damage, though
when line spells are in fact pretty tricky to get 3+ targets with. clever players who use their environment (rather than
Buffed its base damage and gave it range on upcast. carry around those ball bearings, slingstones, or
whatever) retain unique and rewarding options.
Alter Self Armor of Agathys
Replaced With: Adaptation Basically widening the use case Replaced With: Ice Armor
and turning it into a support spell, instead of a weird Very straightforward one here; AoA just gets a little
sidegrade of Disguise Self. problematic when a full caster can cast it at higher levels, or
Changed from self to touch combine it with damage resistances, or similar.
Removed concentration Capped it at 5th level
Added gliding
Added prehensile tail Banishing Smite
AHL for additional options every 2 levels, and scaling Replaced With: Disrupting Smite
natural weapons.
Changed from any range to melee only (consistent with
Animal Friendship & Animal Messenger other smite spells)
Replaced With: Befriend Beast Replaced hp-threshold banish with a half-phase that
Animal Messenger, in particular, is just an extremely niche provides good control
spell. Its various limitations are basically about keeping its Changed school to evocation (consistent with other smite
power sensible relative to Sending, but it just turns out to be spells)
something that it never makes sense to waste a spell-known
on. Banishing Smite's an oddball. It is almost the only smite
spell that works at range, and with its banish-on-hp-threshold
Merged Animal Messenger's functions down into Animal mechanic, it's less a control spell and more of an execute. It
Friendship. can be made more consistent, both with the other smites and
Can upcast for either more duration or more targets with our own Expulsion (see Banishment).
Animate Dead Banishment
Replaced With: Reanimation and Greater Reanimation Replaced With: Expulsion
Realistically, we don't expect everyone to be on board - Banishment's too strong. A good test is "Would this spell
disagreement about the spell's problems is pretty wide. We feel like stupid bullshit if the DM used it against players?"
wanted something a little less clunky, a little more flavorful, And Banishment absolutely fails that test. So Expulsion
and safe to grant to warlocks. We split it into two so the slows down its effects. This one went through a lot of drafts,
higher-level spell can do a better job of embodying more turned out to be quite a hard job. Probably a little overnerfed,
powerful reanimation fantasies. but much closer to proper balance than the original was.
Reworked to base off zombie/skeleton templates rather Incapacitates on first round, sends to demiplane on
than hard stat blocks second turn, sends to home plane on third.
Intentionally, the templates produce normal Fixes some of the slightly weird planar interactions
skeletons and zombies when used on commoners
3rd-level spell is fairly limited, works slowly Barkskin
6th-level lets you raise a horde instantly, as well as Replaced With: Oakenhide
animate monster corpses Barkskin's never been good. 16 AC just isn't that high, and
it's Concentration on top of that. Oakenhide leans harder on
the theme - the temp hp represents the bark, which gets
stripped off as you get hit. In workshopping, this got about
equal parts "too weak", "too strong", and "just right", and in
testing it's mostly worked well.
48
Beacon of Hope Chaos Bolt
Replaced With: Symbol of Resilience Replaced With: Prismatic Bolt
The original's fine, but it's unfortunate that the trademark
Made it a movable symbol (an actual beacon of hope) sorcerer spell is still basically worse than Chromatic Orb.
*Replaced advantage on death saving throws with And it really needs to be twinnable - the sorcerer's iconic
spellcasting ability modifier (roughly the same / better spell needs to work with their iconic ability.
scaling math), allowing for more-likely "natural 20s" and 1
hit point recoveries. Changed how the randomness aspect works
Added the ability to use a BA to spend 2 hit dice, once Eliminated multi-target aspect, to make it twinnable
Further reinforced its ability to "turn the tide" with Changed the table to damage type + added effect, vs. just
temporary hp if the recipient is under half health damage type
Added AHL to spend more hit dice Changed upcasting so it lets you select the damage type
Beast Bond & Beast Sense Chill Touch
Replaced With: Animal Ally Replaced With: Ghost Touch
Beast Bond is bad; Beast Sense is borderline-useless and So many people have assumed this spell does cold
inferior to Find Familiar. Merging these two makes sense. It damage. It got some rephrasing at the same time, just to be a
gives Beast Bond some more utility out of combat and little shorter.
broader use cases. And Beast Bond itself got some damage
buffs in combat, which makes it a solid alternative to Hunter's Name
Mark for rangers with pets. More concise language vs wordy original
Blade Ward Circle of Death
Replaced With: Warding Sigil Replaced With: Necrotic Sphere
Blade Ward, like True Strike, is almost never useful. But if Now has a limit to the number of targets, which makes it
you buff it enough to be useful, it gets much too good. So in easier to use when there are things within a 60' radius
this case, it got reworked very substantially. Switched to a that you don't want to murder.
bonus action and to a defined amount of damage resist, but Buffed the damage a bit.
very good against physical damage. No longer has a costly material component (this had no
Bones of the Earth reason other than to punish necromancers for doing
Replaced With: Impaling Spears necromancy)
Most absolutely metal spell name and concept in the game, Circle of Death is a weak spell, whose niche is an utterly
hamstrung by being utterly useless much of the time. massive area of effect. We buffed its damage up to be on-
Dropped all the difficult terrain stuff, cast another spell if curve, and changed the way the area of effect works a little bit
you want that. so as to make it possible to use without blowing up your
Damage no longer gated on environment, but buffed with friends.
favorable environment Cloud of Daggers
Ability check vs. save DC corrected Replaced With: Whirling Daggers
Burning Hands Cloud of Daggers is a classic spell that sounds really cool,
Replaced With: Cone of Flame but then a player casts it once, realizes it's extremely hard to
Gave it range scaling on upcast. Because honestly it's a use effectively, and never casts again. Whirling Daggers
pretty decent spell, but it deserves to be more interesting for preserves its base case (guaranteed-damage area denial, but a
something so iconic. tiny area to reflect its low level). But it tacks on an action-fling,
which mitigates the case where the spell didn't deliver any
Catnap value and adds a boost to make it substantially more likely to
Replaced With: Power Word Nap deliver its intended value.
Catnap's got a minor issue: the DMG lists variant resting Color Spray
rules, and Catnap does not respect them. Power Word Nap Replaced With: Dazzle
will work for your games on Gritty Realism, Epic Heroism, or
the popular 10-minute short rest house rule. Ditched max-hit-points mechanic - was inevitably
disappointing when Sleep exists.
Caster's location is automatically obscured (effectively a
free disengage)
Increased AoE
Gave it AoE scaling
Slightly buffed effect
49
Confusion Gusts Gale: nullifies ranged attacks entirely, movement
Replaced With: Bewilder reduction increased, buffs movement in favorable
Confusion just consistently underwhelms. Its most direction
defining feature is the random movement, though, so we Updraft Thermal Column: changed fall damage from half
opted to bake that in more squarely. to damage reduction (so small falls are effectively feather
falled). increased jump bonus.
Buffed AoE from 10' to 20' Downdraft Turbulence: Punishes ranged attacks less hard
Eliminated chance of creature ignoring the spell than Gale, reduces fly speed even on successful save
Turned movement effect into an always-on circumstance,
though reduced it. Crown of Madness
Rewrote effects table to a d4, with effects that are easier to Replaced With: Unbridled Fury
adjudicate. Crown of Madness is borderline useless; the enemy can
trivially counterplay the spell by just not standing next to their
Conjure Animals mind-controlled friend. And if you have anything more
Replaced With: Beast Pack important to do on your turn, the spell ends. Garbage.
Conjure Animals is well-known as a broken spell. If your Spell no longer ends if you don't activate it on a turn
DM lets you choose the beasts, you can pick wolves,
constrictor snakes, velociraptors, or something else that can Creature can move before attacking
come in groups to snap a fight in two. And of course, all those Got unique upcasting (enables Multiattack)
dice rolls can also slow combat to a crawl. So it gets a Dancing Lights
significant mechanical rework - attempts to preserve the idea Replaced With: Ghost Lights
of a swarm of creatures, while reducing the number of rolls, Light fills the function as a travel cantrip and a fairly bold
and incentivizing the player to focus targets to reduce the exploration tool. Dancing Lights is subtler, and more
rolls further. cautious. The base spell also requires concentration which
Conjure Barrage instantly makes it terrible, concentration is a heavy price on a
Replaced With: Spreadshot cantrip.
The original's garbage, it's only (very small) niche is doing Removed concentration
mild damage over a bonkers-huge area. We tested several Duration increased to 10 minutes
more complicated concepts before coming back around to Added color option
the original; the simplest change is usually the best. Radius increased - total light radius is about half what
Attack roll replaces Dex saving throw Light provides, but careful placement allows for some
Damage increased by 1d8 tactical darkness zones.
Upcasting added Removed the weird humanoid shape thing, it never made
any sense and Minor Illusion does it better.
Contagion
Replaced With: Inflict Disease Danse Macabre
Contagion's got a sordid history. Its original incarnation Replaced With: Corpse Puppets
was extremely powerful because it forced disadvantage on its In general we don't like spells that require opening up a
own saves. Then WotC used Sage Advice to nerf it into the DM resource (like a monster manual) to run; a spell should
ground because they wouldn't admit they'd made a drafting contain everything the player needs. Danse Macabre also
error. Then they errata'd it, making its disease aspect useless tended to underperform, especially given how cool it is
but turning it into guaranteed poison. Weird. Inflict Disease conceptually.
basically restores Contagion to its original version, but with Daylight
better-balanced disease effects.
Replaced With: Brilliance
Control Weather Because everybody always thinks it creates sunlight (and
Replaced With: Alter Weather vampires don't deserve to get hard-countered by a 3rd-level
Alter Weather's an interesting spell, lorewise, but very spell).
difficult for a party to actually use. It's almost prohibitively Fixed the friggin' name
high level, at 8th, and leaves its actual effects almost entirely
up to the DM. Made it upcastable
Reduced level from 8th to 6th Detect Evil and Good
Reduced duration and area (at 7th, it matches the Replaced With: Detect Otherworldly Influence
original) Minor changes here, but of course the name was bad since
Added explicit effect descriptions to weather conditions it had nothing to do with evil or good. But it's also situational
Gave it a monster upcast at 9th enough that it makes a good ritual, and it got a tiny buff to
Adjusted change speed from random (1d4x10 minutes) to checks just to bring the power up a smidge.
fixed (30 minutes) Fixed name.
Control Winds Made it a ritual.
Replaced With: Shape Winds Gave it a small buff for perception and insight checks.
Increased AoE from 100' cube to 300' cube
50
Dispel Evil and Good Save is changed from Con to Cha
Replaced With: Sacred Circle Dispel Evil and Good is very Broadened applicable damage types
niche, with its most important function (banishment) Elemental Bane is the sort of spell that's pretty good in its
overlapping entirely with Banishment. very narrow niche, but that niche is in fact very narrow. Most
Duration increased to 10 minutes (buff) of the time if there's a target important enough to cast
Large Cylindrical AoE (buff) elemental bane on, it's a better idea to shut them down with a
Added aberrations, just like PfEaG (small obvious buff) control spell. Switching the spell to a weaker save makes it
Aura attack disadvantage from otherworldly creatures much more reliable; switching it to a bonus action makes it
(buff) much cheaper in terms of action economy. Broadening the
damage types broadens its niche.
Unlimited "Break Enchantment" (big buff)
Added Anti-summon, teleport, interplanar travel to the Elemental Weapon
area (somewhat niche buff) Replaced With: Imbue Element
Removed banishment concept (nerf) Elemental Weapon's very weak; its primary benefit is
Divine Favor simulating a magic weapon, but in most games, that's just not
Replaced With: Sacred Strikes needed. So instead it gets a small damage buff, and rider
effects according to the element chosen. (Also, thunder's
Buffed duration from 1m to 10m much stronger than the other types, so it's removed).
Buffed to 1d6 damage Enemies Abound
After comprehensively reviewing all the weapon-buff spells Replaced With: False Foes
and applying the same math we're pretty sure WotC used to Enemies Abound is perfectly fine, but a little easy for
make them, it became clear that Divine Favor's not good players to cheese their way out of. ("Oh no, I'm surrounded by
enough. Let's be real, it's never better than just casting Bless. enemies, the only thing I'd ever do is run.") At the end of the
This version still isn't competitive, really - Bless is too good - day that's between a player and their DM, but tightening up
but if your goal is to maximize a single character's damage, the language can help nudge the player towards doing the
this is at least better within that use case. right thing.
Dominate Beast Enervation
Replaced With: Command Beast Replaced With: Drink Life
It might not look like it, but this was one of the most Increased damage by 50%; now hits above curve after 2
contentious spells in the whole collection. The original's turns, instead of 4.
pretty limited at 4th level; by that point, beasts are pretty rare
as enemies, so it tends not to see much use. So we reduced Reduces target's movement speed (thematically fatiguing
the level to 3rd, but attached a CR limit to keep it from them, mechanically helping keep them in range)
breaking early encounters. A lot of discussion was devoted to Eliminated same-target restriction and the witch bolt
making it work for rangers, but the conclusion in the end was mechanics it inherited
that it can't be good on rangers without being too good on Changed from Dex to Con save for better theme and to
druids. compensate for the buffs above
Earth Tremor Enthrall
Replaced With: Earth Rumble Replaced With: Captivate
Earth Tremor's conceptually sound, but just very very weak. Captivation on creatures within range over the entire
The damage is pitiful, and while it's meant as an "oh-shit" duration
button for the caster, the difficult terrain hurts them more Visual and auditory captivation
than anybody else.
Added initiative disadvantage, movement speed reduction
Buffed damage from 1d6 to 2d6 (save for half) and no reactions
Changed spell type from evocation to transmutation Added duration and radius increase with upcasting
Changed difficult terrain rules so it's not permanent Clarified creatures are unaware of magical influence
Gave it (very conservative) upcast radius scaling (essentially the opposite of Friends)
Earthbind Fabricate
Replaced With: Earth Leash Replaced With: Assemble
Earthbind was just miserably situational. Earth Leash is Fabricate's hard. By default, it's not tremendously useful,
still pretty situational, but gets a little damage to improve its unless you take advantage of its loose definition of "raw
primary use case, and can be upcast against multiple targets. materials" to do a bunch of things it's not meant for. As of this
Has any effect at all against non-flying targets now, too. writing, this is maybe the spell in the whole set we're most
iffy on - it's always going to be niche.
Elemental Bane
Replaced With: Expose Weakness
Shifted from action to bonus action
Damage is capped per-round (with upcasting to increase
the cap)
51
Faithful Hound duration from Instantaneous to Concentration (10m)
Replaced With: Unerring Sentry gives exact location within 15 feet
Rather than try to make it a useful combat spell (which grants advantage on checks to investigate
there are plenty of options for, including Arcane Hand at a blocked by the usual stuff
similar level), we tried to make it better at its situational use buffed to apply to natural hazards as well
case. So basically the only changes are: Finger of Death
You can designate allies (which fixes the weird password Replaced With: Death Ray
thing) Increased damage (from 61.5 to 74, vs. disintegrate's 85.5
It can move within a 100' radius of the original cast upcast). Still less than disintegrate, but does half on a
location, and requires your action to attack if you're miss.
awake. Changed to an attack roll (but still half damage on miss).
Feeblemind Fixed weirdness about zombification so being a PC
Replaced With: Shatter Mind. doesn't save you
Absolutely needed a rename for sensitivity reasons, and Gave it great upcasting
might as well clean the mechanics up while we're at it. Fire Storm
Renamed Replaced With: Rain of Fire
Range reduction (minor, enables counterspell) Fire Storm's a little tricky; it's mildly iconic, especially for
Save time reduced (to make it possible, albeit painful, to druids, but also mediocre. Its novel AoE is fairly complicated
wait for natural recovery) in play but usually boils down to "pick 6 targets or so within a
Clarified what it means to have 1 Int (Ooze-grade giant AoE". Its damage is unfortunately pretty terrible. But if
intelligence) you just fix the damage and streamline the AoE, you get
something that's quite bland, and not a very distinctive or
Feign Death interesting spell. So we opted instead to turn it into a high-
Replaced With: False Death level upgrade on Call Lightning, to keep it iconically druidic.
The original's role is so specific that it's basically just a plot Fireball
spell. Buffed it into a bit of a higher-level False Life with
added utility for the spell's original functions. Replaced With: Fireblast
We tried about a dozen different versions of fireball - but at
10 temp hp the end of the day, it's got a simple problem: it does too much
Reaction allows in-combat use damage. So the fix is accordingly simple. (It's still above
Clarified breathing curve for 3rd level, but that's fine; it doesn't have any added
Removed incapacitation, spell just ends if target takes an effects, and fire spells tend to be high damage.)
action etc. Standardized range to 120ft
This allows them to continue to concentrate on a spell (!) Reduced damage from 8d6 to 7d6
Removed blindness
Can act normally, ending the spell - enabling in-combat Flame Blade
psychological surprises Replaced With: Fiery Blade
Freezing Sphere Flame Blade is famously garbage - it just doesn't work for
Replaced With: Blizzard any build. But Shadow-Blade-alikes are a fairly good template
to use.
Reworked into a DoT+mild control spell. Still hits a giant More light
AoE, though less giant (still giant, though). Grants proficiency
Ditched the load-it-into-a-sling business, that was weird. Thrown & reappear, akin to Shadow Blade
Freezing Sphere and Circle of Death were too Damage over time now with control properties
mechanically similar, so we reworked Blizzard heavily to give Flame Arrows
them distinct identities.
Replaced With: Fiery Quiver
Find the Path Flame Arrows is very, very weak; Hex will outperform it
Replaced With: Wayfinding almost every time. Fiery Quiver doubles the rate the damage
Find the Path is a plot spell, but a particularly tedious one. comes out (though it cuts the duration down to compensate).
We made it a little more applicable (can now find ships,
vehicles, etc.), and gave its detailed functions a level of Flame Strike
interactivity. Also removed the requirement to have an item Replaced With: Holy Fire
from the location, which in practice made it only usable with Flame Strike's not terrible, but it's consistently
the DM's advance planning for it. underwhelming. This just buffs the damage until it's
acceptable, and adds a rider about cover inspired by Sacred
Find Traps Flame.
Replaced With: Detect Hazards
Find traps is garbage, just utterly useless. It doesn't tell you
where the traps are, it's instantaneous, and it doesn't even
work on half of what you'd want it to.
52
Flesh to Stone 4th to 2nd level, for all that is holy, this was worse than
Replaced With: Petrify Entangle RAW
The base Flesh to Stone is underwhelming. A 6th-level slot Removed concentration, 1 minute duration remains
to inflict restrained is a very high price; with 3 rounds until (actually allowing the combo of this + Spike Growth)
petrification, it almost never triggers. We debated lots of Can only grab Large or smaller creatures
different versions, and landed on the most conservative, just Vine has AC and HP for counterplay, now that
buffing it until it's worth using. concentration is gone
Added upcasting
Failing by 5 or more is instant petrify (consistent
mechanics with medusas) Guidance
Restrained after 1 failure, petrified after another Replaced With: Benediction
Concentration changed to 3 rounds as it's decided by then Increased range
Freezing Sphere Increased casting time to reduce spammability
Replaced With: Blizzard Called out that other creatures are aware of it (prevent its
Freezing Sphere's almost identical to Circle of Death (if use on social checks)
you ignore two whole paragraphs of text devoted to a niche Added recommendation to prevent stacking with similar
interaction and an abusive use case). When you consider that effects
Circle of Death has a 500gp material component, Freezing Heat Metal
Sphere clearly outcompetes it. So in order to give them
distinctly different niches, we reworked Freezing Sphere Replaced With: Enkindle
entirely, producing a DoT-and-mild-control area of effect spell. This one's probably had the most polarizing feedback
(aside from Deflect). Heat Metal's obviously overpowered,
Force Cage particularly with the cook-and-book strategy. Disarming
Replaced With: Confinement opponents is also frequently crippling.
Force Cage has the same problem as Wall of Force; it's Affects any object, not just metal ones.
absolute and doesn't have any options for counterplay. So we No longer affects armor.
also made it breakable. Damage halved.
Friends No longer costs bonus action to use.
Replaced With: Befriend Creatures can make a Con save to ignore the
disadvantage.
Duration upped to 10m
No longer applies to Intimidation checks Ice Knife
Material component changed to 1cp which is consumed, Replaced With: Frost Shuriken
because that's funnier Ice Knife requires two rolls for full effect - attack roll and
Fixed the self-target weirdness, which enabled some really Dex save. In practice it winds up just being super low
goofy abuse when applied strictly RAW. damage. Frost Shuriken fixes that by giving the primary
target full damage.
Frostbite
Replaced With: Black Ice Primary target takes full damage after the attack roll.
Frostbite's perfectly fine, actually, but its effect made more Piercing damage reduced, cold damage increased.
sense for Sapping Sting/Draining Bolt. Ice Storm
Geas Replaced With: Hailstorm
Replaced With: Injunction Mostly this got a damage buff so it doesn't underwhelm
quite so hard, but also got a relatively-unique AoE scaling for
Sight not required upcast, to help distinguish it from fireball.
Damage changed to a reduction to max HP Buffed Damage
Remove curse must match spell's level Added AHL AoE scaling
Greater Restoration removes reduction but does not end
the spell Illusory Script
Hp reduction scales with slot Replaced With: Secret Missive
Death does not end the spell
Goodberry
Gave it duration scaling based on component cost (so you
can still ritual cast and get duration scaling)
Replaced With: Magic Fruit Fixed a weird debateable loophole where you cast it
No DM who's ever attempted a survival game is okay with backwards, designating every creature except your target,
Goodberry. For a tiny cost, it trivializes a huge range of which means the entire world sees the fake message,
challenges. Magic Fruit just fixes that. which breaks the truesight interaction.
Grasping Vine Changed its mechanic to a password, which opens up
Replaced With: Lashing Vine more fun gameplay scenarios
Grasping vine is awful. It's a 4th-level spell, with
concentration, that arguably underperforms many 1st-levels.
53
Immolation Locate Animals or Plants
Replaced With: Incinerate Replaced With: Find in Nature
The original's almost never worth taking as a second-level
Buffed the damage spell. The fact that it's a ritual saves it, a bit, but it's still
Moved damage to start-of-turn (more logical, easier extremely specific. Bumping it down to first is more
tracking) appropriate for its power level, and giving it an ability to
Spread it to another creature with a bonus action upcast keeps it interesting for higher-difficulty terrain and
Made the turn-to-ash legitimately scary higher-level adventures.
Immolation's in the category of spells that are extremely Magic Jar
slot-efficient (theoretical 80d6 damage!) but almost never Replaced With: Soul Transfer
useful in practice. This does change its role a bit, but
concentration-single-target-damage-over-time is just not a Increased spell level from 6th to 7th
great role. Possessed creature can attempt to regain control of its
Imprisonment body (reduced at higher levels)
Replaced With: Seal Away Enormous incentive for the caster to keep and protect the
container
Dropped level from 9th to 8th Death Ward explicitly doesn't work
Reduced component cost Buff - physical (class) features can be used
Condensed text Magic Mouth
Infestation Replaced With: Conjure Herald
Replaced With: Stinging Insects Magic Mouth (and Skywrite) are both virtually useless;
The original isn't terrible, just a little underwhelming. one's a classic NPC-only spell, the other's a once-per-
Strong save, weak damage, and random movement is fiddly campaign-grade ritual. Skywrite's also a "big" effect, albeit
to adjudicate and hard to use. one that isn't very useful; conceptually it probably doesn't
belong at 2nd level. So it makes sense to mash them together,
Buffed damage from 1d6 poison to 2d4 poison/piercing and restate the spell's mechanics so it makes sense as a 2nd-
Made movement non-random level spell.
Legend Lore Mind Spike
Replaced With: Unearth Legend Replaced With: Psychic Skewer
The original spell here was very limited, and very annoying Mind Spike's got an extremely weak rider, damage that's a
for a DM. Unless you know in advance your players are full level below par, and costs concentration. You can't make it
planning to cast LL, you'll just sound dopey trying to a good nuke, or else Divination wizards (already debatably
improvise a poem or riddle on the spot. the strongest wizards) become absolute monsters.
No longer requires target to be "of legendary importance" Reduced duration
Allows ritual casting Buffed the rider to work like Mind Sliver
Returns information slowly over a week, which probably Adjusted old rider so it no longer requires concentration
gives the DM enough time to push the big reveal to next to keep up
week's session and write a poem for it Moonbeam
Life Transference Replaced With: Lunar Beam
Replaced With: Siphon Life Pretty small changes on this one, mostly some clarity/QoL
The original's quite niche, and consequently very rarely with some small buffs.
taken. It's very difficult to use unless your wizard has a
reliable way to recover the health, and logically, it's not clear Upped damage against shapeshifters
why the caster's health is worth twice as much for somebody Added disadvantage for silver-weak things (shapeshifters
else. and fiends)
Tiny tweak to effect-timing to improve clarity
Removed 2x healing for 1x damage (never made sense) Adjusted shapechange restrictions for simplicity
Target other creatures except constructs or undead
Lightning Lure
Lightning Bolt Replaced With: Lightning Leash
Replaced With: Lightning Beam Kept the conceptual idea of a tether made of lightning, but
Honestly, Lightning Bolt's fine, it doesn't really need a the base spell's mechanics were just a total failure - didn't
replacement. But it's always hard to hit more than two targets work at all. Its secondary effect is fairly potent for a cantrip,
with a line spell, and in past editions, the spell's ricochet but costs a reaction to compensate.
ability was fun. So we brought it back! Balancewise, this just
makes it easy to hit a third target.
Enabled a caster-controlled ricochet.
54
Maximilian's Earthen Grasp Changed flat +10 bonus to an aura of reliable talent
Replaced With: Earthen Hand (Stealth)
Opinions on this one are wildly bimodal: either completely Phantasmal Force
ignored or totally beloved. So we didn't change the math or Replaced With: Hallucination and Phantasm
capability, but just fixed two persistent mechanical issues. Phantasmal Force suffers from identity issues. It appears
One was that RAW it could grapple a Tarrasque; the other to be a single-target version of Major Image. But it can also
was the hand's tendency to get outpaced as the fight moves deal damage, which requires slapping a save on it, which
away from it. Changed the Strength check to a save for results in a lot more player confusion about what it can do.
consistency's sake (which we're aware will upset some folks). So we split it cleanly in two: Phantasm is just single-target
Meld Into Stone Major Image, with the same mechanics. And Hallucination
Replaced With: Stone Pact takes over the role PF awkwardly sat in - defined conditions
Meld Into Stone is a candidate for the absolute least useful or decent damage, gated on a save.
spell in the game. If you've got a wizard in the party, it's Phantasmal Killer
~entirely invalidated by Rope Trick and Tiny Hut. So we Replaced With: Phantasmal Horror
opted to preserve its original function as one bullet out of Fixed the weird save timing on this one. In the original, the
three, and add two more functions that are a thematic fit. enemy needed to fail two saves before they took any damage.
Removed ritual casting Planar Ally
Reduced duration to 1 hour Replaced With: Call for Aid
Phrased original function more cleanly, and extended it to Honestly a fairly tame revision - it's so DM-dependent that
other creatures (enables hiding, safe short rest, there's not a whole lot you can do. Better guidelines, though,
ambushing) to make it more practical.
Added stoneskin-lite function
Added "stone feet" function Cut length down by a lot
Mislead Reduced prices by half, and added guidance to let players
Replaced With: Misdirection More focused on its stated goal have a freebie the first time and increase prices on repeat
of being tricksy. Less useful as a generic invisibility or casting
scouting tool, because invisibility, find familiar, and Eliminated XP penalty
clairvoyance compete with it there. Polymorph
Shortened duration from 1h to 10m Replaced With: Animal Transformation
Enabled reaction cast Polymorph was just pretty obviously too strong.
Attacks and Spells don't break invisibility automatically, Polymorphing allies into Giant Apes was extremely
and do appear to come from the double, but trigger disruptive, and if the enemy couldn't break your
disbelieve attempts concentration, just produced a giant wall of meat to chop
through.
Moonbeam
Upped damage against shapeshifters Changed save from Wis to Cha (buff)
Added disadvantage for silver-weak things (shapeshifters Allow a save every turn to recover from baleful polymorph
and fiends) (nerf)
Tiny tweak to effect-timing to improve clarity Capped CR at spell level or character level, whichever's
Adjusted shapechange restrictions for simplicity lower (big nerf)
Negative Energy Flood Prismatic Spray
Replaced with: Necromantic Infusion and Necromantic Replaced With: Scintillant Blast
Storm Prismatic Ray is unfortunately pretty garbage. It's a
The base spell does three things, and does them all badly. random effect, on which every result is underpowered for 7th
We split off the "buff an undead" function, and rewrote the level. The damage results are below curve, and the control
rest as what a spell named "Negative Energy Flood" ought to results literally replicate lower-level spells. The only thing
be, an AoE nuke that makes zombies. that justifies 7th is the 1/8 chance to get two effects, and even
that's not really that impressive. Its rainbow theming also
Pass Without Trace gets weird results that don't match up to the rest of the
Replaced With: Aura of Concealment system.
PWT is notoriously strong. It nullifies stealth challenges in Put damage on every effect
many circumstances, and enables characters with an already- Buffed damage across the board
good stealth to get up into the 30+ soaring heights with Added additional effects on every effect
regularity. The spell's so strong it influences the way DMs run
stealth checks across the entire game. So YMMV depending
on how your DM compensates for PWT's enormous power,
but switching it to an aura of reliable talent preserves its core
while bringing it down to earth.
Creatures required to stay within range
55
Psychic Scream Sapping Sting
Replaced With: Synaptic Shockwave Replaced With: Draining Bolt
One of our major principles is that no spell, when used Disadvantage is more thematic for the spell than prone
against the PCs, should result in immediate cries of was.
"bullshit!". Psychic Scream is unfiltered bullshit: a
concentration-less long-duration multi-target disable, which Shield
is potentially permanent against some characters. Replaced With: Deflect
Shield's fine for its primary use case (keeping a squishy
damage converted to d8s for better consistency with other caster from getting blendered), but is incredibly disruptive
psychic effects when it gets combined with heavy armor or other high-AC
depletes intelligence and adds the result to the save. builds. We tested a lot of options, and landed on the simplest
results in long-term mind damage but a save that's far, far one. Also, upcasting is fun.
more likely to succeed (though an unlucky result will kill
you, which is, paradoxically, much easier to fix). Capped AC boost at 21 AC.
Granted (bad) upscaling.
Pyrotechnics
Replaced With: Burst of Flame Sickening Radiance
Pyrotechnics is a weird one - it's a 2nd-level spell that Replaced With: Irradiate
more-or-less replicates three first-level spells, and is Removed / reworked exhaustion
massively constrained by the need to cast it on an existing Radiant damage reworked to max hp reduction
fire. We preserved its multi-use nature, but freed it from the Added upcasting to provide permanent options
fire dependence; instead, it's a little underwhelming power-
wise but very good if you have a fire to work with. Small change: things glow more and more as they get
worse and worse...
Raulothim's Psychic Lance We wanted to decouple SR from exhaustion, since variant
Replaced With: Synaptic Spear exhaustion rules are becoming more common these days.
Raulothim's is a spell that looks alright at a glance, but is The cumulative penalties, while an annoying floating
well above curve in practice. Its damage isn't huge, but modifier, also produce a smoother curve, where it's better
putting the incapacitated condition on an Int save is brutal value if the enemy just fails one save - this mildly reduces the
control; many enemies have low enough Int that they literally emphasis on the "lock 'em in a box" strategy that's popular
can't make the save, even at pretty high levels. here.
Ray of Enfeeblement Silvery Barbs
Replaced With: Curse of Weakness Replaced With: Fortune & Misfortune
This one went through a bunch of drafts. The original's Silvery Barbs was entirely, vastly overpowered, and
very situational and quite weird; buffing it at all almost probably the most-banned spell in the game as a result.
immediately made it too good in its niche, though. We opted
for reworking it into an AoE and basically making it silence- Split into two distinct functions, both of which were
but-versus-martials. bumped up a level.
Ray of Sickness Speak with Animals / Speak with Plants
Replaced With: Minor Drain & Touch of Filth Replaced With: Speak with Nature
Ray of Sickness is one of those spells that sucks because Both these spells were deeply situational. Speak with
it's a hybrid spell. It's bad at damage and bad at control; it's Animals got some much-needed language tightening, and
almost always a better choice to pick which is more improvement for the awakened-animals use case. Speak with
important and cast a better spell for that purpose. So we split Plants was so situational it was virtually never picked; if it
it in two, creating a 1st-level necromantic damage spell wasn't worth a spell-known, it needed to be merged into
(critical for necromancy wizards) and a 2nd-level high-risk, something else.
high-reward poison spell.
Skywrite
Regenerate Replaced With: Conjure Herald and Sky Omen
Replaced With: Rejuvenation Skywrite's pedestrian mechanical purpose - a non-private,
Regenerate, as written, is a niche out-of-combat heal and a limited-range sending - didn't deserve to be something huge
very high level solution to the very specific problem of and flashy like reshaping clouds. That got combined with
missing limbs. We opted to make it functional as an in- Magic Mouth to form Conjure Herald. But it's cool to have
combat heal, but with a counter to keep it from being huge, flashy things up in the sky - Sky Omen's an attempt to
overpowered. give that idea mechanical oomph commensurate with how
cool it is.
Eliminated boost of initial healing
Increased healing over time by 10x
Reduced duration
Reduced cast time to 1 action
Spell ended by fire or acid
56
Spirit Shroud Summon Construct
Replaced With: Spectral Champion Replaced With: Summon Golem
Spirit Shroud never needed to exist; it was basically a mild The TCoE summons are well-liked, but of course, not well-
rework to Spirit Guardians to make it suitable for paladins accessible to homebrewers since they're not in the SRD. As
(but it failed, so the spell sucked). We opted for a bigger long as we needed a cleanly-licensed spell here, we figured
redesign to better fill its role as an offensive equivalent to we'd rework the types to match published statblocks better.
SG's defensive aura.
swapped types from clay/stone/metal to flesh/stone/iron
Small bonus damage on every hit removed incapacitated immunity
Use a BA to have a spirit attack and slow one target. rebuilt actions & stats
Snare Summon Lesser Demons
Replaced With: Magic Net Replaced With: Conjure Minor Fiends
Snare's a weird case of WotC inventing a spell to represent Another case where you had to pull up the Monstrous
a mundane thing, and in so doing, both making a crappy spell Manual to cast the spell. Also, summoning demons that want
and invalidating the mundane equivalent. Decently hefty to murder your friends is a jerk move.
mechanical rework here. Added some fall damage,
eliminated multiple paths to failure, made the effects more Defaults to two, CR 1 demons using a provided stat block.
consistent. DM can rifle through the MM if they want.
Interesting features: resistances, magic resist, random
Storm of Vengeance affliction
Replaced With: Tempest Summoned creatures act like Conjure Elemental; friendly
Storm of Vengeance is awful. It's got a giant area, but its until they become a big ol' problem
effects are pitiful except for round 3 damage and rounds 5-10 component changed to costly and mildly evil material,
control. With no control effects until round 5, it's effectively a instead of very evil
damage spell, but about 1/3 as strong as it needs to be to Upcasting simplified
justify itself. It's basically a plot spell for destroying villages,
and that's it. So we reworked it; effects fully persist, they're a Summon Undead
choosable menu rather than a defined progression, and all Replaced With: Summon Grave Spirit
the numbers have gone up. Now it's a great massive-area All the Tasha's summons are quite strong, and Summon
weak-control spell, or a solid damage spell that needs a turn Undead is often regarded as the strongest of the bunch. It
of ramp-up before it gets scary (and even so, it maxes out at a basically gets nerfs across the board, with a new ability added
little less than half a meteor swarm per round). to the skeletons to make them more interesting than just
pure archer-bots.
Storm Sphere
Replaced With: Stormcloud Symbol
Storm Sphere's a spell that's fine, but it's a hybrid spell (in Replaced With: Glyph of Power
this case, AoE & ongoing-single-target). Most hybrid spells
suffer because they're a little crap at both individual Increased cast time to 10m
functions, so you generally decide what you want to do more Halved cost to 500g
and pick a more-focused spell for that. This primarily got a Removed cast-on-objects function
damage buff, but then also got some (beautifully thematic if I Reworked effects entirely
say so myself) mechanical changes to help distinguish itself The most important thing here was rebalancing the effects
from its main competitor, Sickening Radiance. substantially, including mostly making them much longer
Added ability to move the sphere duration; the original, unless used as part of a trap, mostly
Took away the initial damage; replaced it with lightning meant "the party sits on their hands for 10 minutes".
damage for the bolt's target and thunder damage for folks Sword Burst
in the sphere. Replaced With: Blade Burst
Added deafened condition because it really should have it. Very small change here - there's no good reason for the
Summon Beast spell to do force damage. It's literally swords.
Replaced With: Summon Animal Spirit Telekinesis
Almost all the Tasha's summons are well-liked but also Replaced With: Psychokinesis
considered very strong. Not game-breaking good, but toeing
the line at times. So this one gets some mild toning down. Replaced strength check with saving throw (nerf, but
Upped AC by 1 and reduced base HP necessary to fix its legendary resistance loophole)
Adjusted move speeds for Sea and Sky More concise language
Replaced Pack Tactics with Blood in the Water (for Sea) More control (buffs) - can target willing creatures, self,
Adjusted damage downward optionally restrain unwilling creatures
Overall, mild nerfs to damage, slight nerfs to durability
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Temple of the Gods True Strike
Replaced With: Divine Temple Replaced With: Fated Strike
Level reduced to 6th, matching Druid Grove & allowing for True Strike's always going to be a lightning rod; everyone in
11th level "retirement" the world has tried to fix it, generally with terrible results. We
debated a hundred different cantrip versions. They were
More control over the interior almost all too complicated, almost all too strong or too weak,
Added aberrations as a selectable creature type and frequently had abuse cases available. So we opted to buff
Added upcasting (time = size, up to 4 hours for 240' cube it and turn it into a leveled spell. When you really need an
at 9th) attack to hit, it's a viable option.
Size reduced (same size as RAW when upcast at 7th)
Disintegrate affects the wood and stone walls normally Tsunami
(instead of destroying the entire temple) Replaced With: Great Wave
Tsunami was basically "narrative destruction" - now this is
Thunderclap both usable in combat and more flexible overall.
Replaced With: Thunder Burst
Fairly weak damage for what it was, but mostly this one's a Any direction along the ground instead "away from you"
language cleanup and making it more consistent with other Variable cast time and size
spells. Vampiric Touch
Language update and range now self, 5 foot radius like Replaced With: Life Drain
sword burst (corrects silly questions, there's a reason This is one of the biggest changes, basically a total rewrite.
TCoE updated SCAG) Vampiric Touch is an iconic spell, but 5E's version is frankly
Damage increase terrible; it's only usable if you're out of spell slots and slap-
Niche rider: deafened until the end of its next turn fighting a weak enemy. Life Drain's a pretty brutal health
drain as long as there are enough targets available. Get your
Thunder Step Palpatine on.
Replaced With: Sonic Rift
This one only needs some small tune-ups. It would be nice Vitriolic Sphere
to make it good on non-warlocks, but that's pretty hard. Replaced With: Corrosive Burst
This one only made the cut because an SRD-friendly
Adjusted and slightly buffed damage to be more version was required; the base spell's honestly fine, the
appropriate for thunder (d8s) damage is exactly where it should be. But reworking it to a
Allowed it to explode either at start or end point (common proper damage-over-time effect makes it more
point of confusion) characteristically acidic, and increases the incentive to use it
Added somatic component as an opener.
Tiny Hut Wall of Force
Replaced With: Arcane Shelter Replaced With: Arcane Wall
Broadly, Tiny Hut works fine for guaranteeing a safe rest, Wall of Force is too good. It'd debatably be too good at 8th-
but is too tempting for parties to try and set up cheesy fights or 9th-level; the issue is there's just no ability to counterplay
where it gets used as invincible cover. So the changes attempt it, at all. So we made it breakable.
to preserve its role while making it much harder to use in
combat. Wall of Sand
Replaced With: Wall of Dust
Fails if there's not enough space (so you can't block a Wall of Sand was excruciatingly situational; blowing a 3rd-
passageway) level slot to slow your enemies by 1 round is a bad trade. It
Changed from evocation to abjuration worked if you cast it lengthwise down a hallway, but only
10 minute cast time instead of 1m (reduces cheese) then. So we added a Str save for double the effect.
Projectiles can't pass through (no archers sitting inside)
Moving through costs 25' (no darting out, attacking, Wall of Water
darting back in) Replaced With: Water Wall
Made it fully translucent instead of one-way visible (so
you're sacrificing good information about what's eliminate the freezing business. it's neat but
happening outside) fundamentally lacking the pieces to make it mechanically
Doesn't forbid Large creatures (large PC rules will happen adjudicable, and it'd require basically including the text of
at some point) Wall of Ice to fix that.
make it better than difficult terrain
Toll the Dead double down on the fire protection
Replaced With: Grave Calling in fact, double down on the element modification
Toll the Dead's virtually always at full power for d12 generally, as a way to give it its own niche
damage, which is a little too strong.
d12 damage when target's below half hp, instead of full
hp.
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Weird
Replaced With: Phantasmal Nightmares
Weird's the go-to example of a crap high-level spell. The
original is just multi-target Phantasmal Killer (which has its
own problems). Buffed the damage and changed the timing
so it needs two failed saves to hit the damage curve (instead
of 4), and added a confusion-style table of additional terrible
effects.
Wrath of Nature
Replaced With: Nature's Fury
This one needs pretty dramatic mechanical changes; the
original mostly doesn't have any action cost attached, but
takes effect automatically based on what terrain you have
available. Consequently, it had wildly varying power based on
your terrain; cast it in a savannah and basically nothing
happens, but cast it in a forest and you've got half a fireball
going off in a 60-foot radius every turn. So we eliminated the
interaction with existing terrain and made every option cost a
bonus action to activate (except for grass, that's automatic
now).
Zone of Truth
Replaced With: Aura of Truth
This one gets a change to line it up with how most DMs
actually run the spell. Added bonus, it's got incentives now to
end an interrogation scene rather than drag it out
interminably
changed it to an aura, and from save-every-round to a
single save (much smoother gameplay)
Added a certain number of compelled questions