This document contains descriptions of several spells of varying levels from various spellcasting classes. The first section summarizes three spells: Alicorn Lance, a 2nd-level conjuration that shoots a magical lance at a target; Chant, a 3rd-level enchantment that allows friendly creatures to add a d4 to attack and damage rolls while imposing penalties on hostile creatures; and Champion's Strength, a 6th-level transmutation that grants temporary hit points and bonuses to attacks for the caster.
This document contains descriptions of several spells of varying levels from various spellcasting classes. The first section summarizes three spells: Alicorn Lance, a 2nd-level conjuration that shoots a magical lance at a target; Chant, a 3rd-level enchantment that allows friendly creatures to add a d4 to attack and damage rolls while imposing penalties on hostile creatures; and Champion's Strength, a 6th-level transmutation that grants temporary hit points and bonuses to attacks for the caster.
This document contains descriptions of several spells of varying levels from various spellcasting classes. The first section summarizes three spells: Alicorn Lance, a 2nd-level conjuration that shoots a magical lance at a target; Chant, a 3rd-level enchantment that allows friendly creatures to add a d4 to attack and damage rolls while imposing penalties on hostile creatures; and Champion's Strength, a 6th-level transmutation that grants temporary hit points and bonuses to attacks for the caster.
Casting Time: 1 action Casting Time: 1 action Range: 60 feet Range: Self (30-foot radius) Components: V, S, M (a facsimile of a unicorn horn) Components: V, S Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute A silver-hued, partially ethereal lance shoots from You sing a magical chant that affects all who hear your hand towards a target in range. Make a ranged you. Creatures friendly to you in range of the spell spell attack against the target. On a hit, the target add a d4 to their attack and damage rolls. takes 2d8 force damage. Creatures hostile to you in range of the spell must Although the lance dissipates after it strikes, it make a Wisdom saving throw. On a fail, for the leaves a silvery radiance around the target it hit. duration of the spell, whenever they make an attack While you maintain concentration on this spell, you roll or damage roll, they must roll d4 and subtract add a d4 to attack rolls made against that creature. that number from their rolls. At Higher Levels. When you cast this spell using a Classes: Bard, Cleric, Druid spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Chaotic Commands Classes: Bard, Druid 5th-level enchantment Casting Time: 1 action Champion's Strength Range: 30 feet 6th-level transmutation Components: V, S Duration: Concentration, up to 10 minutes Casting Time: 1 action You place a protective barrier inside a creature's Range: Self mind. Choose one creature you can see within Components: V, S, M (a golden circlet worth at range; while under the effect of this spell, that least 100 gp) creature is immune to the charmed, frightened and Duration: Concentration, up to 10 minutes stunned conditions, and gains resistance to psychic You beseech your deity for a fraction of their divine damage. power. Until the spell ends, you gain the following benefits: Classes: Bard, Cleric, Druid You gain 2d8 temporary hit points at the start of Circle of Bones each of your turns. These disappear when the spell ends if any remain; 2nd-level necromancy You can use your spellcasting ability for your attack and damage rolls with weapons with Casting Time: 1 action which you are proficient; Range: Self (5-foot radius) When you hit a target with a melee weapon Components: V, S, M (the bone of a recently slain attack, that target takes an extra 1d8 radiant or creature) necrotic damage (your choice when you cast this Duration: 1 minute spell); You conjure a barrier of floating bones that When you take the attack action, you can make rapidly spins around you. For the duration of the one additional attack as part of the same action; spell, you gain a +1 bonus to your armor class, and, when a creature first enters the area, or starts their Classes: Cleric turn there, it must make a Dexterity saving throw. On a fail, it takes 2d6 bludgeoning damage. On a success, the damage is halved. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Classes: Druid, Ranger Cloak of Fear Creeping Doom 4th-level necromancy 8th-level conjuration Casting Time: 1 action Casting Time: 1 action Range: Self (15-foot radius) Range: 120 feet Components: V, S, M (a fresh drop of blood) Components: V, S, M (a crushed locust) Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute You emanate a frightening presence that disturbs You call forth a horde of venomous, biting and those near you. When a hostile creature first enters stinging arachnids, insects, and myriapods. Choose the 15-foot radius, or starts its turn there, they must a target within range that you can see. The swarm make a Wisdom saving throw. On a fail, they creeps towards them and all hostile creatures become frightened for the duration of the spell. within 30 feet of the target. Until the spell ends, all affected creatures take 4d6 piercing damage at the Once they leave the area, they can Wisdom saving start of their turns. throws at the end of their turns, ending the condition on a successful save. Creatures affected by this spell are unable to cast spells with somatic components. At the start of an Classes: Bard, Cleric, Paladin affected creature's turn, it must make a Constitution saving throw. On a fail, it becomes incapacitated, as Cloud of Pestilence it spends its turn furiously and desperately scratching itself. On a success, a creature can take 6th-level transmutation an action or a bonus action, but not both, and it can't make more than one attack on that turn. Casting Time: 1 action Range: 60 feet Classes: Druid Components: V, S, M (a pinch of sulfur) Duration: Concentration, up to 1 minute Defensive Harmony You transform the air within range into sickening, 4th-level enchantment grayish mists. Choose a point within range that you can see; a cloud forms within a 15-foot-radius Casting Time: 1 action sphere of that point. The cloud spreads around Range: Self (15-foot radius) corners. Creatures that start their turn within the Components: V, S, M (an adorned silver bell) cloud must make a Constitution saving throw. On a Duration: Concentration, up to 1 minute fail, they suffer 2d8 necrotic damage, become blinded, and have disadvantage on Strength and You bestow upon your allies and yourself an Dexterity ability checks and saving throws. enchanted defensive coordination. Creatures friendly to you (including yourself) gain a +2 bonus As long as you remain concentrating on the spell, to their armor class. This bonus remains for the the blindness and disadvantage on the rolls persists duration of the spell, even if your allies leave the 15- once the creatures leave the area of the cloud. foot radius around you. Affected creatures outside the cloud make Constitution saving throws at the end of their turns, Classes: Bard, Cleric, Druid, Paladin ending these effects on a successful save. Classes: Druid Destruction Ghoul Touch 7th-level necromancy 2nd-level necromancy Casting Time: 1 action Casting Time: 1 action Range: 60 feet Range: Touch Components: V, S, M (a holy symbol worth at least Components: S 500 gp) Duration: Instantaneous Duration: Instantaneous Your hand becomes charged with foul, negative A bolt of holy (or unholy) energy smites a creature magic. Make a melee spell attack against a target. you can see within range, sundering their being. On a hit, they take 2d4 necrotic damage and must Choose a creature within range that you can see. succeed on a Constitution saving throw. On a fail, it That target must make a Constitution saving throw becomes paralyzed for 1 minute. or take 70 points of radiant or necrotic damage The target can repeat the saving throw at the end of (your choice when you cast this spell). On a each of its turns, ending this effect on a success. successful save, the target takes 10d6 of that same damage type instead. Classes: Warlock, Wizard If a creature is reduced to 0 hit points by this spell, its remains and all that it is carrying, except for Impervious Sanctity of magic items, is consumed by divine fire. A creature Mind slain by this spell can't be returned to life by any means short of divine intervention, a true 9th-level abjuration resurrection, or a wish spell. Casting Time: 1 action At Higher Levels. When you cast this spell using a Range: Self spell slot of 8th level or higher, the damage Components: V, S, M (a ring of lead that has been increases by 20 points or 2d6 for each slot level subjected to the fire breath of a red dragon, which above 7th. the spell consumes) Duration: 8 hours Classes: Cleric You create an impenetrable psychic barrier in your mind. You become immune to psychic damage, and Fire Seeds you can't be affected by spells and abilities that 6th-level conjuration require you to make Intelligence, Wisdom, or Charisma saving throws. Casting Time: 1 action Range: Self Classes: Cleric Components: V, S, M (a handful of charred acorns) Duration: 1 minute You conjure four small pellets in your palm. These pellets glow faintly and are warm to the touch. You or someone else may use an action to throw one or more of these pellets; someone capable of making more than one attack per round can throw the same number of pellets as the number of attacks it can make. The range someone can throw these pellets is 60 feet. Once thrown, the pellets explode when they make contact with a surface or a creature. Creatures within a 20-foot-radius sphere of where the pellet hit must make a Dexterity saving throw or take 4d8 fire damage; half as much on a successful save. Any pellets remaining after the duration of spell become inert and no longer explode when thrown. Classes: Druid Larloch's Draining Miscast Magic Touch 5th-level enchantment 1st-level necromancy Casting Time: 1 action Range: 60 feet Casting Time: 1 action Components: V, S, M (a cracked gemstone worth at Range: Touch least 50 gp) Components: V, S Duration: Concentration, up to 1 minute Duration: Instantaneous You attempt to disrupt a creature's ability to tap into You siphon the life force of others to invigorate your the weave. Choose a creature that you can see own. Make a ranged spell attacks against a creature. within range. That creature must make a Charisma On a hit that creature suffers 1d6 necrotic damage. saving throw or suffer the effects of this spell. While As the life force seeps out of the target, it flows into under the influence of this spell, whenever that you; you are healed for the amount of damage you creature attempts to cast a spell of 5th level or dealt and your hit point maximum increases by that lower, they must first pass an ability check using same amount. their Spellcasting ability. The DC for this ability check is equal to your Spell save DC. If you cast this spell while your hit point maximum Failing the check, the spell they were attempting to has already been increased, this spell doesnt't add to cast fizzles out; the spell slot is expended, but the your hit point maximum. Instead, your hit point spell has no effect, and the action, bonus action, or maximum becomes the higher of the two values. reaction used to cast the spell is wasted. Your hit point maximum returns to normal after 1 A creature can attempt to break free from the minute. influence of this spell; as an action, the creature can At Higher Levels. When you cast this spell using a choose to repeat the saving throw, ending this spell spell slot of 2nd level or higher, the damage on a success. increases by 1d6 for each slot level above 1st. At Higher Levels. When you cast this spell using a Classes: Warlock, Wizard spell slot of 6th level or higher, the level of the spells affected by this spell increases to that same spell slot level. Mass Invisibility 7th-level illusion Classes: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Wizard Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 hour Choose any number of willing creatures within range; they become invisible for the duration of the spell. This spell doesn't end if a creature affected by it attacks or casts a spell. Instead, that creature leaves behind a shimmering trail. A creature who sees this trail may make an Intelligence (Investigation) check against your Spell save DC to reveal the location of the creature that attacked or cast the spell. Classes: Bard, Sorcerer, Wizard Mold Touch Negative Plane 3rd-level conjuration Protection Casting Time: 1 action 4th-level abjuration Range: Touch Casting Time: 1 action Components: V, S Range: Touch Duration: Concentration, up to 1 minute Components: V, S, M (holy water touch by a You infect a creature you touch with a rapidly celestial) spreading brown mold. Make a melee spell attack Duration: Concentration, up to 1 minute against a creature within reach. On a hit, the target You ward a creature you touch against negative takes 4d6 poison damage and becomes infected energy. A willing creature you touch becomes with the mold. resistant to necrotic damage, has advantage on At the start of that creature's turn, it must make a saving throws against spells from the necromancy Constitution saving throw. On a fail, it takes 2d6 school of magic, and its hit point maximum cannot poison damage and the mold spreads to another be lowered below its normal amount. hostile creature within 15 feet of the infected Additionally, attacks made by undead creatures have creature. This new creature becomes infected with disadvantage against a creature warded by this the mold as well and must, in the same way, make spell. Constitution saving throws at the start of its turn. Classes: Artificer, Cleric, Paladin, Wizard On a successful save, the damage is halved and the mold disappears on the creature that successfully saved. Oracle 5th-level divination Classes: Druid, Ranger Casting Time: 1 action Moonblade Range: Self (120-foot radius) Components: V, S, M (a silvered mirror worth at 3rd-level evocation least 250 gp) Casting Time: 1 action Duration: Instantaneous Range: Self Looking in the reflection of the mirror, you can Components: V, S, M (the petal of a moonflower) distinguish reality from fiction. When you cast this Duration: Concentration, up to 1 minute spell, illusion spells of 5th level or lower are You summon a weightless, luminous beam of dispelled. You can choose which spells are dispelled moonlight in your hand. This spell creates a +1 and which remain. weapon that lasts for its duration. This weapon At Higher Level. When you cast this spell using a counts as a simple melee weapon with which you spell slot of 6th level or higher, the level of the are proficient, and it has the light and finesse illusion spells you can dispel increases to the level properties. This weapon deals 2d12 radiant damage of the slot you used to cast this spell. on a hit, and, once per turn, half as much on a miss. When you hit a fey, fiend, or undead creature, this Classes: Bard, Cleric, Wizard weapon deals an additional 1d12 radiant damage. If you drop this weapon, it dissipates at the end of the turn, Thereafter, while the spell persists, you can use your bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the weapon it creates is a +2 weapon that deals 3d12 radiant damage; casting this spell using a spell slot of 7th level or higher creates a +3 weapon that deals 4d12 radiant damage. Classes: Cleric, Druid, Paladin, Ranger Reflected Image Spell Sequencer 1st-level illusion 6th-level evocation Casting Time: 1 action Casting Time: 10 minutes Range: Self Range: Self Components: V, S Components: V, S, M (an adamantine chain worth Duration: Concentration, up to 1 minute at least 1000 gp) Duration: Until discharged, up to 24 hours An illusory duplicate of yourself appears in your space, mirroring your movements and actions. For When you cast this spell, choose two spells of 3rd the duration of the spell, when you are hit by an level of lower that don't require concentration. You attack roll, roll a d20. On a 10 or lower, that attack expend the spells slots required to cast these spells hits your duplicate instead of yourself. The duplicate as if you had cast them normally. These spells are disappears once it is hit. stored in a sequencer (the adamantine chain). The spell doesn't end once the duplicate disappears, For the duration of the spell, you can use an action however; while you maintain concentration, you can on your turn to activate the sequencer, releasing the use an action on your turn to summon another effects of both spells simultaneously. If one or both duplicate. of these spells require you to choose targets or points, you choose those targets or points when you Classes: Artificer, Bard, Sorcerer, Warlock, Wizard activate the sequencer. Once activated, the adamantine chain loses the Reflective Mirror magic you bestowed it, reverting to its original state. 6th-level conjuration You can only have one sequencer at a time. Casting Casting Time: 1 action this spell while you are already in possession of a Range: Self sequencer destroys that sequencer. Components: V, S, M (a pouch of silver powder Classes: Sorcerer, Wizard worth at least 200 gp, which the spell consumes) Duration: Concentration, up to 1 minute You create a translucent, silvery veil around your Shadow Door person. For the duration of the spell, whenever you 4th-level illusion are targeted by a ranged attack, you can use your reaction to reflect that ranged attack back to the Casting Time: 1 action creature that attacked you. Range: 120 feet Components: S Classes: Cleric, Sorcerer, Wizard Duration: Concentration, up to 10 minutes When you cast this spell, the illusion of a portal appears in your space. Choose an unoccupied space you can see within range; a duplicate of yourself and of the illusory portal appears in that space, seeming as if you've teleported to that point. In reality, you've become invisible in the space from which you've cast the spell. For the duration of the spell, the duplicate remains in its space. A successful Intelligence (Investigation) check against your Spell save DC reveals its illusory nature. If the duplicate is attacked or interacted with, it disappears. You remain invisible for the duration of the spell, even if the duplicate disappears. The spell ends if you attack or cast a spell. Classes: Bard, Sorcerer, Warlock, Wizard Spell Immunity Spirit Armor 7th-level abjuration 4th-level necromancy Casting Time: 1 action Casting Time: 1 action Range: Self Range: Touch Components: V, S Components: V, S, M (a pinch of bone meal) Duration: Concentration, up to 1 minute Duration: 1 hour You ward yourself against certain kinds of magic. You tap into a creature's life force in order to create Choose a school of magic; for the duration of this a barrier around them. Touch a willing creature; if spell, you are unaffected by the effects, harmful or their armor class is lower than 18, it becomes 18 for helpful, of spells from the school you've chosen. the duration of the spell. You can still be targeted by spells of the school When the creature affected by this spell suffers any you've chosen, and you still must make saving damage, it can use its reaction to have the spiritual throws against their effects if they require saving armor absorb the brunt of the damage. The creature throws; when the spell ends, any effects of that becomes resistant to the damage type or types it school of magic active on yourself affect you as suffered for that instance of damage. Using this normal. reaction dissipates the armor. Classes: Wizard When the armor dissipates or the spell ends, the creature affected by this spell must succeed on a Constitution saving throw. On a fail, they take 2d4 Sphere of Chaos necrotic damage as the magic that protected them 8th-level conjuration leaves their spirit, taking with it some of the life force of the creature. Casting Time: 1 action Range: 120 feet Classes: Sorcerer, Warlock, Wizard Components: V, S, M (a sphene gem worth at least 500 gp) Spiritual Lock Duration: Concentration, up to 1 minute 8th-level enchantment Choose a point you can see within range. A vibrant and garish 30-foot-radius sphere of pure chaos Casting Time: 1 action manifests itself centered on that point. A creature Range: 60 feet that starts its turn inside the sphere must make a Components: V, S, M (an item of significance to the Charisma saving throw. On a fail, roll a d8 and that targeted creature that it considers invaluable or creature becomes affected by the effect irreplaceable, which the spell consumes) corresponding to that roll. Duration: Concentration, up to 1 minute Chaotic Effect A creature you choose within range must make a d8 Effect Charisma saving throw or have its mind imprisoned 1 The creature is polymorphed into a frog in a pocket dimension. If a creature fails its saving throw against this spell, they become unconscious 2 The creature becomes charmed by you for its duration. 3 The creature burst into flames, suffering 6d8 fire damage Classes: Bard, Druid 4 The creature becomes paralyzed 5 The creature suffers 10d6 + 40 force damage, being disintegrated if this damage reduces it to 0 hit points 6 The creature is healed for 20 hit points 7 The creature is teleported to a random location within a 120-foot radius of the sphere 8 The creature gains the effects of the haste spell
Effects 3, 5, 6, and 7 are instant; the remainder last
for the duration of the spell. Classes: Bard, Sorcerer Star Metal Cudgel Wall of Moonlight 4th-level transmutation 4th-level evocation Casting Time: 1 action Casting Time: 1 action Range: Touch Range: 120 feet Components: V, S, M (a quarterstaff or a club, and a Components: V, S, M (a moonflower) piece of metal fallen from the stars) Duration: Concentration, up to 1 minute Duration: 1 minute A shimmering tapestry of moonlight appears in a A quarterstaff or club that you are holding is imbued point that you can see within range. The wall with a mystic, otherworldly power. For the duration appears in any orientation you choose, as a of the spell, the weapon you cast this spell on horizontal or vertical barrier or at an angle. It can be becomes a +2 weapon which deals 2d8 force free floating or resting on a solid surface. The wall damage. You can use your spellcasting ability for can be up to 60 feet long, 10 feet high, and 1 inch attack and damage rolls with this weapon instead of thick, and it emits dim light in an area of 120 feet. Strength. Fey, fiend, and undead creatures that attempt to When you hit a creature not native to the plane you pass through the wall must make a Constitution are currently on with this weapon, that creature saving throw. On a fail, they are repelled by the wall must make a Charisma saving throw. On a fail, that and take 5d10 radiant damage. On a success, the creature is banished to its native plane. damage is halved, and they are able to pass through. Whether or not they make the saving throw, fey, The spell ends if you cast it again or if you let go of fiends, and undead creatures become blinded if they this weapon. start their turn within 5 feet of the wall or they enter the space it occupies for the first time on their turn. Classes: Druid, Ranger The blindness lasts until the start of their next turn. Vocalize At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage 2nd-level transmutation increases by 1d10 for each slot level above 4th. Casting Time: 1 action Classes: Bard, Druid Range: Self Components: S Duration: 1 minute You enchant your vocal chords to resonate even in a complete vaccum. For the duration of the spell, you are able to cast spells with verbal components even if you are unable to speak or are in the area-of-effect of the silence spell. Classes: Artificer, Bard, Warlock, Wizard Wyvern Call 6th-level conjuration Casting Time: 1 minute Range: 120 feet Components: V, S, M (the scales of a dragon) Duration: Concentration, up to 1 hour A magical call rings out, beckoning the presence of a draconic creature. When you cast this spell, a creature of the dragon type appears in a point that you can see within range. The CR of this creature is equal to or lower than the level of the spell slot used to cast this spell. The creature regards you and your allies as friendly for the duration of the spell, it shares your initiative and takes its turn directly after yours. If the creature's Intelligence score is lower than 6, it will follow your verbal commands (no action required to issue them); if its Intelligence score is 7 or higher, or if you don't command it, it attacks your enemies and defends itself to the best of its ability. If the creature drops to 0 hit points, it disappears and the spell ends. Once you drop concentration or the spell ends, if the creature you summoned is still alive, it may become hostile to you if it has an evil alignment. How the creature behaves once the spell ends is determined by your DM. At Higher Levels. When your cast this spell using a spell slot of 7th level or higher, the challenge rating of the creature you can summon increases to the level of the slot used to cast this spell. Classes: Sorcerer, Wizard
Art Credits Cover art is Bestiary #47, by Ausonia, https://www.artstation.com/artwork/XBrGra
Utrum Quia Experientia Decepti Aristoteles Et D. Thomas Causas Posuerunt Aequivocas In Natura Operantes (Unpublished manuscript, Charles De Koninck Papers). Charles De Koninck. Text, with a Translation by Bart A. Mazzetti