Spell Table (Dataview)

Cantrips

Spell20SchoolRitualCasting TimeRangeComponentsDurationClassDescription (AI made)Sourcebook
Can’t Trip
  • Abjuration
No1 action30 feet
  • V
  • S
1 round
  • Bard
  • Cleric
  • Druid
  • Tamer
  • Wizard
Choose willing creature within range. Immune to prone condition until end of your next turn. If prone, sets it on its feet.Heliana's Guide to Monster Hunting
Can’trip
  • Abjuration
No1 action60 feet
  • V
  • S
1 round
  • Bard
  • Sorcerer
  • Warlock
  • Wizard
Tangle the Weave around a creature. Each time it casts a cantrip, must succeed on spellcasting ability check or waste action.Heliana's Guide to Monster Hunting
Concussion
  • Evocation
No1 action60 feet
  • V
  • S
Instantaneous
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Cause sudden increase in air pressure around creature. Target makes Con save or takes 1d8 thunder damage and becomes deafened until start of next turn.Heliana's Guide to Monster Hunting
Dash Strike
  • Transmutation
No1 actionSelf
  • S
Instantaneous
  • Bard
  • Bender (air)
  • Druid
  • Wizard
Propel yourself up to 10 ft, make unarmed/melee attack. After attack, move up to 10 ft without opportunity attacks.Ryoko's Guide to the Yokai Realms
Earthen Fist
  • Conjuration
No1 action10 feet
  • S
Instantaneous
  • Bender (earth)
  • Druid
Conjure fist of rock. Melee spell attack. On hit, 1d8 bludgeoning damage, Strength save or prone/pushed 5 ft.Ryoko's Guide to the Yokai Realms
Ferocious Strike
  • Biomancy*
  • Transmutation
No1 actionSelf
  • V
  • S
Instantaneous
  • Bard
  • Druid
  • Sorcerer
  • Tamer
  • Warlock
Pulse of adrenaline. Make weapon attack. If hits, target takes additional 1d4 damage of weapon's type.Heliana's Guide to Monster Hunting
Flare
  • Evocation
No1 action60 feet
  • V
  • S
  • M
  • (a strip of magnesium)
Instantaneous
  • Cleric
  • Sorcerer
  • Wizard
Launch radiant energy. Ranged spell attack. On hit, 1d8 radiant damage. Critical hit grants advantage on attack rolls against target. Alternatively, sheds bright/dim light.Heliana's Guide to Monster Hunting
Howl
  • Transmutation
No1 actionSelf (1000-foot-radius sphere)
  • V
1 round
  • Druid
  • Tamer
Utter bestial, magically-augmented howl. Can be heard for 1000 feet. Choose familiar creature as recipient, it understands and can respond. Others with comprehend languages or understanding beasts can understand.Heliana's Guide to Monster Hunting
Incendiary Strike
  • Evocation
No1 actionSelf
  • V
  • S
Instantaneous
  • Bender (fire)
  • Druid
Flame envelopes strike. Unarmed/melee attack. On hit, extra 1d6 fire damage.Ryoko's Guide to the Yokai Realms
Magnetobolt
  • Evocation
No1 action90 feet
  • V
  • S
Instantaneous
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Near-invisible pulse of arcanomagnetic energy. Ranged spell attack. On hit, 1d6 force damage and Strength save or knocked prone. Ferrous creatures have disadvantage.Heliana's Guide to Monster Hunting
Pins & Needles
  • Biomancy*
  • Evocation
No1 action60 feet
  • V
  • S
Instantaneous
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Shut down part of nervous system, then overstimulate. Creature makes Con save or takes 1d8 psychic damage. If fails by 5 or more, disadvantage on next attack roll.Heliana's Guide to Monster Hunting
Primal Scent
  • Divination
No1 actionSelf
  • S
Concentration, up to 1 minute
  • Druid
  • Tamer
Enhance scents. Advantage on next ability check relying on smell, treat 4 or lower as 5.Heliana's Guide to Monster Hunting
Reinforce
  • Transmutation
No1 actionTouch
  • V
  • S
  • M
  • (a spherical pebble)
Instantaneous
  • Bender (earth)
  • Cleric
  • Druid
  • Tamer
Touch Large or smaller creature, gains 4 temporary hit points.Ryoko's Guide to the Yokai Realms
Smokescreen
  • Conjuration
No1 actionSelf (5-foot-radius, 10-foot-high cylinder)
  • V
  • S
  • M
  • (a puffball mushroom)
Concentration, up to 1 round
  • Druid
  • Sorcerer
  • Tamer
  • Wizard
Spew thick cloud of dense black smoke. Heavily obscures area. Can choose to remain or move with you.Heliana's Guide to Monster Hunting
Soften Descent
  • Transmutation
No1 reaction (when you are about to hit a surface after falling)Self
  • S
Instantaneous
  • Bard
  • Bender (air)
  • Druid
  • Sorcerer
  • Tamer
  • Wizard
Cause updraft, slowing descent. Ignore first 30 feet when calculating falling damage.Ryoko's Guide to the Yokai Realms
Spark
  • Evocation
No1 action60 feet
  • V
  • S
Instantaneous
  • Sorcerer
  • Warlock
  • Wizard
Spark of bright light arcs to creature. Ranged spell attack. On hit, 1d8 lightning damage. Critical hit blinds target. Creates more sparks at higher levels.Heliana's Guide to Monster Hunting
Spore Cloud
  • Biomancy*
  • Conjuration
No1 actionSelf (5-foot-radius sphere)
  • V
  • S
  • M
  • (a toadstool)
Instantaneous
  • Druid
  • Sorcerer
  • Warlock
Produce cloud of virulent spores. Creatures within 5 feet (other than you) make Con save or take 1d4 poison damage. If fails by 5 or more, poisoned.Heliana's Guide to Monster Hunting
Stalker’s Eye
  • Enchantment
No1 actionTouch
  • V
  • S
  • M
  • (small magnifying lens)
Concentration, up to 1 minute
  • Bard
  • Druid
  • Tamer
Willing creature gains preternatural ability to perceive weaknesses. First attack made while under effect has advantage. Spell ends after attack.Heliana's Guide to Monster Hunting
Swarm
  • Biomancy*
  • Conjuration
No1 action90 feet
  • V
  • S
  • M
  • (a spider sac)
1 round
  • Druid
  • Sorcerer
  • Warlock
Cloud of minuscule poisonous spiders floats to target. Target makes Dex save or becomes poisoned until end of next turn.Heliana's Guide to Monster Hunting
Water Whip
  • Transmutation
No1 action60 feet
  • V
  • S
Instantaneous
  • Druid
  • Sorcerer
  • Wizard
Choose water source. Melee spell attack against creature within 30 feet of source. On hit, 1d6 slashing damage and, if Large or smaller, Strength save to pull towards source.Heliana's Guide to Monster Hunting

Level 1

Spell17SchoolRitualCasting TimeRangeComponentsDurationClassDescription (AI made)Sourcebook
Cannotrip
  • Abjuration
No1 action60 feet
  • V
  • S
Concentration, up to 1 minute
  • Bard
  • Sorcerer
  • Warlock
  • Wizard
Choose creature. Each time target tries to cast a spell of equal or lower level, must succeed on spellcasting ability check or waste action.Heliana's Guide to Monster Hunting
Chameleon Skin
  • Biomancy
No1 actionTouch
  • V
  • S
  • M
  • (red, yellow, and blue pigment)
Concentration, up to 10 minutes
  • Bard
  • Druid
  • Ranger
  • Tamer
  • Wizard
Imbue creature with pigment to shift hues. Target can take Hide action as bonus action. If target didn't move, creatures have disadvantage on Wisdom (Perception) checks to see it.Heliana's Guide to Monster Hunting
Corrupting Ichor
  • Necromancy
No1 action60 feet
  • S
  • M
  • (some phlegm)
Instantaneous
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Spit globule of phlegm. Ranged spell attack. On hit, 2d8 necrotic damage. Until action used to wipe off, takes 1d4 necrotic damage at start of turns and HP regained reduced by half.Heliana's Guide to Monster Hunting
Daydream
  • Enchantment
No1 action30 feet
  • V
  • S
  • M
  • (a tiny, four-panelled window)
Concentration, up to 1 minute
  • Bard
  • Druid
  • Warlock
Float mildly distracting thoughts into humanoid mind. Target makes Wisdom save or has disadvantage on Wisdom (Perception) checks.Heliana's Guide to Monster Hunting
Earthen Uppercut
  • Transmutation
No1 actionSelf (30-foot line)
  • S
  • M
  • (a mosaic tile)
Instantaneous
  • Bender (earth)
  • Druid
  • Wizard
Stone erupts in 30-ft line. Dex save for 1d10 bludgeoning, flung 10 ft, prone. Half damage, not flung on success.Ryoko's Guide to the Yokai Realms
Fixit
  • Transmutation
No1 minutTouch
  • V
  • S
  • M
  • (adhesive tape with ducks drawn on it)
10 minuter
  • Bard
  • Cleric
  • Sorcerer
  • Wizard
Imbue broken item (up to 20 feet) with belief. Item becomes whole. If familiar with magical function and rarity common, regains magical properties.Heliana's Guide to Monster Hunting
Flash
  • Evocation
No1 reaction (when a creature within 10 feet you can see targets you with an attack)10 feet
  • S
  • M
  • (a bead of magnesium)
Instantaneous
  • Bard
  • Bender (fire)
  • Cleric
  • Druid
  • Paladin
  • Sorcerer
  • Tamer
  • Wizard
Detonate blinding flash. Attacking creature makes Con save or blinded until end of next turn.Ryoko's Guide to the Yokai Realms
Flipperform
  • Biomancy*
  • Transmutation
Yes1 action30 feet
  • V
  • S
  • M
  • (a fish’s fin)
1 timme
  • Druid
  • Ranger
  • Sorcerer
  • Tamer
  • Wizard
Change morphology of willing creature. Grows webbed fingers, gains swimming speed equal to walking speed.Heliana's Guide to Monster Hunting
Humperdink’s Halitosis
  • Transmutation
No1 actionSelf (15-foot cone)
  • V
  • S
Concentration, up to 1 round
  • Bard
  • Sorcerer
  • Warlock
Belch acidic fumes in 15-foot cone. Creatures make Con save, taking 3d4 acid damage or half. Fumes linger, creatures ending turn in area make Con save for 3d4 acid damage.Heliana's Guide to Monster Hunting
Ice Moon
  • Conjuration
No1 actionSelf (30-foot line)
  • V
  • S
  • M
  • (a snowflake)
Instantaneous
  • Bender (water)
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Form curving blade of ice. Dex save for 1d6 slashing + 1d6 cold damage, speed reduced by 10 ft. Half damage, no speed reduction on success.Ryoko's Guide to the Yokai Realms
Initiative
  • Enchantment
No1 reaction (when initiative is rolled)30 feet
  • V
  • S
  • M
  • (a coffee bean)
Instantaneous
  • Bard
  • Ranger
  • Sorcerer
  • Tamer
  • Wizard
Choose willing creature. If surprised, no longer surprised, takes turn normally. If not surprised, gains advantage on initiative roll.Heliana's Guide to Monster Hunting
Inner Flame
  • Abjuration
No1 bonus actionSelf
  • V
Instantaneous
  • Bender (fire)
  • Cleric
  • Druid
  • Paladin
  • Ranger
  • Tamer
  • Warlock
Body wreathed in flame. Touching creatures make Con save for 2d6 fire damage. Grappled/grappling creatures auto-fail. Grappler releases you.Ryoko's Guide to the Yokai Realms
Peppermint Plate
  • Abjuration
No1 actionSelf
  • V
  • S
  • M
  • (well-chewed peppermint chewing gum)
Concentration, up to 1 hour
  • Cleric
  • Paladin
  • Sorcerer
  • Tamer
  • Warlock
  • Wizard
Protective layer of peppermint icing coats you. +1 bonus to AC. If hit by melee attack, creature takes 1d4 fire damage (once per turn).Heliana's Guide to Monster Hunting
Repulsing Palm
  • Evocation
No1 actionSelf
  • S
Instantaneous
  • Bard
  • Bender (air)
  • Cleric
  • Paladin
  • Ranger
  • Wizard
Empower unarmed/melee attack. On hit, push Large or smaller target up to 30 ft. If collides, stops, prone, takes 2d8 bludgeoning damage. Collided creature makes Dex save for 2d8 bludgeoning, prone.Ryoko's Guide to the Yokai Realms
See Future Death
  • Divination
No1 actionSelf
  • S
  • M
  • (a piece of broken mirror)
1 minut
  • Bard
  • Cleric
  • Druid
  • Sorcerer
  • Wizard
Critical hits become normal hits. Opportunity attacks against you have disadvantage. Reaction: roll 1d4, add to AC or saving throw.Ryoko's Guide to the Yokai Realms
Wind Drake
  • Conjuration
No1 actionSelf
  • V
  • S
  • M
  • (a dandelion seedhead)
Concentration, up to 1 minute
  • Bender (air)
  • Druid
  • Ranger
  • Sorcerer
  • Wizard
Conjure tempestuous drake of wind. Bonus action: Thunder Strike (melee spell attack, 1d6 thunder), Vortex Grapple (Dex save or restrained), Windstrider (speed +10 ft, no opportunity attacks).Ryoko's Guide to the Yokai Realms
Words of Discouragement
  • Enchantment
No1 action60 feet
  • V
Instantaneous
  • Bard
  • Warlock
  • Wizard
Launch diatribe. Wisdom save or take 2d8 psychic damage and becomes timorous (disadvantage on ability checks/attack rolls, takes 2d8 psychic damage on d20 roll of 1).L’Arsene’s Ledger

Level 2

Spell27SchoolRitualCasting TimeRangeComponentsDurationClassDescription (AI made)Sourcebook
Arcanomagnetic Repulsion
  • Abjuration
No1 actionSelf (20-foot-radius sphere)
  • V
  • S
Concentration, up to 1 minute
  • Cleric
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Emit arcanomagnetic energy. Attacks using ferrous weapons/ammunition against you have disadvantage. Area within 20 feet is difficult terrain for ferrous creatures. Can use bonus action to force Strength save for 1d6 force damage and prone.Heliana's Guide to Monster Hunting
Blood Frenzy
  • Biomancy*
  • Enchantment
No1 actionTouch
  • V
  • S
  • M
  • (a drop of blood that is less than 24 hours old)
Concentration, up to 10 minutes
  • Druid
  • Ranger
  • Sorcerer
  • Tamer
  • Warlock
Touch willing creature, advantage on attack rolls against creatures below half HP. Disadvantage on attack rolls against creatures above half HP if hostile creature below half HP is within 30 feet.L'Arsenes Ledger
Bloodweave
  • Enchantment
No1 action60 feet
  • V
  • S
1 round
  • Bard
  • Bender (water)
  • Sorcerer
  • Warlock
  • Wizard
Seize control of humanoid's blood. Con save or force reaction to move, then action to fall prone, drop item, or attack chosen creature. CR 5+ auto-succeed.Ryoko's Guide to the Yokai Realms
Calm Air
  • Transmutation
No1 bonus action120 feet (60-foot cube)
  • V
  • S
Concentration, up to 1 minute
  • Bender (air)
  • Druid
  • Ranger
  • Wizard
Calms air in 60-ft cube. Wind becomes still, poisonous gases halted, air-based spells suppressed.Ryoko's Guide to the Yokai Realms
Calm Earth
  • Transmutation
No1 bonus action120 feet (60-foot cube)
  • V
  • S
Concentration, up to 1 minute
  • Bender (earth)
  • Druid
  • Ranger
  • Wizard
Calms earth in 60-ft cube. Rockslides halt, tremors soothed, earth-based spells suppressed.Ryoko's Guide to the Yokai Realms
Calm Flames
  • Transmutation
No1 bonus action120 feet (60-foot cube)
  • V
  • S
Concentration, up to 1 minute
  • Bender (fire)
  • Druid
  • Ranger
  • Wizard
Calms fire in 60-ft cube. Wildfires reduced, forge flames extinguished, fire-based spells suppressed.Ryoko's Guide to the Yokai Realms
Calm Waters
  • Transmutation
No1 bonus action120 feet (60-foot cube)
  • V
  • S
Concentration, up to 1 minute
  • Bender (water)
  • Druid
  • Ranger
  • Wizard
Calms water in 60-ft cube. Tumultuous streams become swimmable, stormy oceans calm, water-based spells suppressed.Ryoko's Guide to the Yokai Realms
Coralskin
  • Biomancy*
  • Transmutation
No1 actionTouch
  • V
  • S
  • M
  • (a lump of living coral)
Concentration, up to 1 hour
  • Druid
  • Ranger
  • Sorcerer
  • Wizard
Touch willing creature, skin turns to coral. Gains 2d4 + spellcasting ability modifier temporary hit points at start of turns. Unarmed attacks deal extra 1d4 slashing damage.L’Arsene’s Ledger
Dreamwalk
  • Enchantment
Yes1 action30 feet
  • V
  • S
  • M
  • (a tiny dreamcatcher)
1 dygn
  • Bard
  • Druid
  • Ranger
  • Warlock
  • Wizard
Choose up to ten willing creatures. They gain ability to lucidly dream when they sleep. Can choose to instantly fall asleep.Heliana's Guide to Monster Hunting
Earthskin
  • Biomancy*
  • Transmutation
No1 actionTouch
  • V
  • S
  • M
  • (a carved stone figurine)
10 minuter
  • Bender (earth)
  • Druid
  • Ranger
  • Sorcerer
  • Tamer
  • Wizard
Willing creature's skin hardens. Speed reduced by 5 ft. Gains 2d4 temporary hit points at start of turns.Ryoko's Guide to the Yokai Realms
Eelskin
  • Biomancy*
  • Evocation
No1 action or 1 bonus actionTouch
  • V
  • S
  • M
  • (some jellied eel)
Concentration, up to 1 minute
  • Druid
  • Sorcerer
  • Tamer
  • Warlock
  • Wizard
Skin produces slimy, electrified mucous. Unarmed strikes/natural weapon attacks become magical. First hit deals 1d8 lightning damage. Advantage on checks/saves to avoid grapple/restrain, disadvantage on grappling.Heliana's Guide to Monster Hunting
Endoleech
  • Biomancy*
  • Evocation
No1 actionTouch
  • V
  • S
  • M
  • (a toenail lost to frostbite)
Instantaneous
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Touch creature, absorb energy. Melee spell attack. On hit, 5d6 cold damage, can't take reactions until end of next turn. Speed reduced by 15 feet, your speed increased by 15 feet.Heliana's Guide to Monster Hunting
Inequality
  • Enchantment
No1 action30 feet
  • V
  • S
  • M
  • (a drop of blood and water, mixed)
Concentration, up to 1 minute
  • Bard
  • Cleric
  • Paladin
  • Tamer
Twist fates of two creatures. Choose one to favour, one to disfavour. Disfavoured makes Charisma save or favoured adds d4 to attack/save, disfavoured subtracts d4, disfavoured speed halved, favoured speed increased by half.Heliana's Guide to Monster Hunting
Lifesap Aura
  • Necromancy
No1 actionSelf
  • V
  • S
1 minut
  • Cleric
  • Druid
  • Paladin
Spirals around you. Current HP and HP max reduced by spell level at start of turns. Melee attackers take 2d8 necrotic damage. Immune to frightened, advantage on Intimidation.Ryoko's Guide to the Yokai Realms
Lightning Wave
  • Evocation
No1 actionSelf (20-foot cone)
  • V
  • S
Instantaneous
  • Bard
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Wave of sheet lightning in 20-foot cone. Creatures make Con save, taking 2d8 lightning damage and can’t take reactions on failure.L’Arsene’s Ledger
Mirror of Reflection
  • Conjuration
No1 bonus action60 feet
  • V
  • S
  • M
  • (a shard of reflective glass)
10 minuter
  • Bard
  • Bender (water)
  • Cleric
  • Druid
  • Ranger
  • Tamer
Create floating sheet of reflective ice. Reaction to intercept ranged missile, redirect back at attacker. Bonus action to move mirror.Ryoko's Guide to the Yokai Realms
Mortiferous Pulse
  • Biomancy*
  • Necromancy
No1 actionSelf (50-foot line)
  • V
  • S
  • M
  • (a dead animal)
Instantaneous
  • Druid
  • Warlock
Summon bolt of negative energy, transmit necrotic pathogens. Creatures in 5-foot-wide, 50-foot-long line make Dex save, taking 3d8 necrotic damage on failed save, half on success.Heliana's Guide to Monster Hunting
Preserve
  • Biomancy*
  • Abjuration
No1 action60 feet
  • V
  • S
  • M
  • (some ether)
1 dygn
  • Cleric
  • Druid
  • Paladin
  • Ranger
  • Tamer
  • Wizard
Creatures in 10-foot-radius sphere make Charisma save or become soulbound. If creature dies while soulbound, magic bound to components for 24 hours for harvesting. Creatures with robust essence (CR 7+) automatically succeed.Heliana's Guide to Monster Hunting
Protection
  • Abjuration
No1 action30 feet
  • V
  • S
  • M
  • (a miniature silver shield worth 10 gp, which the spell consumes)
Concentration, up to 1 hour
  • Bard
  • Cleric
  • Druid
  • Paladin
  • Ranger
  • Tamer
Warding sigil circles willing creature. Before target takes damage (except psychic), ward triggers. Target has resistance to all damage (excluding psychic) until end of next turn.Heliana's Guide to Monster Hunting
Redirect Lightning
  • Abjuration
No1 reaction (when you take lightning damage)Self
  • S
Instantaneous
  • Bender (air, fire)
  • Druid
  • Ranger
  • Sorcerer
  • Wizard
Attempt to capture and redirect lightning. Arcana check (DC = half damage taken). Fail: resistance to lightning. Success: immunity to lightning, can reflect spell back at source.Ryoko's Guide to the Yokai Realms
Riptide
  • Transmutation
No1 action300 feet
  • V
  • S
Concentration, up to 1 minute
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Choose creature in at least 2 feet of water and a direction. Turbulent currents wrap around. Target makes Strength save at start of turns. On failure, dragged 30 feet in chosen direction, swimming speed 0.Heliana's Guide to Monster Hunting
Shielding Word
  • Abjuration
No1 reaction (when a creature within range you can see is hit by an attack from an attacker you can see or fails a Strength or Dexterity saving throw)30 feet
  • V
1 round
  • Bard
  • Cleric
  • Paladin
  • Sorcerer
  • Tamer
Coat creature in shimmering shield. Gains 15 temporary hit points instantly before taking triggering damage. HP lasts until start of next turn.Heliana's Guide to Monster Hunting
Snakebite
  • Conjuration
No1 actionSelf
  • V
  • S
  • M
  • (some sand)
Concentration, up to 1 minute
  • Bender (earth)
  • Druid
  • Ranger
  • Sorcerer
  • Wizard
Conjure sinuous, fanged snake of dirt/sand. Bonus action: Earthroot (auto-succeed on checks/saves to avoid move/prone), Tetanus Tooth (melee spell attack, 1d6 piercing + 1d6 poison, Con save or poisoned), Sandstorm (Con save or blinded).Ryoko's Guide to the Yokai Realms
Sugar Rush
  • Biomancy*
  • Transmutation
No1 action30 feet
  • V
  • S
  • M
  • (some candy)
Concentration, up to 1 minute
  • Bard
  • Cleric
  • Paladin
  • Sorcerer
  • Tamer
Willing creature's speed increased by 15 feet, +1 AC. As bonus action, can Dash, Disengage, Hide, or Use an Object. When spell ends or if no movement, poisoned until end of next turn.Heliana's Guide to Monster Hunting
Wanyūdō’s Fury
  • Evocation
No1 actionSelf
  • S
Instantaneous
  • Bender (fire)
  • Ranger
  • Sorcerer
Move up to 30 ft in straight line, hands/feet spewing flame. No opportunity attacks. Creatures within 5 ft make Dex save for 4d6 fire damage.Ryoko's Guide to the Yokai Realms
Wind Strike
  • Transmutation
No1 actionSelf
  • S
Instantaneous
  • Bender (air)
  • Paladin
  • Ranger
  • Wizard
Leap up to 30 ft, make unarmed/melee attack (two if Extra Attack). On hit, extra 1d8 thunder damage.Ryoko's Guide to the Yokai Realms
Wristpocket
  • Dunamancy*
  • Conjuration
Yes1 actionSelf
  • S
Concentration, up to 1 hour
  • Wizard (dunamancy)
Can use Action to transport item in hand into an extra dimensional space and back to the hand.Explorer's Guide to Wildemount

Level 3

Spell19SchoolRitualCasting TimeRangeComponentsDurationClassDescription (AI made)Sourcebook
Acid Rain
  • Conjuration
No1 action90 feet (20-foot-radius, 60-foot-tall cylinder)
  • V
  • S
  • M
  • (a drop of acid)
Concentration, up to 1 minute
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Corrosive raindrops build to an acidic deluge. Creatures in the area make a Dexterity saving throw, taking 4d6 acid damage on failure or half on success. Continues for duration.Heliana's Guide to Monster Hunting
Depth Charge
  • Evocation
No1 action90 feet (20-foot-radius sphere)
  • V
  • S
  • M
  • (some metamorphic rock)
Instantaneous
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Pulse of thunder ripples out. Creatures in 20-foot-radius sphere make Con save. 7d6 thunder damage on failed save, half on success. 9d6 if submerged.Heliana's Guide to Monster Hunting
Enrage
  • Enchantment
No1 action120 feet (20-foot-radius sphere)
  • V
  • S
  • M
  • (a red handkerchief)
Concentration, up to 1 minute
  • Bard
  • Sorcerer
  • Warlock
Create violent emotions in humanoids. Charisma save or become enraged (hostile to all creatures, Con save to maintain concentration). Can force melee weapon attack as action.Heliana's Guide to Monster Hunting
Extract Shirikodama
  • Necromancy
No1 actionTouch
  • V
  • S
  • M
  • (a slice of cucumber)
Instantaneous
  • Bender (water)
  • Cleric
  • Warlock
Phase hand into creature, tear soul fragment. Charisma save for 4d10 necrotic damage, gain temp HP, advantage on next roll. No soul auto-succeeds.Ryoko's Guide to the Yokai Realms
Firther’s Shadow
  • Enchantment
No1 action90 feet
  • V
  • S
Concentration, up to 1 minute
  • Sorcerer
  • Warlock
  • Wizard
Warp memories, bring disturbing images. Intelligence save. On failed save, 4d10 psychic damage and learn something about creature. Can force ongoing Intelligence save for 4d6 psychic damage and learn more.Heliana's Guide to Monster Hunting
Flaming Tiger Leap
  • Transmutation
No1 actionSelf (15-foot-radius, 5-foot-high cylinder)
  • V
  • S
Instantaneous
  • Bender (fire)
  • Druid
  • Ranger
  • Sorcerer
  • Wizard
Erupt from ground. Dex save for 5d6 fire damage. Gain flying speed of 120 ft, movement doesn't provoke opportunity attacks.Ryoko's Guide to the Yokai Realms
Flashbang
  • Evocation
No1 action60 feet (10-foot-radius sphere)
  • V
  • S
  • M
  • (a handful of metal powder)
Instantaneous
  • Bard
  • Bender (air)
  • Ranger
  • Sorcerer
  • Warlock
  • Wizard
Throw spark, erupts with flash and bang. Con save for 2d8 thunder damage, blinded and deafened for 1 min. Half damage, not blinded/deafened on success.Ryoko's Guide to the Yokai Realms
Flesh to Bone
  • Biomancy*
  • Transmutation
No1 actionTouch
  • V
  • S
  • M
  • (a pinch of bone marrow)
Concentration, up to 10 minutes
  • Druid
  • Warlock
  • Wizard
Attempt to turn creature's skin into bony plates. Con save or speed halved, disadvantage on Dex saves, resistance to piercing and slashing damage.L’Arsene’s Ledger
Food Coma
  • Enchantment
Yes1 minutTouch
  • V
  • S
  • M
  • (a turkey drumstick and a cranberry-coloured ruby worth at least 50 gp, both of which the spell consumes)
1 timme
  • Bard
  • Cleric
  • Druid
  • Paladin
  • Tamer
Willing creature consuming enchanted drumstick falls asleep and is unconscious for 1 hour. Wakes refreshed with full HP.Heliana's Guide to Monster Hunting
Influenza
  • Biomancy*
  • Necromancy
No1 actionSelf (30-foot cone)
  • V
  • S
  • M
  • (some pollen)
Concentration, up to 1 minute
  • Cleric
  • Druid
  • Warlock
Sneeze phlegm, bad breath, viral pathogens in 30-foot cone. Creatures make Dex save. On failed save, 3d6 poison damage and poisoned for duration. Poisoned creature rolls d12, on 3 or lower, incapacitated. Nearby creatures can become poisoned.Heliana's Guide to Monster Hunting
Magnetite Shard
  • Evocation
No1 action90 feet (20-foot-radius sphere)
  • V
  • S
  • M
  • (a piece of magnetite)
Instantaneous
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Fling supercooled magnetite shard, detonates in icy, metallic shards. Creatures in 20-foot-radius sphere make Dex save, taking 4d6 cold damage and 3d6 piercing damage on failure, half on success. Ferrous creatures have disadvantage.Heliana's Guide to Monster Hunting
Mass Leech
  • Necromancy
No1 actionSelf (20-foot-radius sphere)
  • V
  • S
  • M
  • (a live leech that has fed on humanoid blood in the past 24 hours)
Instantaneous
  • Cleric
  • Tamer
  • Warlock
  • Wizard
Drain life force. Creatures of your choice within 20 feet make Con save. Takes 2d8 necrotic damage on failure, half on success. Caster regains HP equal to half total necrotic damage dealt to Small or larger creatures.Heliana's Guide to Monster Hunting
Mireball
  • Conjuration
No1 action150 feet (15-foot-radius sphere)
  • V
  • S
  • M
  • (a tiny ball of guano and mud)
1 minut
  • Bard
  • Druid
  • Sorcerer
  • Warlock
Blob of mud explodes. Creatures in 15-foot-radius sphere make Strength save. On failed save, 3d10 bludgeoning damage and prone. Surfaces become slick/sticky. First time creature moves through, Dex save or fall prone.Heliana's Guide to Monster Hunting
Ryoko’s Revelation
  • Divination
No1 minutTouch
  • V
  • S
  • M
  • (an object)
Concentration, up to 24 hours
  • Bard
  • Bender (water)
  • Cleric
  • Wizard
Touch object, enter trance. Observe past week within 60 ft of object. Use spellcasting ability for checks. Deaf/blind to own senses. Hidden objects appear as voids.Ryoko's Guide to the Yokai Realms
Stench
  • Conjuration
No1 action90 feet (20-foot-radius sphere)
  • V
  • S
  • M
  • (a skunk’s tail)
Concentration, up to 1 minute
  • Bard
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Noxious, 20-foot-radius sphere of fumes. Creatures entering/starting turn make Con save. Takes 3d6 poison damage and poisoned on failure, half damage and not poisoned on success. Poisoned creatures have disadvantage on concentration saves.Heliana's Guide to Monster Hunting
Switcheroo
  • Transmutation
No1 action90 feet
  • V
  • S
Instantaneous
  • Bard
  • Cleric
  • Sorcerer
  • Tamer
  • Warlock
  • Wizard
Attempt to switch places with Large or smaller target. Target makes Charisma save or teleports to your space, you to its. Automatic success if not enough space. Willing creature can fail.Heliana's Guide to Monster Hunting
The Bends
  • Biomancy*
  • Transmutation
No1 action90 feet
  • V
  • S
Instantaneous
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Assault internal chemistry, causing nitrogen bubbles. Creature makes Con save. On failed save, 5d8 poison damage and poisoned for 1 minute. Half damage on success. Damage dice increase if submerged.Heliana's Guide to Monster Hunting
Water Wyrm
  • Conjuration
No1 actionSelf
  • V
  • S
  • M
  • (a dried tadpole)
Concentration, up to 1 minute
  • Bender (water)
  • Druid
  • Ranger
  • Sorcerer
  • Wizard
Conjure thrashing wyrm of water. Bonus action: Ice Fang (melee spell attack, 2d6 piercing + 1d6 cold), Engulf (Strength save or restrained), Weird Water (ranged attacks against you reduced by 1d6 + mod).Ryoko's Guide to the Yokai Realms
Zippit!
  • Biomancy*
  • Transmutation
No1 reaction (when a creature within range vocalises)60 feet
  • V
  • S
Concentration, up to 1 minute
  • Bard
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Interrupt vocalizing creature. Target must succeed on Con save or becomes silenced (mouth fused shut). If casting spell with verbal components, slot not expended, action wasted. Target can make Strength save or use bladed implement to end silence, taking 1d8 slashing damage.Heliana's Guide to Monster Hunting

Level 4

Spell21SchoolRitualCasting TimeRangeComponentsDurationClassDescription (AI made)Sourcebook
Aura of ImpurityAbjurationNo1 actionSelf (30-foot-radius sphere)
  • V
Concentration, up to 1 minute
  • Paladin
  • Tamer
  • Warlock
Enervating energy radiates from you. Creatures entering/starting turn in aura make Charisma save or become drained (subtract d4 from ability checks, attack rolls, saves; half HP regained).Heliana's Guide to Monster Hunting
Blinding RadianceEvocationNo1 actionSelf (10-foot-radius sphere)
  • V
  • S
  • M
  • (a strip of magnesium)
Concentration, up to 1 minute
  • Cleric
  • Paladin
  • Sorcerer
  • Warlock
Bright light erupts from you. Creatures moving within 10 feet or starting turn there make Con save. On failure, take 3d10 radiant damage and blinded until start of next turn.Heliana's Guide to Monster Hunting
Cage of Frozen Tears
  • Conjuration
No1 minutTouch
  • V
  • S
  • M
  • (a snowflake)
1 dygn
  • Bender (water)
  • Druid
  • Ranger
  • Warlock
Imbue 20-ft-radius ground with icy trap. Dex save for 2d8 piercing + 2d8 cold damage and restrained for 1 min. Restrained creatures make Wisdom save or frightened.Ryoko's Guide to the Yokai Realms
Cloud Stride
  • Transmutation
Yes1 minut30 feet
  • V
  • S
  • M
  • (a mithral feather worth at least 100 gp, which the spell consumes)
1 dygn
  • Bender (air, water)
  • Druid
  • Ranger
  • Sorcerer
  • Tamer
  • Wizard
Grants up to ten willing creatures ability to walk on heavily obscuring water vapour as solid ground. Can suspend effect. Falls at 60 ft/round, no fall damage. Jump distance quadrupled.Ryoko's Guide to the Yokai Realms
Frogskin
  • Biomancy*
  • Transmutation
No1 actionSelf
  • V
  • S
  • M
  • (some frogspawn)
Concentration, up to 1 minute
  • Druid
  • Sorcerer
  • Tamer
  • Warlock
  • Wizard
Morph skin into slimy, poisonous frog. Melee spell attack. On hit, 3d10 poison damage and poisoned. Can repeat attack as action. Advantage on checks/saves to avoid grapple/restrain, disadvantage on grappling. Grappling creatures take 3d10 poison damage.Heliana's Guide to Monster Hunting
Fungal Infection
  • Biomancy*
  • Necromancy
No1 action90 feet (15-foot-radius sphere)
  • V
  • S
  • M
  • (a mushroom)
Concentration, up to 1 minute
  • Druid
  • Warlock
  • Wizard
Fungal spores waft. Creatures in 15-foot-radius sphere make Con save or become cursed with chosen fungus effect (poison damage, necrotic damage, tripping, stunned/paralysed, charmed/attack, vision obscured). Can repeat save.Heliana's Guide to Monster Hunting
Gravity Repulsion
  • Evocation
No1 actionSelf (20-foot-radius sphere)
  • V
  • S
Concentration, up to 1 minute
  • Sorcerer
  • Warlock
  • Wizard
Emit gravitational energy. Ranged weapon attacks against you have disadvantage. Area within 20 feet is difficult terrain for chosen creatures. Can use bonus action for gravity pulse: Strength save, pushed 10 feet, prone, 3d6 force damage.Heliana's Guide to Monster Hunting
Humperdink’s Irresistible Revelry
  • Enchantment
No1 action60 feet (20-foot square)
  • V
  • S
  • M
  • (a small mirror ball)
Concentration, up to 1 minute
  • Bard
  • Wizard
Force creatures in 20-foot square into dancing frenzy. Wisdom save or use all movement to dance, disadvantage on attack rolls and Dex saves. Others have advantage on attacks against them. Can force movement as reaction.L’Arsene’s Ledger
Lion’s Roar
  • Conjuration
No1 actionSelf
  • V
  • S
  • M
  • (some burnt hair)
Concentration, up to 1 minute
  • Bender (fire)
  • Druid
  • Ranger
  • Sorcerer
  • Wizard
Conjure roaring lion's head of flame. Bonus action: Fiery Maw (melee spell attack, 4d6 fire), Flaming Mane (encases you, melee attackers take 3d6 fire), Roar of the Pride (Wis save or frightened).Ryoko's Guide to the Yokai Realms
Living Candle
  • Conjuration
No1 action90 feet
  • V
  • S
  • M
  • (some wax)
Concentration, up to 1 minute
  • Sorcerer
  • Warlock
  • Wizard
Swirl of molten wax surrounds target. Strength save or take 5d8 fire damage, restrained, encased in wax, sheds light. Restrained creature takes 2d8 fire damage at end of turns. Can be freed with Strength check or action.L’Arsene’s Ledger
Mechamagic
  • Transmutation
No1 actionTouch
  • V
  • S
  • M
  • (adhesive tape with gorillas drawn on it)
1 timme
  • Bard
  • Wizard
Touch item, grant property based on item type (Armour: temp HP; Belt: flying speed; Boots: increased speed/jump; Cloak: Stealth advantage/hide; Gloves: climbing speed/grappling advantage; Headwear: no breath/poison resistance).Heliana's Guide to Monster Hunting
Rock Tomb
  • Conjuration
No1 action60 feet
  • V
  • S
  • M
  • (a pebble)
Concentration, up to 1 minute
  • Bard
  • Bender (earth)
  • Druid
Conjure tomb of earth to encase Large or smaller creature. Dex save or encased (blinded, restrained). Tomb is object (AC 16, 50 HP, immune poison/psychic, vulnerable thunder).Ryoko's Guide to the Yokai Realms
Shackles of Pain
  • Abjuration
No1 action60 feet
  • V
  • S
  • M
  • (a pair of manacles)
Concentration, up to 1 minute
  • Bard
  • Cleric
  • Paladin
  • Warlock
Link vitality of willing source creature to psyche of target creature. Target makes Charisma save or becomes linked. Each time source takes damage, target takes psychic damage equal to half.Heliana's Guide to Monster Hunting
Slatestorm
  • Conjuration
No1 actionSelf
  • V
  • M
  • (a thin piece of slate)
Concentration, up to 1 minute
  • Bender (earth)
  • Druid
  • Ranger
  • Wizard
Razor-sharp slate shards flit around you. Creatures within 5 ft take 3d8 slashing damage. Action: 15-ft cone, Dex save for 3d8 slashing damage.Ryoko's Guide to the Yokai Realms
Steelskin
  • Biomancy*
  • Transmutation
No1 actionTouch
  • V
  • S
  • M
  • (a steel figurine)
10 minuter
  • Bender (earth)
  • Druid
  • Ranger
  • Sorcerer
  • Tamer
  • Wizard
Reinforce willing creature's skin. AC can't be lower than 19. Gains 2d6 temporary hit points at start of turns.Ryoko's Guide to the Yokai Realms
Stunbolt
  • Evocation
No1 action150 feet
  • V
  • S
  • M
  • (a rod of quartz and copper wire)
Instantaneous
  • Bard
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Fire concentrated bolt of energy. Con save or take 8d8 lightning damage and can’t take reactions. Fails by 5 or more, also stunned.L’Arsene’s Ledger
Sundering Sky
  • Evocation
No1 actionSelf
  • V
  • S
Instantaneous
  • Bender (air)
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
Leap up to 60 ft, land with thunderous boom. Creatures within 10 ft of jump point make Strength save or pushed 10 ft, prone. Creatures within 20 ft of landing make Dex save for 5d10 thunder damage.Ryoko's Guide to the Yokai Realms
Tempestuous Transformation
  • Transmutation
No1 actionSelf
  • V
  • S
Concentration, up to 10 minutes
  • Bender (air)
  • Druid
  • Sorcerer
Endow yourself with shapeless fluidity of wind. Can't cast spells. Flying speed 40 ft, move through 1-inch gaps, no opportunity attacks. Resistance to B/L/P/S/Thunder. Bonus action: Dex save for 2d8 lightning + 2d8 thunder damage. Con save for exhaustion when spell ends.Ryoko's Guide to the Yokai Realms
Tentacle Lash
  • Biomancy*
  • Transmutation
No1 actionSelf
  • V
  • S
  • M
  • (a miniature plunger)
Concentration, up to 1 minute
  • Druid
  • Ranger
  • Warlock
  • Wizard
One arm elongates into tentacle. As action, make melee spell attack against creature within 30 feet. On hit, 5d8 bludgeoning damage. Huge or smaller target makes Strength save. On failure, knocked prone, shoved 5 feet, or disarmed.Heliana's Guide to Monster Hunting
Totem Arrows
  • Transmutation
No1 actionTouch
  • V
  • S
  • M
  • (a quiver containing at least one piece of ammunition)
Concentration, up to 1 hour
  • Druid
  • Ranger
Imbue ammunition with spirit (Cat, Elk, Hawk, Hogweed, Psilocybin, Roc, Snake, Spider) for various effects. As bonus action, change spirit.Heliana's Guide to Monster Hunting
Weavebend
  • Abjuration
No1 reaction (when you see a creature within range casting a spell)60 feet
  • S
Instantaneous
  • Sorcerer
  • Warlock
  • Wizard
Redirect spell cast by creature. If 3rd level or lower, automatically redirect (ranged attack targets different target within 10 feet, AoE shifts 10 feet). If 4th level or higher, make spellcasting ability check to redirect.Heliana's Guide to Monster Hunting

Level 5

Spell15SchoolRitualCasting TimeRangeComponentsDurationClassDescription (AI made)Sourcebook
Bakuryō’s Blessèd BlizzardConjurationNo1 actionSelf (20-foot radius)
  • V
  • S
  • M
  • (a snowflake made of mithral, worth at least 500 gp)
Concentration, up to 1 minute
  • Bender (water)
  • Cleric
  • Druid
  • Paladin
  • Warlock
  • Wizard
Freezing storm radiates from you. Bless allies (+2 AC), or force foes to make Con save (3d10 cold damage, speed 0; half speed on success).Ryoko's Guide to the Yokai Realms
Bone Cage
  • Biomancy*
  • Necromancy
No1 actionSelf (20-foot-radius sphere)
  • V
  • S
  • M
  • (the bones of at least one non-animated corpse, which the spell consumes)
1 minut
  • Cleric
  • Druid
  • Paladin
  • Warlock
  • Wizard
Draw bones from corpses within range to form a carapace, gaining temporary hit points based on corpse size. As an action, can erupt bones, dealing piercing damage equal to expended temporary hit points.Heliana's Guide to Monster Hunting
Conjure Anomaly
  • Conjuration
No1 minut90 feet
  • V
  • S
  • M
  • (an aberration component)
Concentration, up to 1 hour
  • Warlock
  • Wizard
Call forth an aberration of CR 5 or lower. Friendly to you and companions. Obeys commands. If concentration broken, becomes hostile.Heliana's Guide to Monster Hunting
Cyclone
  • Evocation
No1 actionSelf
  • V
  • S
  • M
  • (a smoke-filled crystal)
Concentration, up to 1 minute
  • Bender (air)
  • Druid
  • Warlock
  • Wizard
Cyclone of swirling wind encases you. Flying speed 30 ft, hover, weapon attacks against you have disadvantage. Bonus action: melee/ranged spell attack for 3d8 bludgeoning, push 15 ft.Ryoko's Guide to the Yokai Realms
Endure
  • Necromancy
No1 action60 feet
  • V
  • S
  • M
  • (a gem-encrusted cockroach worth 250 gp, which the spell consumes)
1 minut
  • Cleric
  • Druid
  • Paladin
  • Ranger
  • Tamer
  • Warlock
Willing creature ignores exhaustion, poisoned condition, cannot be incapacitated, stunned, paralysed, or fall unconscious. Takes death saving throws instead of dropping to 0 HP. Gains exhaustion levels when spell ends.Heliana's Guide to Monster Hunting
Eruption
  • Transmutation
No1 action90 feet (20-foot-radius circle)
  • S
  • M
  • (a broken stone tile)
Instantaneous
  • Bender (earth)
  • Druid
  • Sorcerer
Ground flings upwards, forming jagged spikes. Difficult terrain. Strength save for 4d8 piercing damage, thrown 2d6x10 ft. Huge+ advantage.Ryoko's Guide to the Yokai Realms
Feverskin
  • Biomancy*
  • Evocation
No1 actionSelf
  • V
  • S
  • M
  • (a red hot chilli pepper, which the spell consumes)
Concentration, up to 1 minute
  • Cleric
  • Druid
  • Sorcerer
  • Tamer
  • Warlock
  • Wizard
Metabolism increases, skin burns. Melee spell attack. On hit, 6d6 fire damage. Can repeat attack as action. Walking speed increases by 15 feet, gain 2d6 temporary hit points at start of turns.Heliana's Guide to Monster Hunting
Gravity Smash
  • Evocation
No1 action120 feet (40-foot-radius, 100-foot-high cylinder)
  • V
  • S
Concentration, up to 1 round
  • Sorcerer
  • Warlock
  • Wizard
Strike ground, accumulate gravity. Cylinder becomes difficult terrain. When spell ends, creatures make Strength save. 8d10 force damage and prone if full duration, 4d10 if ends early.Heliana's Guide to Monster Hunting
Iminada’s Umigiri
  • Illusion
No1 action120 feet
  • S
  • M
  • (a piece of whalebone)
Concentration, up to 1 minute
  • Bard
  • Bender (air, water)
  • Cleric
  • Warlock
  • Wizard
Create 60-ft cube of swirling, green fog (heavily obscures). Int save for 5d8 psychic damage and frightened. Half damage, not frightened on success.Ryoko's Guide to the Yokai Realms
Incorporeality
  • Transmutation
No1 actionTouch
  • V
  • S
Concentration, up to 1 minute
  • Bard
  • Cleric
  • Druid
  • Sorcerer
  • Tamer
  • Warlock
  • Wizard
Touch willing creature, becomes translucent. Can choose to become incorporeal (advantage on Stealth, resistance to nonmagical B/P/S, move through objects as difficult terrain). Shunted and takes force damage if ends turn inside object.Heliana's Guide to Monster Hunting
Magatsuchi’s Lantern
  • Illusion
No1 actionSelf
  • S
  • M
  • (a piece of spirit lantern amber)
Concentration, up to 10 minutes
  • Bard
  • Bender (fire)
  • Druid
  • Paladin
  • Ranger
  • Warlock
Ethereal light surrounds you (10-ft radius). Creatures entering/starting turn make Wis save or charmed and incapacitated. Can command movement. Ends if takes damage or shaken.Ryoko's Guide to the Yokai Realms
Nomi’s Adamantine Carapace
  • Biomancy*
  • Transmutation
No1 actionTouch
  • V
  • S
  • M
  • (a hunk of adamantine worth at least 300 gp)
Concentration, up to 1 hour
  • Bard
  • Bender (earth)
  • Cleric
  • Druid
  • Paladin
  • Ranger
  • Tamer
Touch willing creature, gains AC 20 (if lower) and resistance to acid, bludgeoning, piercing, slashing damage.Ryoko's Guide to the Yokai Realms
Purple Rain
  • Conjuration
No1 action60 feet (20-foot-radius, 60-foot-tall cylinder)
  • V
  • S
  • M
  • (one drop of blue curaçao)
Concentration, up to 1 minute
  • Bard
Alcoholic rainstorm in 20-foot-radius, 60-foot-tall cylinder. Creatures make Con save or gain 2 levels of drunkenness. Takes 1d10 poison damage per level of drunkenness at start of turns.L’Arsene’s Ledger
Raiko’s Rending Rage
  • Transmutation
No1 actionSelf
  • V
  • S
  • M
  • (a piece of fulgurite)
Instantaneous
  • Bender (air, fire)
  • Ranger
  • Wizard
Gain 40 ft movement, no opportunity attacks, make up to four melee weapon attacks (different targets), extra 2d8 lightning damage. End of turn: attacked creatures make Con save for 2d8 thunder damage and prone.Ryoko's Guide to the Yokai Realms
White Water Wall
  • Conjuration
No1 action120 feet
  • V
  • S
  • M
  • (a perfectly round pebble)
Concentration, up to 1 minute
  • Bender (water)
  • Druid
  • Sorcerer
  • Wizard
Create wall of raging water (60 ft long, 20 ft high, 5 ft thick, or ringed). Opaque, blocks ranged attacks. Creatures entering make Strength save or entrained, 3d10 bludgeoning. Starts turn in wall, takes 3d10 bludgeoning. Bonus action: White Water Whip (Strength save or 3d10 slashing, pulled into wall).Ryoko's Guide to the Yokai Realms

Level 6

Spell3SchoolRitualCasting TimeRangeComponentsDurationClassDescription (AI made)Sourcebook
Crimson Death
  • Necromancy
No1 actionSelf (20-foot-radius sphere)
  • V
  • S
  • M
  • (a crystal rod carved with necromantic runes worth 500 gp)
Concentration, up to 1 minute
  • Cleric
  • Sorcerer
  • Warlock
  • Wizard
Spew cloud of crimson smoke (20-foot-radius sphere), heavily obscuring area. Creatures starting/entering take 5d8 necrotic damage. Can move cloud as bonus action. Humanoids reduced to 0 HP become zombies under your control (max 3).L’Arsene’s Ledger
Lungburst
  • Biomancy*
  • Evocation
No1 action90 feet
  • V
  • S
Instantaneous
  • Sorcerer
  • Warlock
  • Wizard
Cause rapid changes in internal air pressure, rupturing breathing apparatus. Creature makes Con save (disadvantage if holding breath). On failure, 7d6 thunder damage, 7d6 necrotic damage, and immediately suffocates. Immune if no need to breathe.Heliana's Guide to Monster Hunting
Weave Entanglement
  • Abjuration
No1 action90 feet (20-foot-radius sphere)
  • V
  • S
  • M
  • (a piece of felt)
Concentration, up to 1 minute
  • Bard
  • Sorcerer
  • Wizard
Tangle Weave in 20-foot-radius sphere. When creature casts spell of 1st level or higher, makes spellcasting ability check. On failure, casts spell and additional effect (random spell or HP gain/no slot).Heliana's Guide to Monster Hunting

Level 7

Spell2SchoolRitualCasting TimeRangeComponentsDurationClassDescription (AI made)Sourcebook
Arcanomagnetic StormEvocationNo1 action150 feet (ten 10-foot cubes)
  • V
  • S
  • M
  • (a piece of bismuth)
Concentration, up to 1 minute
  • Druid
  • Sorcerer
  • Warlock
  • Wizard
A storm of lightning and arcanomagnetic winds in up to ten 10-foot cubes. Creatures starting/entering area make Dex save for 4d8 lightning damage. Creatures ending turn make Strength save for 4d8 force damage and prone. Difficult terrain for ferrous creatures.Heliana's Guide to Monster Hunting
Power Word Shield
  • Abjuration
No1 reaction (when a creature you can see is the target of an attack or spell)60 feet
  • V
1 round
  • Bard
  • Cleric
  • Sorcerer
  • Wizard
Translucent shield bubbles out from creature. Immune to all damage types except psychic. Advantage on all saving throws. Other power word spells have no effect. Removes poisoned condition, extinguishes fires.Heliana's Guide to Monster Hunting

Level 8

Spell1SchoolRitualCasting TimeRangeComponentsDurationClassDescription (AI made)Sourcebook
Field of Bones
  • Necromancy
No1 action500 feet (100-foot-radius circle)
  • V
  • S
  • M
  • (a wishbone)
Concentration, up to 1 minute
  • Cleric
  • Warlock
  • Wizard
Bony claws protrude from ground in 100-foot-radius circle. Difficult terrain. Creatures starting/entering make Strength save, taking 6d6 slashing damage and grappled on failure. Can create 1d4 skeletons as bonus action.L’Arsene’s Ledger