Spell Table

Spell Table

Spell Name Class Level Prerequisite School of Magic Casting Time Range Components Duration Summary
Acid Rain Druid, Sorcerer, Warlock, Wizard 3rd-level Conjuration 1 action 90 feet (20-foot-radius, 60-foot-tall cylinder) V, S, M (a drop of acid) Concentration, up to 1 minute 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.
Arcanomagnetic Repulsion Cleric, Druid, Sorcerer, Warlock, Wizard 2nd-level Abjuration 1 action Self (20-foot-radius sphere) V, S Concentration, up to 1 minute 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.
Arcanomagnetic Storm Druid, Sorcerer, Warlock, Wizard 7th-level Evocation 1 action 150 feet (ten 10-foot cubes) V, S, M (a piece of bismuth) Concentration, up to 1 minute 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.
Aura of Impurity Paladin, Tamer, Warlock 4th-level Abjuration 1 action Self (30-foot-radius sphere) V Concentration, up to 1 minute 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).
Bakuryō’s Blessèd Blizzard Bender (water), Cleric, Druid, Paladin, Warlock, Wizard 5th-level Conjuration 1 action Self (20-foot radius) V, S, M (a snowflake made of mithral, worth at least 500 gp) Concentration, up to 1 minute 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).
Blinding Radiance Cleric, Paladin, Sorcerer, Warlock 4th-level Evocation 1 action Self (10-foot-radius sphere) V, S, M (a strip of magnesium) Concentration, up to 1 minute 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.
Blood Frenzy Druid, Ranger, Sorcerer, Tamer, Warlock 2nd-level Biomancy (Enchantment) 1 action Touch V, S, M (a drop of blood that is less than 24 hours old) Concentration, up to 10 minutes 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.
Bloodweave Bard, Bender (water), Sorcerer, Warlock, Wizard 2nd-level Enchantment 1 action 60 feet V, S 1 round 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.
Bone Cage Cleric, Druid, Paladin, Warlock, Wizard 5th-level Biomancy (Necromancy) 1 action Self (20-foot-radius sphere) V, S, M (the bones of at least one non-animated corpse, which the spell consumes) 1 minute 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.
Cage of Frozen Tears Bender (water), Druid, Ranger, Warlock 4th-level Conjuration 1 minute Touch V, S, M (a snowflake) 24 hours 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.
Calm Air Bender (air), Druid, Ranger, Wizard 2nd-level Transmutation 1 bonus action 120 feet (60-foot cube) V, S Concentration, up to 1 minute Calms air in 60-ft cube. Wind becomes still, poisonous gases halted, air-based spells suppressed.
Calm Earth Bender (earth), Druid, Ranger, Wizard 2nd-level Transmutation 1 bonus action 120 feet (60-foot cube) V, S Concentration, up to 1 minute Calms earth in 60-ft cube. Rockslides halt, tremors soothed, earth-based spells suppressed.
Calm Flames Bender (fire), Druid, Ranger, Wizard 2nd-level Transmutation 1 bonus action 120 feet (60-foot cube) V, S Concentration, up to 1 minute Calms fire in 60-ft cube. Wildfires reduced, forge flames extinguished, fire-based spells suppressed.
Calm Waters Bender (water), Druid, Ranger, Wizard 2nd-level Transmutation 1 bonus action 120 feet (60-foot cube) V, S Concentration, up to 1 minute Calms water in 60-ft cube. Tumultuous streams become swimmable, stormy oceans calm, water-based spells suppressed.
Can’t Trip Bard, Cleric, Druid, Tamer, Wizard Cantrip Abjuration 1 action 30 feet V, S 1 round Choose willing creature within range. Immune to prone condition until end of your next turn. If prone, sets it on its feet.
Can’trip Bard, Sorcerer, Warlock, Wizard Cantrip Abjuration 1 action 60 feet V, S 1 round Tangle the Weave around a creature. Each time it casts a cantrip, must succeed on spellcasting ability check or waste action.
Cannotrip Bard, Sorcerer, Warlock, Wizard 1st-level Abjuration 1 action 60 feet V, S Concentration, up to 1 minute Choose creature. Each time target tries to cast a spell of equal or lower level, must succeed on spellcasting ability check or waste action.
Chameleon Skin Bard, Druid, Ranger, Tamer, Wizard 1st-level Biomancy (Transmutation) 1 action Touch V, S, M (red, yellow, and blue pigment) Concentration, up to 10 minutes 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.
Cloud Stride Bender (air, water), Druid, Ranger, Sorcerer, Tamer, Wizard 4th-level (ritual) Transmutation 1 minute 30 feet V, S, M (a mithral feather worth at least 100 gp, which the spell consumes) 24 hours 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.
Concussion Druid, Sorcerer, Warlock, Wizard Cantrip Evocation 1 action 60 feet V, S Instantaneous 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.
Conjure Anomaly Warlock, Wizard 5th-level Conjuration 1 minute 90 feet V, S, M (an aberration component) Concentration, up to 1 hour Call forth an aberration of CR 5 or lower. Friendly to you and companions. Obeys commands. If concentration broken, becomes hostile.
Coralskin Druid, Ranger, Sorcerer, Wizard 2nd-level Biomancy (Transmutation) 1 action Touch V, S, M (a lump of living coral) Concentration, up to 1 hour 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.
Corrupting Ichor Druid, Sorcerer, Warlock, Wizard 1st-level Necromancy 1 action 60 feet S, M (some phlegm) Instantaneous 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.
Crimson Death Cleric, Sorcerer, Warlock, Wizard 6th-level Necromancy 1 action Self (20-foot-radius sphere) V, S, M (a crystal rod carved with necromantic runes worth 500 gp) Concentration, up to 1 minute 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).
Cyclone Bender (air), Druid, Warlock, Wizard 5th-level Evocation 1 action Self V, S, M (a smoke-filled crystal) Concentration, up to 1 minute 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.
Dash Strike Bard, Bender (air), Druid, Wizard Cantrip Transmutation 1 action Self S Instantaneous Propel yourself up to 10 ft, make unarmed/melee attack. After attack, move up to 10 ft without opportunity attacks.
Daydream Bard, Druid, Warlock 1st-level Enchantment 1 action 30 feet V, S, M (a tiny, four-panelled window) Concentration, up to 1 minute Float mildly distracting thoughts into humanoid mind. Target makes Wisdom save or has disadvantage on Wisdom (Perception) checks.
Depth Charge Druid, Sorcerer, Warlock, Wizard 3rd-level Evocation 1 action 90 feet (20-foot-radius sphere) V, S, M (some metamorphic rock) Instantaneous 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.
Dreamwalk Bard, Druid, Ranger, Warlock, Wizard 2nd-level Enchantment (Ritual) 1 action 30 feet V, S, M (a tiny dreamcatcher) 24 hours Choose up to ten willing creatures. They gain ability to lucidly dream when they sleep. Can choose to instantly fall asleep.
Earthen Fist Bender (earth), Druid Cantrip Conjuration 1 action 10 feet S Instantaneous Conjure fist of rock. Melee spell attack. On hit, 1d8 bludgeoning damage, Strength save or prone/pushed 5 ft.
Earthskin Bender (earth), Druid, Ranger, Sorcerer, Tamer, Wizard 2nd-level Biomancy (Transmutation) 1 action Touch V, S, M (a carved stone figurine) 10 minutes Willing creature's skin hardens. Speed reduced by 5 ft. Gains 2d4 temporary hit points at start of turns.
Earthen Uppercut Bender (earth), Druid, Wizard 1st-level Transmutation 1 action Self (30-foot line) S, M (a mosaic tile) Instantaneous Stone erupts in 30-ft line. Dex save for 1d10 bludgeoning, flung 10 ft, prone. Half damage, not flung on success.
Eelskin Druid, Sorcerer, Tamer, Warlock, Wizard 2nd-level Biomancy (Evocation) 1 action or 1 bonus action Touch V, S, M (some jellied eel) Concentration, up to 1 minute 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.
Endoleech Druid, Sorcerer, Warlock, Wizard 2nd-level Biomancy (Evocation) 1 action Touch V, S, M (a toenail lost to frostbite) Instantaneous 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.
Endure Cleric, Druid, Paladin, Ranger, Tamer, Warlock 5th-level Necromancy 1 action 60 feet V, S, M (a gem-encrusted cockroach worth 250 gp, which the spell consumes) 1 minute 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.
Enrage Bard, Sorcerer, Warlock 3rd-level Enchantment 1 action 120 feet (20-foot-radius sphere) V, S, M (a red handkerchief) Concentration, up to 1 minute 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.
Eruption Bender (earth), Druid, Sorcerer 5th-level Transmutation 1 action 90 feet (20-foot-radius circle) S, M (a broken stone tile) Instantaneous Ground flings upwards, forming jagged spikes. Difficult terrain. Strength save for 4d8 piercing damage, thrown 2d6x10 ft. Huge+ advantage.
Extract Shirikodama Bender (water), Cleric, Warlock 3rd-level Necromancy 1 action Touch V, S, M (a slice of cucumber) Instantaneous Phase hand into creature, tear soul fragment. Charisma save for 4d10 necrotic damage, gain temp HP, advantage on next roll. No soul auto-succeeds.
Ferocious Strike Bard, Druid, Sorcerer, Tamer, Warlock Cantrip Biomancy (Transmutation) 1 action Self V, S Instantaneous Pulse of adrenaline. Make weapon attack. If hits, target takes additional 1d4 damage of weapon's type.
Feverskin Cleric, Druid, Sorcerer, Tamer, Warlock, Wizard 5th-level Biomancy (Evocation) 1 action Self V, S, M (a red hot chilli pepper, which the spell consumes) Concentration, up to 1 minute 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.
Field of Bones Cleric, Warlock, Wizard 8th-level Necromancy 1 action 500 feet (100-foot-radius circle) V, S, M (a wishbone) Concentration, up to 1 minute 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.
Firther’s Shadow Sorcerer, Warlock, Wizard 3rd-level Enchantment 1 action 90 feet V, S Concentration, up to 1 minute 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.
Fixit Bard, Cleric, Sorcerer, Wizard 1st-level Transmutation 1 minute Touch V, S, M (adhesive tape with ducks drawn on it) 10 minutes Imbue broken item (up to 20 feet) with belief. Item becomes whole. If familiar with magical function and rarity common, regains magical properties.
Flaming Tiger Leap Bender (fire), Druid, Ranger, Sorcerer, Wizard 3rd-level Transmutation 1 action Self (15-foot-radius, 5-foot-high cylinder) V, S Instantaneous Erupt from ground. Dex save for 5d6 fire damage. Gain flying speed of 120 ft, movement doesn't provoke opportunity attacks.
Flare Cleric, Sorcerer, Wizard Cantrip Evocation 1 action 60 feet V, S, M (a strip of magnesium) Instantaneous 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.
Flash Bard, Bender (fire), Cleric, Druid, Paladin, Sorcerer, Tamer, Wizard 1st-level Evocation 1 reaction, which you take when a creature within 10 feet of you that you can see targets you with an attack 10 feet S, M (a bead of magnesium) Instantaneous Detonate blinding flash. Attacking creature makes Con save or blinded until end of next turn.
Flashbang Bard, Bender (air), Ranger, Sorcerer, Warlock, Wizard 3rd-level Evocation 1 action 60 feet (10-foot-radius sphere) V, S, M (a handful of metal powder) Instantaneous 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.
Flesh to Bone Druid, Warlock, Wizard 3rd-level Biomancy (Transmutation) 1 action Touch V, S, M (a pinch of bone marrow) Concentration, up to 10 minutes Attempt to turn creature's skin into bony plates. Con save or speed halved, disadvantage on Dex saves, resistance to piercing and slashing damage.
Flipperform Druid, Ranger, Sorcerer, Tamer, Wizard 1st-level Biomancy (Ritual; Transmutation) 1 action 30 feet V, S, M (a fish’s fin) 1 hour Change morphology of willing creature. Grows webbed fingers, gains swimming speed equal to walking speed.
Food Coma Bard, Cleric, Druid, Paladin, Tamer 3rd-level Enchantment (Ritual) 1 minute Touch V, S, M (a turkey drumstick and a cranberry-coloured ruby worth at least 50 gp, both of which the spell consumes) 1 hour Willing creature consuming enchanted drumstick falls asleep and is unconscious for 1 hour. Wakes refreshed with full HP.
Frogskin Druid, Sorcerer, Tamer, Warlock, Wizard 4th-level Biomancy (Transmutation) 1 action Self V, S, M (some frogspawn) Concentration, up to 1 minute 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.
Fungal Infection Druid, Warlock, Wizard 4th-level Biomancy (Necromancy) 1 action 90 feet (15-foot radius sphere) V, S, M (a mushroom) Concentration, up to 1 minute 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.
Gravity Repulsion Sorcerer, Warlock, Wizard 4th-level Evocation 1 action Self (20-foot-radius sphere) V, S Concentration, up to 1 minute 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.
Gravity Smash Sorcerer, Warlock, Wizard 5th-level Evocation 1 action 120 feet (40-foot-radius, 100-foot-high cylinder) V, S Concentration, up to 1 round 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.
Howl Druid, Tamer Cantrip Transmutation 1 action Self (1000-foot-radius sphere) V 1 round 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.
Humperdink’s Halitosis Bard, Sorcerer, Warlock 1st-level Transmutation 1 action Self (15-foot cone) V, S Concentration, up to 1 round 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.
Humperdink’s Irresistible Revelry Bard, Wizard 4th-level Enchantment 1 action 60 feet (20-foot square) V, S, M (a small mirror ball) Concentration, up to 1 minute 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.
Ice Moon Bender (water), Druid, Sorcerer, Warlock, Wizard 1st-level Conjuration 1 action Self (30-foot line) V, S, M (a snowflake) Instantaneous 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.
Iminada’s Umigiri Bard, Bender (air, water), Cleric, Warlock, Wizard 5th-level Illusion 1 action 120 feet S, M (a piece of whalebone) Concentration, up to 1 minute Create 60-ft cube of swirling, green fog (heavily obscures). Int save for 5d8 psychic damage and frightened. Half damage, not frightened on success.
Incendiary Strike Bender (fire), Druid Cantrip Evocation 1 action Self V, S Instantaneous Flame envelopes strike. Unarmed/melee attack. On hit, extra 1d6 fire damage.
Incorporeality Bard, Cleric, Druid, Sorcerer, Tamer, Warlock, Wizard 5th-level Transmutation 1 action Touch V, S Concentration, up to 1 minute 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.
Inequality Bard, Cleric, Paladin, Tamer 2nd-level Enchantment 1 action 30 feet V, S, M (a drop of blood and water, mixed) Concentration, up to 1 minute 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.
Influenza Cleric, Druid, Warlock 3rd-level Biomancy (Necromancy) 1 action Self (30-foot cone) V, S, M (some pollen) Concentration, up to 1 minute 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.
Initiative Bard, Ranger, Sorcerer, Tamer, Wizard 1st-level Enchantment 1 reaction, which you take when initiative is rolled 30 feet V, S, M (a coffee bean) Instantaneous Choose willing creature. If surprised, no longer surprised, takes turn normally. If not surprised, gains advantage on initiative roll.
Inner Flame Bender (fire), Cleric, Druid, Paladin, Ranger, Tamer, Warlock 1st-level Abjuration 1 bonus action Self V Instantaneous Body wreathed in flame. Touching creatures make Con save for 2d6 fire damage. Grappled/grappling creatures auto-fail. Grappler releases you.
Lifesap Aura Cleric, Druid, Paladin 2nd-level Necromancy 1 action Self V, S 1 minute 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.
Lightning Wave Bard, Druid, Sorcerer, Warlock, Wizard 2nd-level Evocation 1 action Self (20-foot cone) V, S Instantaneous Wave of sheet lightning in 20-foot cone. Creatures make Con save, taking 2d8 lightning damage and can’t take reactions on failure.
Lion’s Roar Bender (fire), Druid, Ranger, Sorcerer, Wizard 4th-level Conjuration 1 action Self V, S, M (some burnt hair) Concentration, up to 1 minute 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).
Living Candle Sorcerer, Warlock, Wizard 4th-level Conjuration 1 action 90 feet V, S, M (some wax) Concentration, up to 1 minute 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.
Lungburst Sorcerer, Warlock, Wizard 6th-level Biomancy (Evocation) 1 action 90 feet V, S Instantaneous 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.
Magatsuchi’s Lantern Bard, Bender (fire), Druid, Paladin, Ranger, Warlock 5th-level Illusion 1 action Self S, M (a piece of spirit lantern amber) Concentration, up to 10 minutes 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.
Magnetite Shard Druid, Sorcerer, Warlock, Wizard 3rd-level Evocation 1 action 90 feet (20-foot-radius sphere) V, S, M (a piece of magnetite) Instantaneous 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.
Magnetobolt Druid, Sorcerer, Warlock, Wizard Cantrip Evocation 1 action 90 feet V, S Instantaneous Near-invisible pulse of arcanomagnetic energy. Ranged spell attack. On hit, 1d6 force damage and Strength save or knocked prone. Ferrous creatures have disadvantage.
Mass Leech Cleric, Tamer, Warlock, Wizard 3rd-level Necromancy 1 action Self (20-foot-radius sphere) V, S, M (a live leech that has fed on humanoid blood in the past 24 hours) Instantaneous 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.
Mechamagic Bard, Wizard 4th-level Transmutation 1 action Touch V, S, M (adhesive tape with gorillas drawn on it) 1 hour 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).
Mireball Bard, Druid, Sorcerer, Warlock 3rd-level Conjuration 1 action 150 feet (15-foot-radius sphere) V, S, M (a tiny ball of guano and mud) 1 minute 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.
Mirror of Reflection Bard, Bender (water), Cleric, Druid, Ranger, Tamer 2nd-level Conjuration 1 bonus action 60 feet V, S, M (a shard of reflective glass) 10 minutes Create floating sheet of reflective ice. Reaction to intercept ranged missile, redirect back at attacker. Bonus action to move mirror.
Mortiferous Pulse Druid, Warlock 2nd-level Biomancy (Necromancy) 1 action Self (50-foot line) V, S, M (a dead animal) Instantaneous 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.
Nomi’s Adamantine Carapace Bard, Bender (earth), Cleric, Druid, Paladin, Ranger, Tamer 5th-level Biomancy (Transmutation) 1 action Touch V, S, M (a hunk of adamantine worth at least 300 gp) Concentration, up to 1 hour Touch willing creature, gains AC 20 (if lower) and resistance to acid, bludgeoning, piercing, slashing damage.
Peppermint Plate Cleric, Paladin, Sorcerer, Tamer, Warlock, Wizard 1st-level Abjuration 1 action Self V, S, M (well-chewed peppermint chewing gum) Concentration, up to 1 hour Protective layer of peppermint icing coats you. +1 bonus to AC. If hit by melee attack, creature takes 1d4 fire damage (once per turn).
Pins & Needles Druid, Sorcerer, Warlock, Wizard Cantrip Biomancy (Evocation) 1 action 60 feet V, S Instantaneous 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.
Power Word Shield Bard, Cleric, Sorcerer, Wizard 7th-level Abjuration 1 reaction, which you take when a creature you can see is the target of an attack or spell 60 feet V 1 round 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.
Preserve Cleric, Druid, Paladin, Ranger, Tamer, Wizard 2nd-level Biomancy (Abjuration) 1 action 60 feet V, S, M (some ether) 24 hours 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.
Primal Scent Druid, Tamer Cantrip Divination 1 action Self S Concentration, up to 1 minute Enhance scents. Advantage on next ability check relying on smell, treat 4 or lower as 5.
Protection Bard, Cleric, Druid, Paladin, Ranger, Tamer 2nd-level Abjuration 1 action 30 feet V, S, M (a miniature silver shield worth 10 gp, which the spell consumes) Concentration, up to 1 hour 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.
Purple Rain Bard 5th-level Conjuration 1 action 60 feet (20-foot-radius, 60-foot-tall cylinder) V, S, M (one drop of blue curaçao) Concentration, up to 1 minute 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.
Raiko’s Rending Rage Bender (air, fire), Ranger, Wizard 5th-level Transmutation 1 action Self V, S, M (a piece of fulgurite) Instantaneous 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.
Redirect Lightning Bender (air, fire), Druid, Ranger, Sorcerer, Wizard 2nd-level Abjuration 1 reaction, which you take when you take lightning damage Self S Instantaneous 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.
Reinforce Bender (earth), Cleric, Druid, Tamer Cantrip Transmutation 1 action Touch V, S, M (a spherical pebble) Instantaneous Touch Large or smaller creature, gains 4 temporary hit points.
Repulsing Palm Bard, Bender (air), Cleric, Paladin, Ranger, Wizard 1st-level Evocation 1 action Self S Instantaneous 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.
Riptide Druid, Sorcerer, Warlock, Wizard 2nd-level Transmutation 1 action 300 feet V, S Concentration, up to 1 minute 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.
Rock Tomb Bard, Bender (earth), Druid 4th-level Conjuration 1 action 60 feet V, S, M (a pebble) Concentration, up to 1 minute 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 Revelation Bard, Bender (water), Cleric, Wizard 3rd-level Divination 1 minute Touch V, S, M (an object) Concentration, up to 24 hours 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.
See Future Death Bard, Cleric, Druid, Sorcerer, Wizard 1st-level Divination 1 action Self S, M (a piece of broken mirror) 1 minute Critical hits become normal hits. Opportunity attacks against you have disadvantage. Reaction: roll 1d4, add to AC or saving throw.
Shackles of Pain Bard, Cleric, Paladin, Warlock 4th-level Abjuration 1 action 60 feet V, S, M (a pair of manacles) Concentration, up to 1 minute 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.
Shielding Word Bard, Cleric, Paladin, Sorcerer, Tamer 2nd-level Abjuration 1 reaction, which you take when a creature within range that 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 Coat creature in shimmering shield. Gains 15 temporary hit points instantly before taking triggering damage. HP lasts until start of next turn.
Slatestorm Bender (earth), Druid, Ranger, Wizard 4th-level Conjuration 1 action Self V, M (a thin piece of slate) Concentration, up to 1 minute 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.
Smokescreen Druid, Sorcerer, Tamer, Wizard Cantrip Conjuration 1 action Self (5-foot-radius, 10-foot-high cylinder) V, S, M (a puffball mushroom) Concentration, up to 1 round Spew thick cloud of dense black smoke. Heavily obscures area. Can choose to remain or move with you.
Snakebite Bender (earth), Druid, Ranger, Sorcerer, Wizard 2nd-level Conjuration 1 action Self V, S, M (some sand) Concentration, up to 1 minute 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).
Soften Descent Bard, Bender (air), Druid, Sorcerer, Tamer, Wizard Cantrip Transmutation 1 reaction, which you take when you are about to hit a surface after falling Self S Instantaneous Cause updraft, slowing descent. Ignore first 30 feet when calculating falling damage.
Spark Sorcerer, Warlock, Wizard Cantrip Evocation 1 action 60 feet V, S Instantaneous 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.
Spore Cloud Druid, Sorcerer, Warlock Cantrip Biomancy (Conjuration) 1 action Self (5-foot-radius sphere) V, S, M (a toadstool) Instantaneous 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.
Stalker’s Eye Bard, Druid, Tamer Cantrip Enchantment 1 action Touch V, S, M (small magnifying lens) Concentration, up to 1 minute Willing creature gains preternatural ability to perceive weaknesses. First attack made while under effect has advantage. Spell ends after attack.
Steelskin Bender (earth), Druid, Ranger, Sorcerer, Tamer, Wizard 4th-level Biomancy (Transmutation) 1 action Touch V, S, M (a steel figurine) 10 minutes Reinforce willing creature's skin. AC can't be lower than 19. Gains 2d6 temporary hit points at start of turns.
Stench Bard, Druid, Sorcerer, Warlock, Wizard 3rd-level Conjuration 1 action 90 feet (20-foot-radius sphere) V, S, M (a skunk’s tail) Concentration, up to 1 minute 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.
Stunbolt Bard, Druid, Sorcerer, Warlock, Wizard 4th-level Evocation 1 action 150 feet V, S, M (a rod of quartz and copper wire) Instantaneous Fire concentrated bolt of energy. Con save or take 8d8 lightning damage and can’t take reactions. Fails by 5 or more, also stunned.
Sugar Rush Bard, Cleric, Paladin, Sorcerer, Tamer 2nd-level Biomancy (Transmutation) 1 action 30 feet V, S, M (some candy) Concentration, up to 1 minute 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.
Sundering Sky Bender (air), Druid, Sorcerer, Warlock, Wizard 4th-level Evocation 1 action Self V, S Instantaneous 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.
Swarm Druid, Sorcerer, Warlock Cantrip Biomancy (Conjuration) 1 action 90 feet V, S, M (a spider sac) 1 round Cloud of minuscule poisonous spiders floats to target. Target makes Dex save or becomes poisoned until end of next turn.
Switcheroo Bard, Cleric, Sorcerer, Tamer, Warlock, Wizard 3rd-level Transmutation 1 action 90 feet V, S Instantaneous 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.
Tempestuous Transformation Bender (air), Druid, Sorcerer 4th-level Transmutation 1 action Self V, S Concentration, up to 10 minutes 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.
Tentacle Lash Druid, Ranger, Warlock, Wizard 4th-level Biomancy (Transmutation) 1 action Self V, S, M (a miniature plunger) Concentration, up to 1 minute 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.
The Bends Druid, Sorcerer, Warlock, Wizard 3rd-level Biomancy (Transmutation) 1 action 90 feet V, S Instantaneous 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.
Totem Arrows Druid, Ranger 4th-level Transmutation 1 action Touch V, S, M (a quiver containing at least one piece of ammunition) Concentration, up to 1 hour Imbue ammunition with spirit (Cat, Elk, Hawk, Hogweed, Psilocybin, Roc, Snake, Spider) for various effects. As bonus action, change spirit.
Wanyūdō’s Fury Bender (fire), Ranger, Sorcerer 2nd-level Evocation 1 action Self S Instantaneous 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.
Water Whip Druid, Sorcerer, Wizard Cantrip Transmutation 1 action 60 feet V, S Instantaneous 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.
Water Wyrm Bender (water), Druid, Ranger, Sorcerer, Wizard 3rd-level Conjuration 1 action Self V, S, M (a dried tadpole) Concentration, up to 1 minute 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).
Weavebend Sorcerer, Warlock, Wizard 4th-level Abjuration 1 reaction, which you take when you see a creature within range casting a spell 60 feet S Instantaneous 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.
Weave Entanglement Bard, Sorcerer, Wizard 6th-level Abjuration 1 action 90 feet (20-foot-radius sphere) V, S, M (a piece of felt) Concentration, up to 1 minute 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).
White Water Wall Bender (water), Druid, Sorcerer, Wizard 5th-level Conjuration 1 action 120 feet V, S, M (a perfectly round pebble) Concentration, up to 1 minute 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).
Wind Drake Bender (air), Druid, Ranger, Sorcerer, Wizard 1st-level Conjuration 1 action Self V, S, M (a dandelion seedhead) Concentration, up to 1 minute 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).
Wind Strike Bender (air), Paladin, Ranger, Wizard 2nd-level Transmutation 1 action Self S Instantaneous Leap up to 30 ft, make unarmed/melee attack (two if Extra Attack). On hit, extra 1d8 thunder damage.
Words of Discouragement Bard, Warlock, Wizard 1st-level Enchantment 1 action 60 feet V Instantaneous 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).
Wristpocket Wizard (dunamancy) 2nd-level Dunamancy (Conjuration) (ritual) 1 action Self S Concentration, up to 1 hour Can use Action to transport item in hand into an extra dimensional space and back to the hand.
Zippit! Bard, Druid, Sorcerer, Warlock, Wizard 3rd-level Biomancy (Transmutation) 1 reaction, which you take when a creature within range vocalises 60 feet V, S Concentration, up to 1 minute 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.
Summary, ordered by name
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.
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.
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.
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).
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).
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.
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.
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.
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.
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.
Calms air in 60-ft cube. Wind becomes still, poisonous gases halted, air-based spells suppressed.
Calms earth in 60-ft cube. Rockslides halt, tremors soothed, earth-based spells suppressed.
Calms fire in 60-ft cube. Wildfires reduced, forge flames extinguished, fire-based spells suppressed.
Calms water in 60-ft cube. Tumultuous streams become swimmable, stormy oceans calm, water-based spells suppressed.
Choose willing creature within range. Immune to prone condition until end of your next turn. If prone, sets it on its feet.
Tangle the Weave around a creature. Each time it casts a cantrip, must succeed on spellcasting ability check or waste action.
Choose creature. Each time target tries to cast a spell of equal or lower level, must succeed on spellcasting ability check or waste action.
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.
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.
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.
Call forth an aberration of CR 5 or lower. Friendly to you and companions. Obeys commands. If concentration broken, becomes hostile.
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.
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.
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).
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.
Propel yourself up to 10 ft, make unarmed/melee attack. After attack, move up to 10 ft without opportunity attacks.
Float mildly distracting thoughts into humanoid mind. Target makes Wisdom save or has disadvantage on Wisdom (Perception) checks.
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.
Choose up to ten willing creatures. They gain ability to lucidly dream when they sleep. Can choose to instantly fall asleep.
Conjure fist of rock. Melee spell attack. On hit, 1d8 bludgeoning damage, Strength save or prone/pushed 5 ft.
Willing creature's skin hardens. Speed reduced by 5 ft. Gains 2d4 temporary hit points at start of turns.
Stone erupts in 30-ft line. Dex save for 1d10 bludgeoning, flung 10 ft, prone. Half damage, not flung on success.
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.
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.
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.
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.
Ground flings upwards, forming jagged spikes. Difficult terrain. Strength save for 4d8 piercing damage, thrown 2d6x10 ft. Huge+ advantage.
Phase hand into creature, tear soul fragment. Charisma save for 4d10 necrotic damage, gain temp HP, advantage on next roll. No soul auto-succeeds.
Pulse of adrenaline. Make weapon attack. If hits, target takes additional 1d4 damage of weapon's type.
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.
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.
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.
Imbue broken item (up to 20 feet) with belief. Item becomes whole. If familiar with magical function and rarity common, regains magical properties.
Erupt from ground. Dex save for 5d6 fire damage. Gain flying speed of 120 ft, movement doesn't provoke opportunity attacks.
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.
Detonate blinding flash. Attacking creature makes Con save or blinded until end of next turn.
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.
Attempt to turn creature's skin into bony plates. Con save or speed halved, disadvantage on Dex saves, resistance to piercing and slashing damage.
Change morphology of willing creature. Grows webbed fingers, gains swimming speed equal to walking speed.
Willing creature consuming enchanted drumstick falls asleep and is unconscious for 1 hour. Wakes refreshed with full HP.
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.
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.
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.
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.
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.
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.
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.
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.
Create 60-ft cube of swirling, green fog (heavily obscures). Int save for 5d8 psychic damage and frightened. Half damage, not frightened on success.
Flame envelopes strike. Unarmed/melee attack. On hit, extra 1d6 fire damage.
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.
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.
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.
Choose willing creature. If surprised, no longer surprised, takes turn normally. If not surprised, gains advantage on initiative roll.
Body wreathed in flame. Touching creatures make Con save for 2d6 fire damage. Grappled/grappling creatures auto-fail. Grappler releases you.
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.
Wave of sheet lightning in 20-foot cone. Creatures make Con save, taking 2d8 lightning damage and can’t take reactions on failure.
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).
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.
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.
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.
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.
Near-invisible pulse of arcanomagnetic energy. Ranged spell attack. On hit, 1d6 force damage and Strength save or knocked prone. Ferrous creatures have disadvantage.
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.
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).
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.
Create floating sheet of reflective ice. Reaction to intercept ranged missile, redirect back at attacker. Bonus action to move mirror.
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.
Touch willing creature, gains AC 20 (if lower) and resistance to acid, bludgeoning, piercing, slashing damage.
Protective layer of peppermint icing coats you. +1 bonus to AC. If hit by melee attack, creature takes 1d4 fire damage (once per turn).
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.
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.
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.
Enhance scents. Advantage on next ability check relying on smell, treat 4 or lower as 5.
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.
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.
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.
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.
Touch Large or smaller creature, gains 4 temporary hit points.
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.
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.
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).
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.
Critical hits become normal hits. Opportunity attacks against you have disadvantage. Reaction: roll 1d4, add to AC or saving throw.
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.
Coat creature in shimmering shield. Gains 15 temporary hit points instantly before taking triggering damage. HP lasts until start of next turn.
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.
Spew thick cloud of dense black smoke. Heavily obscures area. Can choose to remain or move with you.
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).
Cause updraft, slowing descent. Ignore first 30 feet when calculating falling damage.
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.
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.
Willing creature gains preternatural ability to perceive weaknesses. First attack made while under effect has advantage. Spell ends after attack.
Reinforce willing creature's skin. AC can't be lower than 19. Gains 2d6 temporary hit points at start of turns.
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.
Fire concentrated bolt of energy. Con save or take 8d8 lightning damage and can’t take reactions. Fails by 5 or more, also stunned.
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.
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.
Cloud of minuscule poisonous spiders floats to target. Target makes Dex save or becomes poisoned until end of next turn.
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.
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.
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.
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.
Imbue ammunition with spirit (Cat, Elk, Hawk, Hogweed, Psilocybin, Roc, Snake, Spider) for various effects. As bonus action, change spirit.
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.
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.
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).
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.
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).
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).
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).
Leap up to 30 ft, make unarmed/melee attack (two if Extra Attack). On hit, extra 1d8 thunder damage.
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).
Can use Action to transport item in hand into an extra dimensional space and back to the hand.
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.