Spells - Druid
Can’t Trip
Abjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round
Class: Bard, Cleric, Druid, Tamer, Wizard
Choose a willing creature within range that you can see. Until the end of your next turn, that creature is immune to the prone condition. If it is already prone and is not restrained, this spell sets it on its feet.
The number of creatures you can simultaneously target with this spell increases by 1 when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).
Concussion
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock, Wizard
With a thdoom that can be heard 100 feet away, you cause a sudden increase in the air pressure surrounding a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d8 thunder damage and become deafened until the start of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ferocious Strike
Biomancy cantrip (*can be replaced with transmutation)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Class: Bard, Druid, Sorcerer, Tamer, Warlock
With a pulse of adrenaline, a tremendous ferocity comes upon you. Make one weapon attack against a target within your reach or range. If this attack hits, the target takes additional 1d4 damage of the weapon’s damage type.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
Howl
Transmutation cantrip
Casting Time: 1 action
Range: Self (1000-foot-radius sphere)
Components: V
Duration: 1 round
Class: Druid, Tamer
You utter a bestial, magically-augmented howl that can be heard for 1000 feet. The howl can manifest as any animal call you’ve heard, such as the screech of a hawk or trumpet of an elephant. Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner.
Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl’s meaning. Otherwise, the howl is unintelligible to creatures that can hear it.
Magnetobolt
Evocation cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock, Wizard
A near-invisible pulse of arcanomagnetic energy shoots towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be knocked prone. A creature made of ferrous metal or wearing ferrous armour has disadvantage on this saving throw.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Pins & Needles
Biomancy cantrip (*can be replaced with evocation)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock, Wizard
You momentarily shut down a small part of the nervous system of a creature you can see within range, before overstimulating it and causing crippling pain. The creature must succeed on a Constitution saving throw or take 1d8 psychic damage. If the target fails its saving throw by 5 or more, it has disadvantage on the next attack roll it makes before the end of its next turn as it temporarily loses full control of a part of its body.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Primal Scent
Divination cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
Class: Druid, Tamer
You inhale deeply, magically enhancing the scents that surround you. You have advantage on the next ability check you make that relies on smell, and you can treat a roll of 4 or lower as a 5.
When you reach higher levels, this spell gives you an increasingly astute ability to identify the source of the scents around you. When you reach 5th level, whenever you make an ability check that relies on smell, you can treat a d20 roll of 7 or lower as an 8. At 11th level, a roll of 10 or lower is treated as an 11, and at 17th level, a roll of 13 or lower is treated as a 14.
Smokescreen
Conjuration cantrip
Casting Time: 1 action
Range: Self (5-foot-radius, 10-foot-high cylinder)
Components: V, S, M (a puffball mushroom)
Duration: Concentration, up to 1 round
Class: Druid, Sorcerer, Tamer, Wizard
You spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centred on you that lasts until the start of your next turn. The smoke heavily obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or if it moves with you, centred on you.
When you reach higher levels, the size of the cloud you can create with this spell increases. When you reach 5th level, the cloud has a maximum diameter and height of 15 feet; at 11th level this increases to 25 feet; and at 17th level this increases to 40 feet. You choose how big the cloud is in each dimension up to this maximum each time that you cast it.
Spore Cloud
Biomancy cantrip (*can be replaced with conjuration)
Casting Time: 1 action
Range: Self (5-foot-radius sphere)
Components: V, S, M (a toadstool)
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock
You produce a cloud of virulent spores. Each creature within 5 feet of you, other than you, must succeed on a Constitution saving throw or take 1d4 poison damage. A creature that fails the saving throw by 5 or more is poisoned until the end of its next turn.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Stalker’s Eye
Enchantment cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (small magnifying lens)
Duration: Concentration, up to 1 minute
Class: Bard, Druid, Tamer
A willing creature you touch gains a preternatural ability to perceive the weaknesses in a creature’s defenses. The first time the creature makes an attack while under the effect of this spell, it makes the attack with advantage. After it makes an attack, the spell ends.
This spell augments the creature’s ability to strike at vital points when you reach certain levels. When you reach 5th level, the augmented attack scores a critical hit on a roll of 19 or 20. At 11th level, this range is increased to 18 to 20, and at 17th level, this range becomes 17 to 20.
Swarm
Biomancy cantrip (*can be replaced with conjuration)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a spider sac)
Duration: 1 round
Class: Druid, Sorcerer, Warlock
Choose a target within range; a cloud of minuscule poisonous spiders floats on gossamer strands towards it. The target must succeed on a Dexterity saving throw to avoid the spiders or become poisoned until the end of its next turn.
This spell deals poison damage on a failed saving throw when you reach certain levels. When you reach 5th level, a creature takes 1d10 poison damage; at 11th level this increases to 2d10; and at 17th level this increases to 3d10.
Water Whip
Transmutation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Class: Druid, Sorcerer, Wizard
Choose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attack against a creature within 30 feet of the source of water. On a hit, the target takes 1d6 slashing damage and, if the creature is Large or smaller, you can force it to make a Strength saving throw, pulling it up to 10 feet towards the source of water on a failure.
The spell’s damage increases by 1d6 and the distance it can pull a target increases by 5 feet when you reach 5th level (2d6 and 15 feet), 11th level (3d6 and 20 feet), and 17th level (4d6 and 25 feet).
Chameleon Skin
1st-level biomancy (*can be replaced with transmutation)
Casting Time: 1 action
Range: Touch
Components: V, S, M (red, yellow, and blue pigment)
Duration: Concentration, up to 10 minutes
Class: Bard, Druid, Ranger, Tamer, Wizard
You imbue a creature you touch with pigment so that its skin, and anything it wears or carries, slowly shifts hues to match its surroundings. For the duration, the target can take the Hide action as a bonus action on each of its turns, even when only lightly obscured.
If the target did not move during its last turn, creatures have disadvantage on any Wisdom (Perception) checks made to see the target. Creatures who do not rely on sight, such as those with tremorsense, are immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Corrupting Ichor
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: S, M (some phlegm)
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock, Wizard
You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage at the start of the target’s next turn increases by 1d4 for each slot level above 1st.
Daydream
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny, four-panelled window)
Duration: Concentration, up to 1 minute
Class: Bard, Druid, Warlock
You float some mildly distracting thoughts into the mind of a humanoid you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on Wisdom (Perception) checks (taking a -5 penalty to its passive Perception as a result of this disadvantage) until the spell ends. A creature immune to being charmed is unaffected by this spell.
A creature that succeeds on the saving throw by 5 or more is aware that an attempt was made to influence it with magic. Otherwise, the creature remains unaware of the magic that affected it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, or you can extend the range of the spell by 30 feet for each slot level above 1st.
Flipperform
1st-level biomancy (ritual; *can be replaced with transmutation)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a fish’s fin)
Duration: 1 hour
Class: Druid, Ranger, Sorcerer, Tamer, Wizard
You change the morphology of a willing creature within range. It grows webbed fingers and gains a swimming speed equal to its walking speed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. In addition, the duration of the spell doubles for each slot level above 1st.
Eelskin
2nd-level biomancy (*can be replaced with evocation)
Casting Time: 1 action or 1 bonus action
Range: Touch
Components: V, S, M (some jellied eel)
Duration: Concentration, up to 1 minute
Class: Druid, Sorcerer, Tamer, Warlock, Wizard
You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature’s unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d8 lightning damage as the stored lightning discharges.
Slimy. For the duration, the creature has advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts it makes to grapple another creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each two slot levels above 2nd.
Endoleech
2nd-level biomancy (*can be replaced with evocation)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a toenail lost to frostbite)
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock, Wizard
You touch a creature, absorbing the energy from its body and bolstering your metabolism. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d6 cold damage and can’t take reactions until the end of its next turn. In addition, until the end of its next turn, its speed is reduced by 15 feet and your speed is increased by 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Dreamwalk
2nd-level enchantment (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny dreamcatcher)
Duration: 24 hours
Class: Bard, Druid, Ranger, Warlock, Wizard
Choose up to ten willing creatures you can see within range. For the duration, they gain the ability to lucidly dream whenever they sleep. While lucid dreaming, a creature always knows if the dream spell is being used to target it. In addition, when you cast this spell, each creature affected by it can choose to instantly fall asleep, even if that creature has a trait that normally prevents it from being magically put to sleep (such as elves’ Fey Ancestry).
Mortiferous Pulse
2nd-level biomancy (*can be replaced with necromancy)
Casting Time: 1 action
Range: Self (50-foot line)
Components: V, S, M (a dead animal)
Duration: Instantaneous
Class: Druid, Warlock
You summon a bolt of negative energy to stimulate and transmit necrotic pathogens into those that stand before you, decaying their internal viscera. Each creature in a 5-foot-wide, 50-foot-long line extending from you must make a Dexterity saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Preserve
2nd-level biomancy (*can be replaced with abjuration)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (some ether)
Duration: 24 hours
Class: Cleric, Druid, Paladin, Ranger, Tamer, Wizard
With a flare of brilliant octarine light, each creature within a 10-foot-radius sphere centred on a point you can see within range must succeed on a Charisma saving throw or become soulbound for the duration, its magical essence tied to its physical (or incorporeal) form. If a creature dies while soulbound, its magic is bound to its components for 24 hours allowing harvesting to start at any time within this period (see page 87 for the rules on harvesting). Once harvesting starts on a corpse under the effect of this spell, the spell ends for that corpse. Creatures possessing robust or more powerful essence (typically, those of CR 7 or higher) automatically succeed on this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the strength of the essence possessed by creatures that allows them to automatically succeed on the saving throw increases by one tier for each two slot levels above 2nd. Creatures with potent or more powerful essence (typically CR 12 or higher) automatically succeed at 4th level, mythic (typically CR 18 or higher) at 6th level, and deific (typically CR 25 or higher) at 8th level.
Protection
2nd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a miniature silver shield worth 10 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
Class: Bard, Cleric, Druid, Paladin, Ranger, Tamer
You trace a warding sigil in the air, sending it to slowly circle a willing creature you can see for the next hour. Immediately before the target next takes damage, except psychic damage, the ward triggers. Until the end of the target’s next turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd.
Riptide
2nd-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Druid, Sorcerer, Warlock, Wizard
Choose one creature you can see within range that is in at least 2 feet of water and choose a direction. Turbulent currents wrap around the creature. For the duration, the target must make a Strength saving throw at the start of each of its turns. On a failure, it is dragged 30 feet in the direction you chose, and its swimming speed is reduced to 0 feet until the start of its next turn. On a success, the creature can move normally until the start of its next turn.
As a bonus action on your turn, you can change the direction of the underwater currents. The spell ends early if the creature is ever out of the spell’s range, or is no longer in water at least 2 feet deep.
Acid Rain
3rd-level conjuration
Casting Time: 1 action
Range: 90 feet (20-foot-radius, 60-foot-tall cylinder)
Components: V, S, M (a drop of acid)
Duration: Concentration, up to 1 minute
Class: Druid, Sorcerer, Warlock, Wizard
With a gentle patter, corrosive raindrops build to an acidic deluge in a 20-foot-radius, 60-foot-tall cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, a creature must also make this saving throw when it enters the spell’s area for the first time on its turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d6 for each slot level above 3rd.
Depth Charge
3rd-level evocation
Casting Time: 1 action
Range: 90 feet (20-foot-radius sphere)
Components: V, S, M (some metamorphic rock)
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock, Wizard
With a boom that can be heard 300 feet away (or 1000 feet in a liquid), a pulse of thunder ripples out from a point you choose within range. Each creature in a 20-foot-radius sphere centred on that point must make a Constitution saving throw. A target takes 7d6 thunder damage on a failed save, or half as much damage on a successful one. This damage increases to 9d6 if the affected creature is submerged in a liquid.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Food Coma
3rd-level enchantment (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a turkey drumstick and a cranberry-coloured ruby worth at least 50 gp, both of which the spell consumes)
Duration: 1 hour
Class: Bard, Cleric, Druid, Paladin, Tamer
You crush a ruby into dust, sprinkling it over a turkey drumstick, which wafts with an alluring aroma. A willing creature that entirely consumes the meat of this drumstick falls asleep and is unconscious for 1 hour, drowning out the sound of relatives asking whether they have a boyfriend yet or when they expect to have babies.
You can only be woken early by taking damage or by a greater restoration or wish spell. At the end of the hour, you wake feeling refreshed and have all of your hit points restored. If you are woken prematurely, the spell ends with no effect and you are grumpy.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant an additional turkey drumstick (and hence affect one additional creature) for each slot level above 3rd.
Influenza
3rd-level biomancy (*can be replaced with necromancy)
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (some pollen)
Duration: Concentration, up to 1 minute
Class: Cleric, Druid, Warlock
With a mighty sneeze that can be heard up to 300 feet away, you blast forth a 30-foot cone of phlegm, bad breath, and viral pathogens. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 poison damage and is poisoned for the duration. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Whilst poisoned in this way, a creature must roll a d12 at the start of each of its turns. On a 3 or lower, it is racked by a coughing fit and becomes incapacitated until the start of its next turn. Each creature within 5 feet of a creature when it becomes incapacitated in this way must succeed on a Constitution saving throw or also become poisoned in this way for the spell’s duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the value a poisoned creature must roll on the d12 to cause a coughing fit increases by 1 for each slot level above 3rd.
Magnetite Shard
3rd-level evocation
Casting Time: 1 action
Range: 90 feet (20-foot-radius sphere)
Components: V, S, M (a piece of magnetite)
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock, Wizard
You fling a supercooled piece of magnetite at a point you can see within range, where it detonates in an explosion of icy, metallic shards. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw, taking 4d6 cold damage and 3d6 piercing damage on a failure, or half as much damage on a success. Creatures made of a ferrous material or wearing ferrous armour have disadvantage on this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.
Mireball
3rd-level conjuration
Casting Time: 1 action
Range: 150 feet (15-foot-radius sphere)
Components: V, S, M (a tiny ball of guano and mud)
Duration: 1 minute
Class: Bard, Druid, Sorcerer, Warlock
A blob of gloopy mud splunks from your pointed finger to a point you choose within range, where it splooges with a wet burp into an explosion of sludge. Each creature in a 15-foot-radius sphere centred on that point must make a Strength saving throw. On a failed save, a target takes 3d10 bludgeoning damage and is knocked prone. On a successful one, it takes half as much damage and is not knocked prone.
In addition, all surfaces within the area become covered in unpredictably slick and sticky patches of mud for the duration. The first time a creature moves through the muddy area on its turn it must succeed on a Dexterity saving throw against your spell save DC or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Stench
3rd-level conjuration
Casting Time: 1 action
Range: 90 feet (20-foot-radius sphere)
Components: V, S, M (a skunk’s tail)
Duration: Concentration, up to 1 minute
Class: Bard, Druid, Sorcerer, Warlock, Wizard
Emanating from a point within range, a noxious, 20-foot-radius sphere of colourless fumes creates a choking, eye-watering miasma that penetrates through creatures’ skin.
When a creature enters the spell’s area for the first time on its turn or starts its turn there, it must make a Constitution saving throw. It takes 3d6 poison damage and becomes poisoned until the end of its next turn on a failure, or takes half as much damage and is not poisoned on a success. Whilst poisoned in this way, a creature has disadvantage on saving throws made to maintain its concentration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
The Bends
3rd-level biomancy (*can be replaced with transmutation)
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock, Wizard
You assault the internal chemistry of a creature you can see within range, causing bubbles of nitrogen to precipitate in its blood, forcing it to make a Constitution saving throw. On a failed save, the target takes 5d8 poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn’t poisoned. If the target is completely submerged in water, increase the damage dice from d8s to d10s.
The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Zippit!
3rd-level biomancy (*can be replaced with transmutation)
Casting Time: 1 reaction, which you take when a creature within range vocalises
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bard, Druid, Sorcerer, Warlock, Wizard
In response to a creature vocalizing, you make a sharp sound and hold a finger up in an attempt to interrupt them. The target must succeed on a Constitution saving throw or become silenced as its mouth is fused shut for the duration. If you silence a target that is casting a spell with verbal components, the target’s spell slot isn’t expended, but its action is wasted.
At the end of each of its turns, the target can make a Strength saving throw as it tries to tear open its mouth. On a success, the target takes 1d8 slashing damage and is no longer silenced. Alternatively, as an action, the target can use a bladed implement to cut open its mouth, taking 1d8 slashing damage and ending the silence.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Frogskin
4th-level biomancy (*can be replaced with transmutation)
Casting Time: 1 action
Range: Self
Components: V, S, M (some frogspawn)
Duration: Concentration, up to 1 minute
Class: Druid, Sorcerer, Tamer, Warlock, Wizard
You morph your skin and clothing into that of a slimy, poisonous frog. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d10 poison damage and is poisoned until the end of your next turn. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again.
Slimy. For the duration, you have advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts you make to grapple a target. Each creature grappling you, or that you are grappling, must make a Constitution saving throw at the start of each of its turns, taking 3d10 poison damage on a failure, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both damages increase by 1d10 for each slot level above 4th.
Fungal Infection
4th-level biomancy (*can be replaced with necromancy)
Casting Time: 1 action
Range: 90 feet (15-foot radius sphere)
Components: V, S, M (a mushroom)
Duration: Concentration, up to 1 minute
Class: Druid, Warlock, Wizard
With an exhalation, fungal spores waft their way towards a point within range. Each creature in a 15-foot-radius sphere centred on that point must succeed on a Constitution saving throw or become cursed until the spell ends.
When you cast the spell, choose one of the following fungi to grow on the cursed creatures:
- Amanita Rotgut. The creature immediately takes 2d6 poison damage and becomes poisoned. While poisoned in this way, the creature takes 2d6 poison damage at the end of each of its subsequent turns.
- Necrotising Zygomycosis. The creature immediately takes 2d8 necrotic damage, and takes 2d8 necrotic damage at the start of each of its turns.
- Psilocybin Quickitrippiae. The creature begins ‘tripping’. It must roll a d4 at the start of each of its turns. On a 1, the creature doesn’t move or take actions this turn.
- Paralysing Mucorales. At the end of each of the creature’s turns, it becomes stunned until the start of its next turn. If the creature fails a saving throw against this spell by 5 or more then, if it would be stunned, it is paralysed instead.
- Raging Henbane. The creature becomes charmed by you and must use its reaction at the start of each of its turns to make one weapon attack against a randomly determined creature within its reach/range other than you.
- Veiled Lady. The creature’s vision darkens to a pinhole; the creature has disadvantage on Dexterity saving throws, and ranged attacks have advantage against the creature.
An affected creature can repeat the saving throw at the end of each of its turns (after the effects of this spell have triggered), ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage (both initial and later) of Amanita Rotgut and Necrotising Zygomycosis increases by 1d6 and 1d8, respectively, for each slot level above 4th. When you cast this spell using a spell slot of 6th level or higher, you can choose two different fungi to grow on affected targets instead of one.
Tentacle Lash
4th-level biomancy (*can be replaced with transmutation)
Casting Time: 1 action
Range: Self
Components: V, S, M (a miniature plunger)
Duration: Concentration, up to 1 minute
Class: Druid, Ranger, Warlock, Wizard
One of your arms elongates into a long, wet, suckered tentacle. When you cast this spell, and as an action on each of your turns, you can make a melee spell attack against a creature within 30 feet of you. On a hit, the target takes 5d8 bludgeoning damage and it must make a Strength saving throw if it is Huge or smaller. On a failure, you can choose one of the following effects:
- The target is knocked prone.
- The target is shoved 5 feet in a direction of your choice.
- You disarm the target; you take one item the target is holding and return it to your person.
The tentacle also serves as an appendage that can be used like a grappling hook or rope (GM’s discretion).
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Totem Arrows
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a quiver containing at least one piece of ammunition)
Duration: Concentration, up to 1 hour
Class: Druid, Ranger
You touch a quiver containing arrows or bolts, imbuing the ammunition currently in it with the spirit of a creature, plant, or fungus. For the duration, any creature hit (or in the case of ‘Hawk’, targeted) by one of the pieces of ammunition is subject to the effect of the spirit currently imbuing the quiver (see below), in addition to the attack’s normal effects. As a bonus action, you can change which spirit imbues the quiver.
Cat. The target takes an additional 1d6 slashing damage. If the attack roll was made with advantage, the additional damage is increased to 2d6.
Elk. The target takes an additional 1d6 bludgeoning damage and must succeed on a Strength saving throw or be knocked prone or shoved 5 feet in a direction of your choice (you choose when the target is hit).
Hawk. The attack ignores half and three-quarters cover.
Hogweed. The target must succeed on a Constitution saving throw or become blinded until the end of its next turn.
Psilocybin. The target must succeed on a Wisdom saving throw or begin ‘tripping’ for the spell’s duration. Whilst tripping, the creature must roll a d4 at the start of each of its turns. On a 1, the target is incapacitated until the end of its turn and the effect ends. On a 2-4, the target behaves as normal, and the effect continues.
Roc. The target must succeed on a Strength saving throw or its speed becomes 0 feet and it is lifted 20 feet into the air until the end of its next turn, when it begins falling. If there isn’t enough room to be lifted 20 feet, the creature is lifted to the maximum possible height.
Snake. The target takes an additional 1d6 poison damage and must succeed on a Constitution saving throw or become poisoned for the spell’s duration. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spider. The target must succeed on a Dexterity saving throw or become restrained until the end of its next turn. The target can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of this spell is concentration, up to 8 hours.
Bone Cage
5th-level biomancy (*can be replaced with necromancy)
Casting Time: 1 action
Range: Self (20-foot-radius sphere)
Components: V, S, M (the bones of at least one non-animated corpse, which the spell consumes)
Duration: 1 minute
Class: Cleric, Druid, Paladin, Warlock, Wizard
You draw the bones from all corpses within range, forming a carapace of ribcages and femurs. You gain temporary hit points for each Small or larger corpse wholly or partly within range, according to its size, that last for the duration:
| Size | Temporary Hit Points Gained |
|---|---|
| Small | 1d6+1 |
| Medium | 1d8+2 |
| Large | 1d10+5 |
| Huge | 1d12+12 |
| Gargantuan | 1d20+25 |
As an action on a subsequent turn, you can cause your armour of bones to erupt, expending all remaining temporary hit points. Each other creature within range must make a Dexterity saving throw, taking piercing damage equal to your expended temporary hit points on a failure, or half as much damage on a success. Whatever the manner in which the temporary hit points are lost, the bones shatter and can’t be used in this way again.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of this spell increases by 10 feet for each slot level above 5th.
Endure
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a gem-encrusted cockroach worth 250 gp, which the spell consumes)
Duration: 1 minute
Class: Cleric, Druid, Paladin, Ranger, Tamer, Warlock
Choose a willing creature you can see within range; it ceases to heed the pained calls of its body, needing neither food nor water to exist. An affected creature ignores the effects of exhaustion, the poisoned condition, and cannot be incapacitated, stunned, paralysed, or fall unconscious. Each time an affected creature takes damage that would reduce its hit points to 0, it makes a death saving throw instead. If the creature fails 3 death saving throws, it dies.
When the spell ends, the creature gains a level of exhaustion for each death saving throw it failed. If the creature is resurrected after dying from these failed death saving throws, it does not regain consciousness for a duration equal to the time for which this spell affected it. When it wakes, it gains 3 levels of exhaustion.
If the creature is still alive when the spell ends, it falls unconscious for a duration equal to the time for which this spell affected it. Whilst unconscious in this way, the creature can not be awakened by any means short of a wish spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the duration to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level) or 1 day (9th level).
Feverskin
5th-level biomancy (*can be replaced with evocation)
Casting Time: 1 action
Range: Self
Components: V, S, M (a red hot chilli pepper, which the spell consumes)
Duration: Concentration, up to 1 minute
Class: Cleric, Druid, Sorcerer, Tamer, Warlock, Wizard
You eat a chilli pepper, your metabolism increases, and your skin begins to burn to the touch. Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d6 fire damage. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again.
For the duration, your walking speed increases by 15 feet, and you gain 2d6 temporary hit points at the start of each of your turns.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Incorporeality
5th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Druid, Sorcerer, Tamer, Warlock, Wizard
You touch a willing creature, causing it, and everything it is wearing and carrying, to become translucent. At the start of each of the target’s turns for the duration, it can choose to become incorporeal (no action required) until the end of its turn. While incorporeal, it has advantage on Stealth checks; it gains resistance to nonmagical bludgeoning, piercing, and slashing damage; and it can move through other creatures and objects as if they were difficult terrain. If the target ends its turn inside an object, it is shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet it is shunted.
At Higher Levels. When you cast this spell using a spell slot level of 6th level or higher, you can choose to increase the spell’s duration, or the number of targets, for each slot level above 5th. If you choose duration, the duration increases in increments to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level), or 24 hours (9th level). If you choose to increase the number of targets, the number increases by 1 for each slot level.
Arcanomagnetic Storm
7th-level evocation
Casting Time: 1 action
Range: 150 feet (ten 10-foot cubes)
Components: V, S, M (a piece of bismuth)
Duration: Concentration, up to 1 minute
Class: Druid, Sorcerer, Warlock, Wizard
A storm made of crackling lightning and arcanomagnetic winds appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish and last until the spell ends. Each cube must have at least one face adjacent to the face of another cube. As a bonus action at the start of each of your turns, you can remove one 10-foot cube, and place another 10-foot-cube adjacent to the face of another cube.
Each creature that starts its turn in the area or enters the area for the first time on its turn must make a Dexterity saving throw, taking 4d8 lightning damage on a failure, or half as much damage on a success. Each creature that ends its turn in the area must make a Strength saving throw, taking 4d8 force damage and being knocked prone on a failure, or taking half as much damage and not being knocked prone on a success. A creature made of ferrous metal or wearing ferrous armour has disadvantage on this Strength saving throw.
The area is difficult terrain for any creatures made of ferrous metal or wearing ferrous armour.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the lightning and force damage both increase by 1d8 for each slot level above 7th.