Spells
Spells by class:
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. |
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Arcanomagnetic Repulsion
2nd-level abjuration
Casting Time: 1 action
Range: Self (20-foot-radius sphere)
Components: V, S
Duration: Concentration, up to 1 minute
Class: Cleric, Druid, Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You emit waves of arcanomagnetic energy, distorting the trajectories of ferrous items. For the duration, attacks using ferrous weapons or ammunition made against you have disadvantage. In addition, the area within 20 feet of you is difficult terrain for creatures that are made of ferrous metal or are wearing ferrous armour.
Magnetic Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can force one Huge or smaller creature that is experiencing this difficult terrain to make a Strength saving throw. On a failure, it takes 1d6 force damage and is knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the difficult terrain increases by 5 feet and the damage increases by 1d6 for each slot level above 2nd.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Aura of Impurity
4th-level abjuration
Casting Time: 1 action
Range: Self (30-foot-radius sphere)
Components: V
Duration: Concentration, up to 1 minute
Class: Paladin, Tamer, Warlock
Sourcebook: #HelianasGuideToMonsterHunting
Enervating energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centred on you. Each creature of your choice that enters the aura for the first time on its turn or starts its turn there must succeed on a Charisma saving throw or become drained until the end of its next turn. While drained, a creature must roll a d4 and subtract the number rolled from each ability check, attack roll, or saving throw it makes, and any hit points a creature regains are reduced by half.
Bakuryō’s Blessèd Blizzard
5th-level conjuration
Casting Time: 1 action
Range: Self (20-foot radius)
Components: V, S, M (a snowflake made of mithral, worth at least 500 gp)
Duration: Concentration, up to 1 minute
Class: Bender (water), Cleric, Druid, Paladin, Warlock, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You invoke the tenets of the heavenly dragon, Bakuryō, rewarding those who struggle and punishing the dishonourable. A freezing storm radiates from you in an aura with a 20-foot radius, covering allies in icy armour and freezing foes. The aura lasts for the duration, and it moves with you, centred on you.
When you cast this spell, and when a creature you can see enters the area for the first time on its turn, you must decide whether you wish to bless the creature. If you do so, the creature gains a +2 bonus to its AC while in the aura. Once you bless a creature, it remains blessed until the spell ends.
If you choose not to bless the creature, it must make a Constitution saving throw. On a failure, it takes 3d10 cold damage, and its speed is reduced to 0 feet while in the aura. A creature can repeat this save at the end of each of its turns. On a successful save, its speed is halved while in the aura.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Blinding Radiance
4th-level evocation
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S, M (a strip of magnesium)
Duration: Concentration, up to 1 minute
Class: Cleric, Paladin, Sorcerer, Warlock
Sourcebook: #HelianasGuideToMonsterHunting
Bright light erupts from your form and dazzles those around you. For the duration, you emit bright light in a 50-foot radius and dim light for an additional 50 feet. Each creature that moves within 10 feet of you for the first time on its turn or that starts its turn there must make a Constitution saving throw. On a failure, a creature takes 3d10 radiant damage and is blinded until the start of its next turn. On a success, a creature takes half as much damage and isn’t blinded.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Blood Frenzy
2nd-level biomancy (can be replaced with enchantment)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of blood that is less than 24 hours old)
Duration: Concentration, up to 10 minutes
Class: Druid, Ranger, Sorcerer, Tamer, Warlock
Sourcebook: #LArsenesLedger
You touch a willing creature, sharpening its focus with the instincts of a killer. Until the spell ends, the target has advantage on attack rolls it makes against creatures below half of their hit point maximum. In addition, if there is at least one creature that is below half its hit point maximum within 30 feet of the target, and the target considers that creature hostile, the target has disadvantage on attack rolls it makes against creatures above half their hit point maximum.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.
Bloodweave
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
Class: Bard, Bender (water), Sorcerer, Warlock, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You attempt to seize control of the blood inside a Humanoid you can see within range. The target must make a Constitution saving throw. On a failed save, you can force that creature to use its reaction to move up to its speed in a direction you choose, and then use its action on its next turn to do one of the following: fall prone, drop what it is holding, or make one weapon attack against a creature you choose within its reach or range. At the end of that creature’s compelled action, your command over its body fades. Creatures that have a challenge rating or level of 5 or higher automatically succeed on the Constitution saving throw to resist this effect.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the challenge rating or level of creatures that automatically succeed on this saving throw increases by 3 for each slot level above 2nd. When you cast this spell using a spell slot of 5th level or higher, it can target any creature with blood, not only Humanoids.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Cage of Frozen Tears
4th-level conjuration
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a snowflake)
Duration: 24 hours
Class: Bender (water), Druid, Ranger, Warlock
Sourcebook: #RyokosGuideToTheYokaiRealms
You imbue a 20-foot-radius circle of ground you touch with an icy trap. The trap is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. When you cast the spell, choose a trigger:
- When a creature of a type you specify enters the area or reaches its centre.
- When any creature other than ones you designate to not trigger it enters the area or reaches its centre.
- When you use your reaction to trigger it.
When the trap is triggered, frosty spikes erupt from the ground, stabbing and trapping creatures within the area in a painful embrace. Each creature in the area when the trap is triggered must make a Dexterity saving throw. On a failure, a creature takes 2d8 piercing damage and 2d8 cold damage and is restrained for 1 minute. On a success, a creature takes half as much damage and is not restrained. A creature can use its action to make a Strength check against your spell save DC, freeing itself or a trapped creature within its reach on a success.
A creature that starts its turn restrained by the ice sees horrifying visions of its past reflected back at it and must succeed on a Wisdom saving throw or become frightened of the reflections that surround it until the start of its next turn. While frightened in this way, the creature can’t attempt the Strength check to free itself or another creature. A creature that ends its turn restrained by the ice takes 2d8 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each cold damage increases by 1d8 for each slot level above 4th.
Calm Air
2nd-level transmutation
Casting Time: 1 bonus action
Range: 120 feet (60-foot cube)
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bender (air), Druid, Ranger, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
With a calming gesture and soothing word, you calm the air in a 60-foot cube centred on a point within range for the duration. In the area, wind becomes still, the flow of poisonous gases is halted, and the effects of air-based spells of a level equal to or lower than this spell, such as the wind drake spell, are prevented and suppressed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the level of air-based spells suppressed by this spell increases.
Calm Earth
2nd-level transmutation
Casting Time: 1 bonus action
Range: 120 feet (60-foot cube)
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bender (earth), Druid, Ranger, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
With a disciplined gesture and stalwart word, you calm the earth in a 60-foot cube centred on a point within range for the duration. In the area, a rockslide grinds to a halt, ground tremors are soothed, and the effects of earth-based spells of a level equal to or lower than this spell, such as the earthen uppercut spell, are prevented and suppressed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the level of earth-based spells suppressed by this spell increases.
Calm Flames
2nd-level transmutation
Casting Time: 1 bonus action
Range: 120 feet (60-foot cube)
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bender (fire), Druid, Ranger, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
With a quelling gesture and subduing word, you calm any fire in a 60-foot cube centred on a point within range for the duration. In the area, a wildfire is reduced to glowing embers, a forge’s flames are extinguished, and the effects of fire-based spells of a level equal to or lower than this spell, such as the flaming sphere spell, are prevented and suppressed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the level of fire-based spells suppressed by this spell increases.
Calm Waters
2nd-level transmutation
Casting Time: 1 bonus action
Range: 120 feet (60-foot cube)
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bender (water), Druid, Ranger, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
With a peaceful gesture and murmuring word, you calm the water in a 60-foot cube centred on a point within range for the duration. In the area, a tumultuous stream becomes swimmable, a stormy ocean gains a moment of reprieve, and the effects of water-based spells of a level equal to or lower than this spell, such as the riptide spell, are prevented and suppressed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the level of water-based spells suppressed by this spell increases.
Can’t Trip
Abjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round
Class: Bard, Cleric, Druid, Tamer, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
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).
Can’trip
Abjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
Class: Bard, Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You temporarily tangle the Weave around a creature within range that you can see. Until the start of your next turn, each time the creature tries to cast a cantrip whilst this spell affects it, it must succeed on a spellcasting ability check against your spell save DC or waste its action (but not a spell slot). The spell ends if the target moves out of the spell’s range.
The maximum level of spell inhibited by this cantrip increases when you reach 5th level (1st-level spells), 11th level (2nd-level spells), and 17th level (3rd-level spells).
Cannotrip
1st-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bard, Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
Choose a creature you can see within range. Each time the target tries to cast a spell of equal or lower level than this spell, it must succeed on a spellcasting ability check against your spell save DC or waste its action (but not its spell slot).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you inhibit spells 1 spell level higher for each slot level above 1st.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Cloud Stride
4th-level transmutation (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a mithral feather worth at least 100 gp, which the spell consumes)
Duration: 24 hours
Class: Bender (air, water), Druid, Ranger, Sorcerer, Tamer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
This spell grants up to ten willing creatures you can see within range the ability to walk on heavily obscuring water vapour (such as cloud, fog, and mist) as if it were solid ground until the spell ends. An affected creature can suspend this effect on itself as a bonus action, allowing it to pass through water vapour until it restarts the effect, which it can do as a bonus action.
A creature affected by this spell falls at a rate of 60 feet per round, takes no falling damage when it lands, and can land on its feet. In addition, its jump distance is quadrupled when it jumps off of water vapour, but it leaves an obvious contrail in its wake.
Concussion
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
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).
Conjure Anomaly
5th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (an aberration component)
Duration: Concentration, up to 1 hour
Class: Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You call forth an aberration at random from the Anomalies, a distant and bizarre plane. Choose an unoccupied space within range. An aberration of challenge rating 5 or lower (GM’s choice) appears in the space. The aberration disappears when it drops to 0 hit points or when the spell ends.
The aberration is friendly to you and your companions for the duration. Roll initiative for the aberration, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the aberration, it defends itself from hostile creatures, but otherwise takes no actions.
If your concentration is broken, the aberration doesn’t disappear. Instead, you lose control of the aberration, it becomes hostile towards you and your companions, and it might attack. An uncontrolled aberration can’t be dismissed by you, and it disappears 1 hour after you summoned it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Coralskin
2nd-level biomancy* (*can be replaced with transmutation)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a lump of living coral)
Duration: Concentration, up to 1 hour
Class: Druid, Ranger, Sorcerer, Wizard
Sourcebook: #LArsenesLedger
You touch a willing creature, turning their skin into a rapidly growing landscape of varicoloured coral. When the spell is cast, and at the start of each of the target creature’s turns for the duration of the spell, the creature gains temporary hit points equal to 2d4 plus your spellcasting ability modifier. In addition, the target’s unarmed attacks deal an extra 1d4 slashing damage on a hit. When the spell ends, the target loses any remaining temporary hit points from this spell.
Corrupting Ichor
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: S, M (some phlegm)
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
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.
Crimson Death
6th-level necromancy
Casting Time: 1 action
Range: Self (20-foot-radius sphere)
Components: V, S, M (a crystal rod carved with necromantic runes worth 500 gp)
Duration: Concentration, up to 1 minute
Class: Cleric, Sorcerer, Warlock, Wizard
Sourcebook: #LArsenesLedger
You spew a cloud of crimson smoke from your mouth, which gathers in a 20-foot-radius sphere centred on your space that lasts for the duration, heavily obscuring the area. Each creature other than you that starts its turn in the cloud or enters it for the first time on its turn must make a Constitution saving throw, taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one. For as long as the cloud lasts, you can use a bonus action to move it up to 20 feet in any direction.
A humanoid reduced to 0 hit points by this damage immediately dies and returns as a zombie under your control. Zombies created by this spell have immunity to its effects. You can control a maximum of three zombies at the same time. Any created beyond this number are hostile to all living creatures. In combat, zombies take their turn immediately after yours. Zombies under your control obey your verbal commands (no action required by you). When the spell ends, zombies created by the spell crumble to dust and are destroyed.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Cyclone
5th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a smoke-filled crystal)
Duration: Concentration, up to 1 minute
Class: Bender (air), Druid, Warlock, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
A cyclone of swirling wind encases you. For the duration, you have a flying speed of 30 feet and can hover, and weapon attack rolls against you have disadvantage.
As a bonus action on your turns until the spell ends, you can cause the cyclone to emit a blast of wind. Make a melee or ranged spell attack against a creature within 30 feet of you. On a hit, the creature takes 3d8 bludgeoning damage and is pushed 15 feet directly away from you.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of the blast of wind increases by 1d8 for each slot level above 5th.
Dash Strike
Transmutation cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
Class: Bard, Bender (air), Druid, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
With a deft flourish, you propel yourself up to 10 feet and then can immediately make an unarmed strike or a melee attack with a weapon you are holding against a creature within your reach. Immediately after you hit or miss with this attack, you can move up to 10 feet without provoking opportunity attacks.
The distance up to which you can travel with this spell increases by 5 feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
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
Sourcebook: #HelianasGuideToMonsterHunting
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).
Earthen Fist
Conjuration cantrip
Casting Time: 1 action
Range: 10 feet
Components: S
Duration: Instantaneous
Class: Bender (earth), Druid
Sourcebook: #RyokosGuideToTheYokaiRealms
You conjure a fist or foot made of rock and earth, punching it towards a creature within 10 feet of you. Make a melee spell attack. On a hit, the target takes 1d8 bludgeoning damage and must succeed on a Strength saving throw or you either knock it prone or push it 5 feet directly away from you (your choice).
This spell’s damage and distance a target is pushed increases by 1d8 and 5 feet when you reach 5th level (2d8 and 10 feet), 11th level (3d8 and 15 feet), and 17th level (4d8 and 20 feet).
Earthskin
2nd-level biomancy* (can be replaced by transmutation)*
Casting Time: 1 action
Range: Touch
Components: V, S, M (a carved stone figurine)
Duration: 10 minutes
Class: Bender (earth), Druid, Ranger, Sorcerer, Tamer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
At your touch, the skin of a willing creature hardens with stone-like fortification. Its speed is reduced by 5 feet and, when you cast this spell and at the start of each of the target’s turns, it gains temporary hit points equal to 2d4. When the spell ends, the target loses any remaining temporary hit points granted by this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Earthen Uppercut
1st-level transmutation
Casting Time: 1 action
Range: Self (30-foot line)
Components: S, M (a mosaic tile)
Duration: Instantaneous
Class: Bender (earth), Druid, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
Stone erupts upward from the ground in a line extending from you that is 30 feet long, 10 feet wide, and 10 feet high. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 1d10 bludgeoning damage and is flung 10 feet in a direction of your choice where it lands prone. On a success, a creature takes half as much damage and isn’t flung.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10, and the distance you can fling a target increases by 5 feet, 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
Sourcebook: #HelianasGuideToMonsterHunting
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
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
Sourcebook: #HelianasGuideToMonsterHunting
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).
Enrage
3rd-level enchantment
Casting Time: 1 action
Range: 120 feet (20-foot-radius sphere)
Components: V, S, M (a red handkerchief)
Duration: Concentration, up to 1 minute
Class: Bard, Sorcerer, Warlock
Sourcebook: #HelianasGuideToMonsterHunting
You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. A creature that fails this saving throw becomes enraged for the duration. While enraged, a target becomes hostile towards all creatures. An enraged creature that is concentrating on a spell must succeed on a DC 10 Constitution saving throw at the start of each of its turns or lose concentration on the spell.
As an action, you can force an enraged creature to use its reaction to make one melee weapon attack against one randomly determined creature within the enraged creature’s reach. If the enraged creature was friendly towards the target of its attack before this spell was cast, the enraged creature can repeat the saving throw immediately after making the attack, ending the effect on itself on a success.
An enraged creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. When the spell ends, the creature reverts to its previous disposition again, unless the GM rules otherwise.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher and use an action to force an enraged creature to make a melee weapon attack, you can force one additional enraged creature to make a melee weapon attack for each slot level above 3rd.
Eruption
5th-level transmutation
Casting Time: 1 action
Range: 90 feet (20-foot-radius circle)
Components: S, M (a broken stone tile)
Duration: Instantaneous
Class: Bender (earth), Druid, Sorcerer
Sourcebook: #RyokosGuideToTheYokaiRealms
You stamp your foot, causing the ground to fling upwards and form jagged spikes of rock in a 20-foot-radius circle centred on a point on a stone or earthen surface you can see within range. That area becomes difficult terrain, and each creature in the area must make a Strength saving throw. On a failure, a creature takes 4d8 piercing damage and is thrown 2d6 x 10 feet directly away from the surface (which can include vertically). On a success, a creature takes half as much damage and isn’t thrown. Creatures that are Huge or larger have advantage on this saving throw. Each 5-foot-diameter portion of the difficult terrain requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. In addition, the distance a creature is thrown increases to 2d8 x 10 feet (6th level), 2d10 x 10 feet (7th level), 2d12 x 10 feet (8th level), or 2d20 x 10 feet (9th level).
Extract Shirikodama
3rd-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a slice of cucumber)
Duration: Instantaneous
Class: Bender (water), Cleric, Warlock
Sourcebook: #RyokosGuideToTheYokaiRealms
You phase your hand into a creature’s body and attempt to tear away a fragment of its soul. The creature must make a Charisma saving throw. On a failure, it takes 4d10 necrotic damage, you gain temporary hit points equal to half the damage dealt, and you gain advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn. On a success, the creature takes half as much damage, and you don’t gain any benefits. Creatures without souls automatically succeed on this 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.
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
Sourcebook: #HelianasGuideToMonsterHunting
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).
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Field of Bones
8th-level necromancy
Casting Time: 1 action
Range: 500 feet (100-foot-radius circle)
Components: V, S, M (a wishbone)
Duration: Concentration, up to 1 minute
Class: Cleric, Warlock, Wizard
Sourcebook: #LArsenesLedger
The ground in a 100-foot-radius circle centred on a point you can see within range is punctured as bony claws, tails, and maws protrude from the ground, snapping, grasping, and raking at all within reach. The ground becomes difficult terrain for creatures other than you. A creature other than you that starts its turn in this area or enters this area for the first time on its turn must make a Strength saving throw. On a failure, it takes 6d6 slashing damage and is grappled by the bony protrusions (escape DC equals your spell save DC). On a success, a creature takes half as much damage and isn’t grappled.
For the duration of the spell, at the start of each of your turns, you can cause 1d4 skeletons to burst from the ground at points you choose within the spell’s area. Skeletons created by this spell have immunity to its effects. On each of your turns, you can use a bonus action to mentally command all the creatures made by this spell if the creature is within 500 feet of you, issuing the same command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. When the spell ends, all creatures created by this spell crumble into dust.
If this spell is cast in an area with a lot of buried corpses (GM’s discretion), like a graveyard or battlefield, the saving throw is made with disadvantage and you create 2d4 skeletons instead.
Firther’s Shadow
3rd-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You warp and distort the memories of a creature you can see within range, bringing forth hideous and disturbing mental images. The creature must make an Intelligence saving throw. On a failed save, the creature takes 4d10 psychic damage and you learn something about the creature (roll a d6 and consult the following table):
| d6 | Thing Learnt |
|---|---|
| 1 | The creature’s name |
| 2 | Something the creature fears |
| 3 | Something the creature desires |
| 4 | The creature’s condition immunities |
| 5 | The creature’s damage vulnerabilities, resistances, and immunities |
| 6 | The creature’s skill and saving throw proficiencies |
On a successful save, the creature takes half as much damage and you don’t learn anything. A creature with an Intelligence score of 4 or lower automatically succeeds on the saving throw.
If a creature fails the initial saving throw then, on each of your turns for the duration, you can use your action to force the creature to make an Intelligence saving throw. On a failure, the creature takes 4d6 psychic damage and you learn something about the creature (roll a d6 and consult the table above). On a success, the creature takes half as much damage, you don’t learn anything, and the spell ends. The spell also ends if the target is ever outside the spell’s range.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d10 and 1d6, respectively, for each slot level above 3rd.
Fixit
1st-level transmutation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (adhesive tape with ducks drawn on it)
Duration: 10 minutes
Class: Bard, Cleric, Sorcerer, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You imbue a broken item no larger than 20 feet in any dimension with pure belief. For the duration, the item is whole once more. In addition, if you were familiar with the item’s magical function (GM’s discretion) and its rarity was no higher than common, the item regains its magical properties for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the rarity of the item that can regain its magical properties increases to uncommon (3rd level), rare (5th level), very rare (7th level), or legendary (9th level).
Flaming Tiger Leap
3rd-level transmutation
Casting Time: 1 action
Range: Self (15-foot-radius, 5-foot-high cylinder)
Components: V, S
Duration: Instantaneous
Class: Bender (fire), Druid, Ranger, Sorcerer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You erupt from the ground like a firework of the College of Hanabi, but thankfully without exploding at your apex. Each creature within a 15-foot-radius, 5-foot-high cylinder centred on you must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed saving throw, or half as much damage on a successful one. Until the end of your turn, you gain a flying speed of 120 feet, and your movement doesn’t provoke opportunity attacks.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6, and your flying speed increases by 30 feet, for each slot level above 3rd.
Flare
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a strip of magnesium)
Duration: Instantaneous
Class: Cleric, Sorcerer, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You launch a pulse of radiant energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. On a critical hit, the target is covered in glittering mystical light, granting advantage on attack rolls against the target until the end of your next turn.
Alternatively, you can launch the pulse at a point in the air within range where it slowly falls towards the ground. Until the end of your next turn, the flare sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
This spell’s damage increases by 1d8 and the radius of the bright and dim light both increase by 10 feet when you reach 5th level (2d8, 30 feet), 11th level (3d8, 40 feet), and 17th level (4d8, 50 feet).
Flash
1st-level evocation
Casting Time: 1 reaction, which you take when a creature within 10 feet of you that you can see targets you with an attack
Range: 10 feet
Components: S, M (a bead of magnesium)
Duration: Instantaneous
Class: Bard, Bender (fire), Cleric, Druid, Paladin, Sorcerer, Tamer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You exploit a creature’s focus on you to detonate a blinding flash of light. The attacking creature must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Flashbang
3rd-level evocation
Casting Time: 1 action
Range: 60 feet (10-foot-radius sphere)
Components: V, S, M (a handful of metal powder)
Duration: Instantaneous
Class: Bard, Bender (air), Ranger, Sorcerer, Warlock, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You throw a tiny spark at a point within range where it erupts with a bright flash and thunderous bang which can be heard 600 feet away. Each creature in a 10-foot-radius sphere centred on that point must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is blinded and deafened for 1 minute. On a success, a creature takes half as much damage and isn’t blinded or deafened. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself 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, and the radius increases by 5 feet, for each slot level above 3rd.
Flesh to Bone
3rd-level biomancy* (can be replaced with transmutation)*
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of bone marrow)
Duration: Concentration, up to 10 minutes
Class: Druid, Warlock, Wizard
Sourcebook: #LArsenesLedger
You attempt to turn the skin of a creature you touch into bony plates. If the target’s body is made of flesh, it must make a Constitution saving throw. A willing creature can choose to fail this saving throw. On a failure, a creature’s skin turns into hardened, articulating plates of bone. For the duration, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it has resistance to piercing and slashing damage.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
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
Sourcebook: #HelianasGuideToMonsterHunting
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Gravity Repulsion
4th-level evocation
Casting Time: 1 action
Range: Self (20-foot-radius sphere)
Components: V, S
Duration: Concentration, up to 1 minute
Class: Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You emit waves of gravitational energy, distorting the trajectories of incoming projectiles and making movement difficult. For the duration, ranged weapon attacks made against you have disadvantage. In addition, the area within 20 feet of you is difficult terrain for creatures of your choice that you can see.
Gravity Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can create a gravity pulse, forcing one Huge or smaller creature of your choice that you can see within 20 feet of you to make a Strength saving throw. On a failure, the creature is pushed 10 feet in a direction of your choice and falls prone, taking 3d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the difficult terrain increases by 5 feet, and gravity pulse’s damage and range increase by 1d6 and 5 feet, respectively, for each slot level above 4th.
Gravity Smash
5th-level evocation
Casting Time: 1 action
Range: 120 feet (40-foot-radius, 100-foot-high cylinder)
Components: V, S
Duration: Concentration, up to 1 round
Class: Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You strike the ground, choosing a point you can see within range to begin accumulating gravity. A 40-foot-radius, 100-foot-high cylinder centred on that point becomes difficult terrain until the start of your next turn. When the spell ends, the gravity reaches a critical magnitude, smashing all creatures in the cylinder downwards; each creature in the area must make a Strength saving throw. If the spell lasts its full duration and ends at the start of your next turn, then, on a failed saving throw, a creature takes 8d10 force damage and is knocked prone. If the spell ends before the start of your next turn, a creature takes 4d10 force damage on a failure instead. On a successful save, a creature takes half as much damage and isn’t knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both damage values increase by 1d10 for each slot level above 5th.
Howl
Transmutation cantrip
Casting Time: 1 action
Range: Self (1000-foot-radius sphere)
Components: V
Duration: 1 round
Class: Druid, Tamer
Sourcebook: #HelianasGuideToMonsterHunting
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.
Humperdink’s Halitosis
1st-level transmutation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Concentration, up to 1 round
Class: Bard, Sorcerer, Warlock
Sourcebook: #HelianasGuideToMonsterHunting
You belch forward acidic fumes, afflicting those in a 15-foot cone before you. The fumes spread around corners. All creatures in the area must make a Constitution saving throw, taking 3d4 acid damage on a failure or half as much damage on a success.
The fumes linger until the end of your next turn or until dispersed by a moderate or stronger wind. Any creature ending its turn in the area must make a Constitution saving throw, taking 3d4 acid damage or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 1st.
Humperdink’s Irresistible Revelry
4th-level enchantment
Casting Time: 1 action
Range: 60 feet (20-foot square)
Components: V, S, M (a small mirror ball)
Duration: Concentration, up to 1 minute
Class: Bard, Wizard
Sourcebook: #LArsenesLedger
You attempt to force creatures in a 20-foot square centred on a point within range into a dancing frenzy. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or suddenly engage in synchronised choreography, perfectly mimicking the movements of each other affected creature with flawless timing. An affected creature must use all of its movement to dance without leaving its space, and has disadvantage on attack rolls and Dexterity saving throws. Other creatures have advantage on attack rolls against a dancing creature. As an action on your turn, you can further control affected creatures, forcing all of them to immediately use their reaction to move up to 15 feet in a direction of your choice, potentially triggering opportunity attacks. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ice Moon
1st-level conjuration
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (a snowflake)
Duration: Instantaneous
Class: Bender (water), Druid, Sorcerer, Warlock, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You form a curving blade of ice and project it forward in an eviscerating rush. Each creature in a 5-foot-wide, 30-foot-long line must make a Dexterity saving throw. On a failure, a creature takes 1d6 slashing damage and 1d6 cold damage, and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half as much damage and its speed is unaffected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Iminada’s Umigiri
5th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: S, M (a piece of whalebone)
Duration: Concentration, up to 1 minute
Class: Bard, Bender (air, water), Cleric, Warlock, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You create a 60-foot cube of swirling, green fog centred on a point within range that lasts for the duration. The fog heavily obscures the area, spreads around corners, is unaffected by wind, and thrums with illusions.
A creature that starts its turn in the area or enters the area for the first time on its turn must make an Intelligence saving throw. On a failure, the creature takes 5d8 psychic damage and becomes frightened of the illusions, which surround it. On a success, a creature takes half as much damage and isn’t frightened by the illusions. A creature that makes an attack against these illusions (AC equals your spell save DC) and hits can repeat the saving throw, ending the frightened condition on itself on a success and automatically succeeding on saves against the spell for the duration. The frightening effect ends for an affected creature if it leaves the area.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8, and the area of the fog increases by 20 feet, for each slot level above 5th.
Incendiary Strike
Evocation cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Class: Bender (fire), Druid
Sourcebook: #RyokosGuideToTheYokaiRealms
Flame envelopes your strike, surging through you and into a target. Make an unarmed strike or a melee attack with a weapon you're holding against one creature within 5 feet of you. On a hit, the target suffers the attack’s normal effects, and it takes an extra 1d6 fire damage.
When you reach 5th level, the attack deals an extra 1d6 fire damage (2d6) to the target on a hit, and the reach of the attack increases by 5 feet (10 feet). The fire damage and range increase by 1d6 and 5 feet again at 11th level (3d6 and 15 feet) and 17th level (4d6 and 20 feet).
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Inequality
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood and water, mixed)
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Paladin, Tamer
Sourcebook: #HelianasGuideToMonsterHunting
You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favour and one to disfavour. The disfavoured target must succeed on a Charisma saving throw or the following effects occur:
- Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw.
- Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw.
- The disfavoured target’s speed is halved, whilst the favoured target’s speed increases by half.
These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends. While under the influence of this spell, a favoured target can’t benefit from the bless spell, and a disfavoured target can’t be afflicted by the bane spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can link two other creatures, favouring one, and disfavouring the other, for each two slot levels above 2nd.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Initiative
1st-level enchantment
Casting Time: 1 reaction, which you take when initiative is rolled
Range: 30 feet
Components: V, S, M (a coffee bean)
Duration: Instantaneous
Class: Bard, Ranger, Sorcerer, Tamer, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
As a reaction when initiative is rolled, choose a willing creature you can see within range; it begins to subtly jitter as its pupils dilate. If the target is surprised, it is no longer surprised, and takes its turn on the first round as normal. If the target is not surprised, it gains advantage on the initiative roll that prompted this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each spell slot above 1st.
Inner Flame
1st-level abjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Class: Bender (fire), Cleric, Druid, Paladin, Ranger, Tamer, Warlock
Sourcebook: #RyokosGuideToTheYokaiRealms
Your body becomes wreathed in flame. Creatures you are touching must succeed on a Constitution saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature you are grappling, or are grappled by, automatically fails this saving throw. If you are grappled by a creature that fails this saving throw, the creature releases you and the grapple ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Lifesap Aura
2nd-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Class: Cleric, Druid, Paladin
Sourcebook: #RyokosGuideToTheYokaiRealms
Spirals around you for the duration. Your current hit points and hit point maximum are reduced by an amount equal to the spell’s level at the start of each of your turns. When this spell ends, your hit point maximum returns to normal. If a creature hits you with a melee attack roll, that creature takes 2d8 necrotic damage. In addition, you are immune to being frightened, and you have advantage on Intimidation (Charisma) checks. You can dismiss this spell as an action.
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.
Lightning Wave
2nd-level evocation
Casting Time: 1 action
Range: Self (20-foot cone)
Components: V, S
Duration: Instantaneous
Class: Bard, Druid, Sorcerer, Warlock, Wizard
Sourcebook: #LArsenesLedger
A wave of sheet lightning sweeps out before you. Each creature in a 20-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 lightning damage and can’t take reactions until the start of its next turn. On a successful save, the creature takes half as much damage and can take reactions as normal.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 per slot level above 2nd.
Lion’s Roar
4th-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (some burnt hair)
Duration: Concentration, up to 1 minute
Class: Bender (fire), Druid, Ranger, Sorcerer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You conjure a roaring lion’s head made of writhing flame that moves with you, wielding it like an extension of your body for the duration. When you conjure the lion and as a bonus action on your subsequent turns, you can cause one of the following effects with it.
- Fiery Maw. The lion bites a creature or object within 30 feet of you. Make a melee spell attack against the target. On a hit, it takes 4d6 fire damage.
- Flaming Mane. The lion’s head encases your own until the start of your next turn. When a creature within 10 feet of you hits you with a melee attack, the lion bites the attacker, dealing 3d6 fire damage to it.
- Roar of the Pride. The flames roar. Each creature within 20 feet of you must succeed on a Wisdom saving throw or be frightened of you until the spell ends. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this effect until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage from the Fiery Maw and Flaming Mane options each increase by 1d6 for each slot level above 4th.
Living Candle
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (some wax)
Duration: Concentration, up to 1 minute
Class: Sorcerer, Warlock, Wizard
Sourcebook: #LArsenesLedger
You point at a creature you can see within range, causing a swirl of molten wax to surround the creature and gathering hair, clothes, and debris into a wick atop its head. The creature must make a Strength saving throw. On a failure, it takes 5d8 fire damage as it becomes restrained and encased within the wax until the spell ends, its wick lighting with righteous fire which sheds bright light for 30 feet and dim light for an additional 30 feet. On a success, the creature takes half as much damage and isn’t restrained. At the end of each of its turns, a restrained creature takes 2d8 fire damage. The restrained creature, or a creature within 5 feet of it, can use its action to make a Strength check against your spell save DC, freeing the restrained creature and ending the spell on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial and ongoing damage both increase by 1d8 for each slot level above 4th.
Lungburst
*6th-level biomancy* (*can be replaced with evocation)
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Class: Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You cause rapid and unpredictable changes in the internal air pressure of a creature you can see, rupturing its breathing apparatus. The creature must make a Constitution saving throw. A creature that is holding its breath makes this saving throw with disadvantage. On a failure, a creature takes 7d6 thunder damage, 7d6 necrotic damage, and immediately begins suffocating. On a success, a creature takes half as much damage and does not begin suffocating. A creature suffocating in this way can repeat the saving throw at the end of each of its turns, ending its suffocation on a success.
A creature that does not need to breathe is immune to the effects of this spell. A greater restoration, heal, or wish spell can restore a creature’s ability to breathe, and end its suffocation.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the thunder and necrotic damage both increase by 1d6 for each slot level above 6th.
Magatsuchi’s Lantern
5th-level illusion
Casting Time: 1 action
Range: Self
Components: S, M (a piece of spirit lantern amber)
Duration: Concentration, up to 10 minutes
Class: Bard, Bender (fire), Druid, Paladin, Ranger, Warlock
Sourcebook: #RyokosGuideToTheYokaiRealms
A warm, ethereal light in the shape of a kodama’s spirit lantern surrounds you for the duration, creating dim light in enrapturing patterns in an aura with a 10-foot radius. Until the spell ends, the aura moves with you, centred on you. When you create the aura, you can designate any number of creatures to be unaffected by it.
A creature that starts its turn in the area, or that enters the aura’s area for the first time on its turn, must succeed on a Wisdom saving throw or be charmed by you. The charmed creature is incapacitated and moves only if you verbally or gesturally command it to use its reaction to move. You can command it to use its reaction to move with you as you move, in which case it makes every effort to stay within the aura. A creature that leaves the aura ceases to be charmed at the start of its next turn. The effect ends early for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
A creature that ceases to be charmed by this spell knows that it was charmed by you and has advantage on saving throws against this spell for the next 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the aura increases by 5 feet for each slot level above 5th.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Magnetobolt
Evocation cantrip
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Class: Druid, Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
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).
Mass Leech
3rd-level necromancy
Casting Time: 1 action
Range: Self (20-foot-radius sphere)
Components: V, S, M (a live leech that has fed on humanoid blood in the past 24 hours)
Duration: Instantaneous
Class: Cleric, Tamer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You drain the life force of those around you, turning their limbs heavy and their bones cold. Each creature of your choice within 20 feet of you must make a Constitution saving throw. A target takes 2d8 necrotic damage on a failure, or half as much damage on a success. The caster regains hit points equal to half the total amount of necrotic damage dealt to Small or larger creatures.
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.
Mechamagic
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (adhesive tape with gorillas drawn on it)
Duration: 1 hour
Class: Bard, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You touch one item, instilling it with levels of belief worthy of a kobold and granting it one of the following properties, based on the item type, for the duration.
- Armour. A creature wearing this armour gains 1d4 temporary hit points at the start of each of its turns.
- Belt. A creature wearing this belt gains a flying speed of 30 feet.
- Boots. A creature wearing these boots has its walking speed increased by 10 feet and its jump distance tripled.
- Cloak. A creature wearing this cloak has advantage on Stealth checks it makes to hide and can hide while only lightly obscured.
- Gloves. A creature wearing these gloves gains a climbing speed equal to its walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, it has advantage on any ability checks it makes related to grappling.
- Headwear. A creature wearing this headwear doesn’t need to breathe, has advantage on saving throws against being poisoned, and has resistance to poison damage.
You can end this spell early by touching the item. The spell ends if you cast it again.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional item for each slot level above 4th.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Mirror of Reflection
2nd-level conjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a shard of reflective glass)
Duration: 10 minutes
Class: Bard, Bender (water), Cleric, Druid, Ranger, Tamer
Sourcebook: #RyokosGuideToTheYokaiRealms
You create a floating sheet of curved, reflective ice within range that lasts for the duration or until you cast this spell again. When a creature you can see makes a ranged attack with a piece of ammunition or other physical missile that passes through a space within 10 feet of the mirror, you can use your reaction to move the mirror to intercept the missile. Make a ranged spell attack. If the result of your attack roll is higher than the missile’s attack roll, the missile is redirected back at the attacking creature, using your ranged attack roll to determine whether it hits or misses.
As a bonus action on your turn, you can move the mirror up to 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance at which the mirror can intercept a missile increases by 5 feet, and the distance you can move the mirror as a bonus action on your turn increases by 10 feet, for each slot level above 2nd.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Nomi’s Adamantine Carapace
5th-level biomancy* (can be replaced with transmutation)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a hunk of adamantine worth at least 300 gp)
Duration: Concentration, up to 1 hour
Class: Bard, Bender (earth), Cleric, Druid, Paladin, Ranger, Tamer
Sourcebook: #RyokosGuideToTheYokaiRealms
You touch a willing creature, causing blue-green veins of adamantine to thread through its skin, making it tougher than steel and as flexible as silk. For the duration, the target has an Armor Class of 20 if its AC is lower than that, and it has resistance to acid, bludgeoning, piercing, and slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the minimum AC increases by 1 for each slot level above 5th.
Peppermint Plate
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (well-chewed peppermint chewing gum)
Duration: Concentration, up to 1 hour
Class: Cleric, Paladin, Sorcerer, Tamer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
A protective layer of hot, hard peppermint icing coats you. For the duration, you gain a +1 bonus to AC and if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st.
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
Sourcebook: #HelianasGuideToMonsterHunting
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).
Power Word Shield
7th-level abjuration
Casting Time: 1 reaction, which you take when a creature you can see is the target of an attack or spell
Range: 60 feet
Components: V
Duration: 1 round
Class: Bard, Cleric, Sorcerer, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
With a word, a translucent shield bubbles out from a creature you can see within range. Until the end of its next turn, it is immune to all damage types except psychic, it has advantage on all saving throws, and all other power word spells have no effect on it. If the creature is poisoned, that condition is removed, and if the creature is aflame, the fires are extinguished.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Primal Scent
Divination cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 minute
Class: Druid, Tamer
Sourcebook: #HelianasGuideToMonsterHunting
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.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Purple Rain
5th-level conjuration
Casting Time: 1 action
Range: 60 feet (20-foot-radius, 60-foot-tall cylinder)
Components: V, S, M (one drop of blue curaçao)
Duration: Concentration, up to 1 minute
Class: Bard
Sourcebook: #LArsenesLedger
An alcoholic rainstorm rapidly builds in a 20-foot-radius, 60-foot-tall cylinder centred on a point within range, releasing intoxicating vapours. When the rain begins, each creature in the area must succeed on a Constitution saving throw or gain 2 levels of drunkenness. 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.
A creature with levels of drunkenness inflicted by this spell takes 1d10 poison damage per level of drunkenness it has at the start of each of its turns. When the spell ends, affected creatures immediately lose all levels of drunkenness inflicted by this spell.
Raiko’s Rending Rage
5th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a piece of fulgurite)
Duration: Instantaneous
Class: Bender (air, fire), Ranger, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You imbue yourself with the swift rage of a tempest, turning your movement into a storm of thunder and lightning. Until the end of the turn, you gain 40 feet of additional movement, your movement doesn’t provoke opportunity attacks, and you can make up to four melee weapon attacks (no action required), though each must be against a different target. On a hit, these attacks deal an extra 2d8 lightning damage. At the end of the turn, a thunderous boom follows in your wake that can be heard 2,500 feet away. Each creature you attacked with this spell must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half as much damage and is not knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lightning and thunder damage each increase by 1d8 for each slot level above 5th.
Redirect Lightning
2nd-level abjuration
Casting Time: 1 reaction, which you take when you take lightning damage
Range: Self
Components: S
Duration: Instantaneous
Class: Bender (air, fire), Druid, Ranger, Sorcerer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You attempt to capture and redirect lightning. Make an Arcana check using your spellcasting ability, with a DC equal to half the lightning damage taken. On a failure, you gain resistance to lightning damage until the end of the turn, including against the triggering damage. On a success, you gain immunity to lightning damage until the end of the turn, including against the triggering damage. In addition, if the source of the damage was a spell, the spell’s area stops at you if it is a line, and you can reflect the spell back at the source as though it originated from you, using your spell save DC or spell attack modifier, turning the caster into the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the casting time of the spell changes to "1 reaction, which you take when a creature within a certain range of you takes lightning damage". This range is 10 feet at 3rd level, and increases by 10 feet for each slot level above 3rd. When you redirect lightning away from a target other than yourself, that creature gains resistance or immunity to lightning damage (on a failure or success, respectively) instead of you.
Reinforce
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a spherical pebble)
Duration: Instantaneous
Class: Bender (earth), Cleric, Druid, Tamer
Sourcebook: #RyokosGuideToTheYokaiRealms
You place your hand on one Large or smaller creature, imbuing it with the resilience and fortitude of stone. That target gains 4 temporary hit points. These temporary hit points disappear if you cast the spell again.
The temporary hit points granted by this spell increase by 3 when you reach 5th level (7), 11th level (10), and 17th level (13).
Repulsing Palm
1st-level evocation
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
Class: Bard, Bender (air), Cleric, Paladin, Ranger, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You empower yourself with the unimpedable motion of a tectonic plate. Make an unarmed strike or melee attack with a weapon you’re holding against one creature within your reach. On a hit, the target suffers the attack’s normal effects, and if the target is Large or smaller, you can choose to push it up to 30 feet directly away from you. If the target collides with an object or creature, it stops moving, falls prone, and takes 2d8 bludgeoning damage. If it collides with an object, the object takes 2d8 bludgeoning damage. If it collides with a creature, that creature must make a Dexterity saving throw, taking 2d8 bludgeoning damage and being knocked prone on a failed save, or taking half as much damage and not falling prone on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage upon collision increases by 1d8 for each slot level above 1st.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Rock Tomb
4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pebble)
Duration: Concentration, up to 1 minute
Class: Bard, Bender (earth), Druid
Sourcebook: #RyokosGuideToTheYokaiRealms
You conjure a tomb of earth, attempting to encase a Large or smaller creature you can see within range inside of it, which occupies the same space as the creature until the spell ends. If the target is unwilling, it can make a Dexterity saving throw. On a success, it avoids being encased and is pushed to an unoccupied space within 5 feet of the tomb. The tomb provides total cover for targets on the other side of it, and any creature encased within is blinded and restrained. The tomb is an object with AC 16, 50 hit points, immunity to poison and psychic damage, and vulnerability to thunder damage. Reducing the tomb to 0 hit points destroys it and ends the spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the AC of the tomb increases by 1, and its hit points increase by 10, for each slot level above 4th. In addition, when you use a spell slot of 6th level or higher, it can target a Huge creature, and when you use a spell slot of 8th or 9th level, it can target a Gargantuan creature.
Ryoko’s Revelation
3rd-level divination
Casting Time: 1 minute
Range: Touch
Components: V, S, M (an object)
Duration: Concentration, up to 24 hours
Class: Bard, Bender (water), Cleric, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You touch an object and enter a trance, choosing a point within the past week in which to begin your observation. You observe everything to have occurred within 60 feet of the object as if you were there, for as long as you stay in the trance. Ability checks you make while in your trance, such as Perception or Investigation checks to observe or discern information, use your spellcasting ability instead of any other ability. During your trance, you are deaf and blind with regard to your own senses. Objects and creatures hidden from divination magic appear as silent voids in this recollection.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can observe further back in time, and time travels faster within your trance. At 4th level, you can look as far back as 1 month, and each minute you spend in your trance allows you to observe 2 minutes (allowing you to observe 48 hours during your 24 hour trance). At 5th level, this is 1 year and 3 minutes; 6th level, 10 years and 4 minutes; 7th level, 100 years and 5 minutes; 8th level, 1,000 years and 6 minutes; 9th level, 10,000 years and 7 minutes.
See Future Death
1st-level divination
Casting Time: 1 action
Range: Self
Components: S, M (a piece of broken mirror)
Duration: 1 minute
Class: Bard, Cleric, Druid, Sorcerer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You peer into the divergent potentials of the future, your attention drawn to moments of your own harm. For the duration, any critical hits you suffer become normal hits, and opportunity attacks against you have disadvantage. In addition, when an attacker hits you with an attack or you fail a Strength or Dexterity saving throw, you can use your reaction to roll 1d4 and add the result to your AC against that attack or to the result of the saving throw, potentially turning a hit into a miss or a failure into a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases to 10 minutes (3rd level), 1 hour (5th level), 8 hours (7th level), or 24 hours (9th level). When you cast this spell using a spell slot of 2nd level or higher, the size of the die you can roll to add to your AC or saving throw increases to 1d6 (2nd level), 1d8 (4th level), 1d10 (6th level), or 1d12 (8th level).
Shackles of Pain
4th-level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pair of manacles)
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Paladin, Warlock
Sourcebook: #HelianasGuideToMonsterHunting
You link the vitality of a willing creature within range—the source—to the psyche of another creature within range—the target. The target must succeed on a Charisma saving throw or become linked to the source for 1 minute. Each time the source takes damage, the target takes psychic damage equal to half the damage the source took. If you yourself are the source, the creature takes this damage immediately before you make a Constitution saving throw to maintain your concentration. Whenever the target takes damage in this way, it can repeat the saving throw, ending the effect on a success.
Shielding Word
2nd-level abjuration
Casting Time: 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
Range: 30 feet
Components: V
Duration: 1 round
Class: Bard, Cleric, Paladin, Sorcerer, Tamer
Sourcebook: #HelianasGuideToMonsterHunting
With a word, you coat a creature in a shimmering shield that absorbs the energy of incoming blows. The creature gains 15 temporary hit points the instant before it takes the triggering damage. These hit points last until the start of the creature’s next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may choose to either increase the range of the spell by 30 feet or increase the number of temporary hit points gained by 5, for each slot level above 2nd.
Slatestorm
4th-level conjuration
Casting Time: 1 action
Range: Self
Components: V, M (a thin piece of slate)
Duration: Concentration, up to 1 minute
Class: Bender (earth), Druid, Ranger, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
Razor-sharp shards of slate flit about you in a lacerating whirlwind until the spell ends. Each creature that starts its turn within 5 feet of you or enters a space within 5 feet of you for the first time on its turn takes 3d8 slashing damage.
When you cast this spell, and as an action on subsequent turns, you can cause slate to fire out from you in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking 3d8 slashing damage on a failure, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Snakebite
2nd-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (some sand)
Duration: Concentration, up to 1 minute
Class: Bender (earth), Druid, Ranger, Sorcerer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You conjure a sinuous, fanged snake of shifting dirt and sliding sand that moves with you, wielding it like an extension of your body for the duration. When you conjure the snake and as a bonus action on your subsequent turns, you can cause one of the following effects with it:
- Earthroot. The snake coils around you or a willing creature of your choice within 30 feet of you as a fortification of earth. Until the start of your next turn, the affected creature automatically succeeds on ability checks and saving throws to avoid being moved against its will or knocked prone.
- Tetanus Tooth. The snake turns into a long, jagged tooth, stabbing at a creature within 20 feet of you. Make a melee spell attack against the target. On a hit, it takes 1d6 piercing damage and 1d6 poison damage, and must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
- Sandstorm. The snake disintegrates into a cloud of fine particles, surging towards a creature within 30 feet of you. The target must succeed on a Constitution saving throw or be blinded until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the poison damage from the Tetanus Tooth option increases by 1d6 for each slot level above 2nd.
Soften Descent
Transmutation cantrip
Casting Time: 1 reaction, which you take when you are about to hit a surface after falling
Range: Self
Components: S
Duration: Instantaneous
Class: Bard, Bender (air), Druid, Sorcerer, Tamer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
With a gesture, you cause an updraft in the air, slowing your descent. You ignore the first 30 feet when calculating falling damage.
This spell ignores an additional 30 feet of falling damage when you reach 5th level (60 feet), 11th level (90 feet), and 17th level (120 feet).
Spark
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Class: Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
A spark of bright light arcs from you to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. On a critical hit, the target is also blinded until the end of its next turn.
The spell creates more than one spark when you reach higher levels: two sparks at 5th level, three sparks at 11th level, and four sparks at 17th level. You can direct the sparks at the same target or at different ones. Make a separate attack roll for each spark.
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
Sourcebook: #HelianasGuideToMonsterHunting
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Steelskin
4th-level biomancy* (can be replaced with transmutation)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a steel figurine)
Duration: 10 minutes
Class: Bender (earth), Druid, Ranger, Sorcerer, Tamer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You reinforce a willing creature’s skin with the tenacity and strength of steel. For the spell’s duration, the target’s AC can’t be lower than 19, and, at the start of each of the target’s turns, it gains 2d6 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points increase by 1d6 for each slot level above 4th.
Sundering Sky
4th-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Class: Bender (air), Druid, Sorcerer, Warlock, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
With a flourish and a rush of air, you leap up to 60 feet to an unoccupied space you can see, landing with a thunderous boom that can be heard 600 feet away. Each creature within 10 feet of the space from which you jumped must make a Strength saving throw or be pushed 10 feet away from that space and knocked prone. Each creature within 20 feet of where you land must make a Dexterity saving throw, taking 5d10 thunder damage on a failure, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the distance you can leap increases by 30 feet, and the damage increases by 1d10, for each slot level above 4th.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Stunbolt
4th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a rod of quartz and copper wire)
Duration: Instantaneous
Class: Bard, Druid, Sorcerer, Warlock, Wizard
Sourcebook: #LArsenesLedger
You fire a concentrated bolt of energy at a target within range, which explodes in a cloud of crackling lightning. The target must make a Constitution saving throw. On a failure, the target takes 8d8 lightning damage and can’t take reactions until the start of its next turn. A creature that fails by 5 or more is also stunned until the end of its next turn. On a success, a creature takes half as much damage, isn’t stunned, and can take reactions as normal.
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.
Sugar Rush
2nd-level biomancy (*can be replaced with transmutation)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (some candy)
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Paladin, Sorcerer, Tamer
Sourcebook: #HelianasGuideToMonsterHunting
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is increased by 15 feet, and it gains a +1 bonus to AC. As a bonus action on each of its turns, it can take the Dash, Disengage, Hide, or Use an Object action.
When the spell ends, or if an affected creature does not spend movement up to its walking speed by the end of its turn, it then develops a stomach ache and is poisoned until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can target one additional creature for each slot level above 2nd.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Switcheroo
3rd-level transmutation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
Class: Bard, Cleric, Sorcerer, Tamer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You attempt to switch places with a Large or smaller target within range that you can see. The target must succeed on a Charisma saving throw or instantly teleport to your space whilst you teleport to the one it previously occupied.
A creature automatically succeeds on this saving throw if there is not enough space to accommodate either of the teleporting creatures. A willing creature may choose to fail the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of this spell increases by 30 feet for each slot level above 3rd. The maximum size of creature you can target increases to Huge when cast at 6th level or higher, and to Gargantuan when cast at 9th level.
Tempestuous Transformation
4th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Class: Bender (air), Druid, Sorcerer
Sourcebook: #RyokosGuideToTheYokaiRealms
You endow yourself with the shapeless fluidity of the wind. Until the spell ends, you can’t cast spells, and you gain the following benefits:
- You gain a flying speed of 40 feet.
- You can move through gaps as small as 1 inch wide without squeezing, and your movement doesn’t provoke opportunity attacks.
- You have resistance to bludgeoning, lightning, piercing, slashing, and thunder damage.
- When you cast the spell and as a bonus action on your subsequent turns for the duration, you can force one creature you can see within 30 feet of you to make a Dexterity saving throw, as a stormy blast extends from you toward it. The target takes 2d8 lightning damage and 2d8 thunder damage on a failed save, or half as much damage on a successful one.
When this spell ends, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.
Wanyūdō’s Fury
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
Class: Bender (fire), Ranger, Sorcerer
Sourcebook: #RyokosGuideToTheYokaiRealms
With a series of looping cartwheels and magic-enhanced flips, you move up to 30 feet in a straight line, your hands and feet spewing jets of flame. This movement does not provoke opportunity attacks. When you move within 5 feet of a creature, that creature must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. A creature can only be forced to make this saving throw once on each turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can move increases by 10 feet, and the damage increases by 1d6, for each slot level above 2nd.
Water Whip
*Transmutation cantrip*
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Class: Druid, Sorcerer, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
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).
Water Wyrm
3rd-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a dried tadpole)
Duration: Concentration, up to 1 minute
Class: Bender (water), Druid, Ranger, Sorcerer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You conjure a thrashing wyrm of frothing water that moves with you, wielding it as an extension of your body for the duration. When you conjure the wyrm and as a bonus action on your subsequent turns, you can cause one of the following effects with it:
- Ice Fang. The wyrm grows frozen fangs—jagged icicles that it uses to bite a creature or object within 20 feet of you. Make a melee spell attack against the target. On a hit, it takes 2d6 piercing damage and 1d6 cold damage.
- Engulf. The wyrm leaves your side, surging toward a Large or smaller creature within 40 feet of you and attempting to engulf it in a torrent of water. The target must succeed on a Strength saving throw or be restrained. While restraining a creature in this way, the only effect you can use with the wyrm is Ice Fang, targeting the restrained creature regardless of range. A creature can use its action to make a Strength check against your spell save DC, freeing itself or a creature within its reach from the wyrm on a success. When the wyrm stops restraining a creature, the spell ends.
- Weird Water. The wyrm assumes a defensive formation around you. Until the start of your next turn, ranged attacks that hit you have their damage reduced by 1d6 plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage from the Ice Fang option and the damage reduction of the Weird Water option increase by 1d6 for each slot level above 3rd.
Weavebend
4th-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within range casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
Class: Sorcerer, Warlock, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You attempt to redirect a spell cast by a creature you can see. If the creature is casting a spell of 3rd level or lower, you can redirect the spell. If the spell involves a ranged spell attack, you can cause the ranged spell attack to target a different target of your choice within 10 feet of its original target. If the spell has an area of effect, you can shift the area of effect up to 10 feet in any direction. If the creature is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell is redirected as described.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell is automatically redirected as described if its level is less than the level of the spell slot you used.
Weave Entanglement
6th-level abjuration
Casting Time: 1 action
Range: 90 feet (20-foot-radius sphere)
Components: V, S, M (a piece of felt)
Duration: Concentration, up to 1 minute
Class: Bard, Sorcerer, Wizard
Sourcebook: #HelianasGuideToMonsterHunting
You imperceptibly tangle the threads of the Weave in a 20-foot-radius sphere centred on a point you can see within range. Whenever a creature attempts to cast a spell of 1st level or higher in this area, it must make an ability check with its spellcasting ability against your spell save DC. On a success, the spell is cast as normal. On a failure, the spellcaster casts the spell and produces an additional effect. Roll a d10 and consult the following table to determine the additional effect:
| d10 | Effect |
|---|---|
| 1 | The spellcaster casts gravity smash* |
| 2 | The spellcaster casts phantasmal killer |
| 3 | The spellcaster casts confusion |
| 4 | The spellcaster casts fireball |
| 5 | The spellcaster casts zippit!* |
| 6 | The spellcaster casts web |
| 7 | The spellcaster casts darkness |
| 8 | The spellcaster casts silence |
| 9 | The spellcaster regains 2d10 hit points. |
| 10 | The spellcaster doesn’t expend a spell slot to cast its spell. |
Any additional spell cast this way targets or is centred on the spellcaster, who has no control over the spell’s effects. The DC for any saving throws equals the spellcaster’s spell save DC. In the case of concentration spells, no concentration is required. At initiative count 20 of each round, roll a d20 for each ongoing additional effect. On a roll of 11 or higher, that effect ends.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you increase the radius of the area affected by 10 feet for each slot level above 6th.
Words of Discouragement
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Class: Bard, Warlock, Wizard
Sourcebook: #LArsenesLedger
You launch a diatribe against a creature you can see within range, listing its shortcomings and failures and attempting to rouse its insecurities. If the creature can hear you and understands a language (though it need not understand you specifically), it must make a Wisdom saving throw. On a failed save, it takes 2d8 psychic damage and becomes timorous for 1 minute or until it succeeds on an ability check or attack roll. On a successful save, a creature takes half as much damage and doesn’t become timorous.
A timorous creature makes ability checks and attack rolls with disadvantage and, if it rolls a 1 on the d20 for any of these rolls, it takes 2d8 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.
White Water Wall
5th-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a perfectly round pebble)
Duration: Concentration, up to 1 minute
Class: Bender (water), Druid, Sorcerer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You create a wall of raging, turbulent water filled with debris. You can make the wall up to 60 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall is opaque, and ranged attacks can’t pass through the wall.
If the wall cuts through a creature’s space when it appears, or a creature enters the wall's space, the creature must make a Strength saving throw. A Huge or larger creature automatically succeeds on this saving throw. On a failure a creature ceases to be grappled and becomes entrained by the water. Success or failure, a creature takes 3d10 bludgeoning damage. An entrained creature can’t breathe and has a speed of 0 feet.
A creature that starts its turn in the wall takes 3d10 bludgeoning damage as it is battered by the turbulent flow and debris. An entrained creature that uses its action to make a Strength check against your spell save DC and succeeds exits the wall prone within 5 feet of its current location.
- White Water Whip. As a bonus action on your turn, you can cause a tendril of white water to grab at a creature within 10 feet of the wall. That creature must succeed on a Strength saving throw or take 3d10 slashing damage and be pulled into the wall where it becomes entrained by it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. When you use a spell slot of 7th level or higher, the wall’s maximum length also increases by 30 feet, its thickness increases by 5 feet, and the size of creature that automatically succeeds on the Strength saving throw increases by one for each two slot levels above 5th (to Gargantuan at 7th level and all creatures having to make the saving throw at 9th level).
Wind Drake
1st-level conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a dandelion seedhead)
Duration: Concentration, up to 1 minute
Class: Bender (air), Druid, Ranger, Sorcerer, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
You conjure a tempestuous drake of spiralling wind that moves with you, wielding it as an extension of your body for the duration. When you conjure the drake and as a bonus action on your subsequent turns, you can cause one of the following effects with it:
- Thunder Strike. The drake slams into a creature or object within 20 feet of you with a deafening boom. Make a melee spell attack against the target. On a hit, the target takes 1d6 thunder damage.
- Vortex Grapple. The drake billows towards a Large or smaller creature within 20 feet of you, attempting to encase it in a vortex of air. The target must succeed on a Dexterity saving throw or be restrained for the duration, or until you use another effect of the wind drake. A target can use an action to make a Strength or Dexterity check against your spell save DC, escaping the drake on a success and ending the spell.
- Windstrider. The drake forms a whirling eddy at your feet, increasing your speed by 10 feet, and preventing your movement from provoking opportunity attacks. This effect lasts until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the Thunder Strike option increases by 1d6, and the Windstrider option’s bonus to your speed increases by 10 feet, for each slot level above 1st.
Wind Strike
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
Class: Bender (air), Paladin, Ranger, Wizard
Sourcebook: #RyokosGuideToTheYokaiRealms
With a blast of air, you leap up to 30 feet before making one unarmed strike or melee attack with a weapon you are holding. You can make two attacks if you have the Extra Attack class feature. On a hit, each attack deals an extra 1d8 thunder damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can leap increases by 15 feet, and each attack deals an extra 1d8 thunder damage on a hit, for each slot level above 2nd.
Words of Discouragement
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Class: Bard, Warlock, Wizard
Sourcebook: #LArsenesLedger
You launch a diatribe against a creature you can see within range, listing its shortcomings and failures and attempting to rouse its insecurities. If the creature can hear you and understands a language (though it need not understand you specifically), it must make a Wisdom saving throw. On a failed save, it takes 2d8 psychic damage and becomes timorous for 1 minute or until it succeeds on an ability check or attack roll. On a successful save, a creature takes half as much damage and doesn’t become timorous.
A timorous creature makes ability checks and attack rolls with disadvantage and, if it rolls a 1 on the d20 for any of these rolls, it takes 2d8 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.
Wristpocket
2nd-level dunamancy (#ritual) (conjuration)
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
Class: Wizard (dunamancy)
Sourcebook: #ExplorersGuideToWIldemount
You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
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
Sourcebook: #HelianasGuideToMonsterHunting
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.