Laserllama Compendium of Spells _ GM Binder
Laserllama Compendium of Spells _ GM Binder
Laserllama Spells
The following spells are presented in order of ascending spell New Casting Times
level. Alternate versions of official spells are marked with an Multiple spells included in the laserllama spell compendium
A, and are to be used with all laserllama content. use the new casting times detailed below: On hit and 1 attack.
Cantrips (0-Level) 2nd-Level
acid splash A aura of frost On Hit
beckon air branding smite A Spells with the casting time of "on hit" can be cast whenever
booming blade A cordon of arrows A you hit the specified target with a weapon attack during your
blade ward A elemental blade turn, much like a Paladin's Divine Smite feature. However, you
control flame A find steed A cannot expend more than one spell slot as part of an attack.
friends A flame whip
glitterbeam locate creature 1 Attack
green-flame blade A lock/unlock Spells with the casting time of "1 attack" can be cast in place
guidance A magic weapon A of an attack, whenever you make an attack during your turn.
lightning lure LL mystic spear
mind thrust pass without trace A
mold earth A restoration
mystic hammer totemic cowl 4th-level 6th-level
otherworldly grasp accursed touch psionic oppression
poison spray A 3rd-Level
ego scourge
primal savagery A blinding smite A eldritch tentacles 7th-level
psionic strike cerebral blast polymorph A forcecage A
resistance LL conjure volley A staggering smite A
seance counterspell A 8th-level
shape water A dire wail 5th-level mass polymorph A
sword burst A elemental ward LL banishing smite A
tempestuous blade flame arrows A psychic crush 9th-level
true strike A hunger of hadar A spiritual sundering weird A
vicious mockery A hypnotic pattern A steel wind strike A
irresistable dance A swift quiver A
1st-Level lightning arrow A vorpal blade
arcane lance sonic wave wall of force A
divine favor A spectral passage
ensnaring strike A tiny hut A
ethereal anchor
ghastly flight
hail of thorns A
id insinuation
jump A
searing smite A
shield A
thunderous smite A
torrent
witch bolt A
A
wrathful smite
Cantrips (0-Level) Blade Ward ALT
Abjuration Cantrip
The following 0-level cantrips are listed in alphabetical order. Classes: Bard, Magus, Psion, Shaman, Sorcerer, Warlock,
Alternate versions of official spells are marked with ALT. Wizard
Acid Splash ALT Casting Time: 1 bonus action
Evocation Cantrip Range: Self
Classes: Artificer, Magus, Sorcerer, Wizard Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet You trace a sigil of warding into the air. Whenever you take
Components: V, S bludgeoning, piercing, or slashing damage for the duration of
Duration: Instantaneous this spell, you can reduce the damage you would take by 1d4.
You hurl an orb of caustic acid at a point you can see within Control Flame ALT
range. Creatures within 5 feet of that point must succeed on Transmutation Cantrip
a Dexterity saving throw or take 1d6 acid damage. Classes: Druid, Sorcerer
At Higher Levels. The damage of this spell increases Casting Time: 1 action
by 1d6 at 5th (2d6), 11th (3d6), and 17th level (4d6). Range: 60 feet
Beckon Air Components: V, S
Transmutation Cantrip Duration: Instantaneous
Classes: Druid, Sorcerer You can manipulate fire and use it to assault your foes. When
Casting Time: 1 action you cast this spell choose one of the following effects:
Range: 60 feet Manipulate Fire. You choose nonmagical flame you can
Components: V, S see within range and that fits within a 5-foot cube and cause
Duration: Instantaneous the flame to grow to fill the cube, extinguish all flame within
You can manipulate the winds and use them to assault foes. the cube, change its color, or cause simple animated shapes
When you cast this spell choose one of the following effects: to appear within the flames, such as creatures or locations.
Manipulate Air. You manipulate the air in a 5-foot cube Hurl Flame. You create a small ball of flickering flame in
within range, creating a small sensory affect such as causing your hand and hurl it at one target that you can see within
leaves to rustle, shutters to slam shut, or clothing to ripple. range, making a ranged spell attack against it. On hit, it takes
Hurl Squall. You create a small wind squall in your hand 1d8 fire damage. Flammable objects that aren't being worn
and hurl it at a target you can see within range, forcing it to or carried are ignited when hit by this spell attack.
make a Strength saving throw. On a failed save, it takes 1d6 At Higher Levels. The damage of this Cantrip increases by
thunder damage and a Medium or smaller target is knocked 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8).
back 10 feet in a straight line. Friends ALT
At Higher Levels. The damage of this Cantrip and the size Enchantment Cantrip
target it can knock back increases by 1d6 at 5th (2d6, Large), Classes: Bard, Psion, Sorcerer, Vessel, Wizard
11th (3d6, Huge), and 17th level (4d6, Gargantuan). Casting Time: 1 action
Booming Blade ALT Range: Self
Evocation Cantrip Components: S, M (a small amount of makeup applied to
Classes: Artificer, Bard, Magus, Sorcerer, Warlock the face as this spell is cast)
Casting Time: 1 bonus action Duration: Concentration, up to 1 minute
Range: Self You lace your words with soothing magic and force a creature
Components: V, M (a simple or martial melee weapon) of your choice that can hear and understand you to make a
Duration: 1 round Wisdom saving throw. On a failure, you have advantage on all
As a bonus action, you wreathe the melee weapon used in the Charisma checks directed at that creature for the duration.
casting of this spell with thunderous magic. Until the start of On a successful save, the creature realizes that you used
magic to attempt to influence it and becomes hostile toward
your next turn, your attacks with that weapon deal thunder you. A creature prone to violence might attack you, and other
damage in place of the weapon's normal damage type. creatures might seek retribution against you in other ways.
Once per casting when you deal thunder damage with this
spell, you can envelop your target in thunderous energy until
the start of your next turn. If the target willingly moves 5 feet
or more before then, this thunderous energy explodes and it
takes 1d6 thunder damage, then the energy dissipates.
At Higher Levels. The thunder damage dealt by this spell
when the creature moves at least 5 feet increases at 5th level
(1d8), 11th level (1d10), and 17th level (1d12).
Glitterbeam Mind Thrust
Evocation Cantrip Evocation Cantrip
Classes: Bard, Magus, Vessel Classes: Psion
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You project a beam of twinkling lights at a creature or object You assault the mind a creature within range with a torrent of
within range. Make a ranged spell attack against the target. psionic power. Make a ranged spell attack against the target.
On a hit, it takes 1d8 radiant damage. Until a creature uses On hit, the creature takes 1d10 psychic damage and it cannot
an action to remove the glitter, a target hit by this spell emits take reactions until the start of your next turn.
bright light in a 5-foot radius and has disadvantage on any At Higher Levels. This spell’s damage increases by 1d10
Dexterity (Stealth) checks it makes to hide or conceal itself. at 5th level (2d10), 11th level (3d10), and 17th level (4d10).
At Higher Levels. The damage of this spell increases
by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8). Mold Earth ALT
Transmutation Cantrip
Green-Flame Blade ALT Classes: Druid, Sorcerer
Evocation Cantrip Casting Time: 1 action
Classes: Artificer, Magus, Sorcerer, Warlock Range: 60 feet
Casting Time: 1 bonus action Components: V, S
Range: Self Duration: Instantaneous
Components: V, M (a simple or martial melee weapon) You can manipulate the earth and use it to assault your foes.
Duration: Instantaneous When you cast this spell choose one of the following effects:
As a bonus action, you wreathe the melee weapon used in Manipulate Earth. You manipulate loose earth and stone
the casting of this spell with emerald flames. Until the start in a 5-foot cube within range, harmlessly excavating, moving,
of your next turn, your attacks with that weapon deal fire and depositing it up to 5 feet away, changing it into difficult
damage in place of the weapon's normal damage type. terrain, or changing difficult terrain into normal terrain.
Once per casting when you deal fire damage with this spell, Hurl Stone. You create a small ball of loose stone and dirt
you can cause the flames to leap to another creature you can in your hand and hurl it at a target you can see within range,
see within 5 feet of your target, dealing 1d6 fire damage to it. making a ranged spell attack against it. On hit, it takes your
At Higher Levels. The fire damage dealt to the second choice of either 1d6 bludgeoning or piercing damage, and if
creature by this spell increases at 5th level (1d8), 11th level the target is Small or smaller it is knocked prone.
(1d10), and 17th level (1d12). At Higher Levels. The damage of this Cantrip and the size
of targets that it knocks prone increases by 1d6 at 5th (2d6,
Guidance ALT Medium), 11th (3d6, Large), and 17th level (4d6, Huge).
Divination Cantrip
Classes: Bard, Cleric, Druid, Psion, Shaman, Wizard Mystic Hammer
Casting Time: 1 action Conjuration Cantrip
Range: Touch Classes: Psion
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 60 feet
You touch another creature and infuse it with otherworldly Components: V, S
knowledge of a skill of your choice. For the duration, it gains Duration: Instantaneous
a 1d4 bonus to any ability checks it makes with that skill. You batter a creature within range with psionic force, forcing
If you are proficient in the skill, this bonus becomes 1d6. it to make a Strength saving throw. On a failed save, it takes
1d6 force damage and it knocked prone. Large and larger
Lightning Lure ALT creatures have advantage on this Strength saving throw.
Evocation Cantrip At Higher Levels. The damage of this Cantrip and size of
Classes: Artificer, Magus, Sorcerer, Warlock creature that makes the saving throw normally grows at 5th
Casting Time: 1 attack level (2d6, Large), 11th level (3d6, Huge), and 17th level (4d6).
Range: self (15-foot-radius)
Components: V
Duration: Instantaneous
You create a lash of arcane lightning and strikes at a creature
of your choice you can see within 15 feet. It must succeed on
a Strength saving throw or take 1d8 lightning damage and be
pulled in a line to an unoccupied space within 5 feet of you.
At Higher Levels. The range of this spell increases at 5th
level (20 feet), 11th level (25 feet), and 17th level (30 feet).
Otherworldly Grasp Resistance ALT
Necromancy Cantrip Abjuration Cantrip
Classes: Shaman, Sorcerer, Vessel, Warlock, Wizard Classes: Bard, Cleric, Druid, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: S, M (an empty hand) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You channel necrotic spiritual power to your hand, changing You weave a protective mantle of magic around one willing
it into a withered specter of itself. Make a melee spell attack creature you touch. Once per turn, when the target is forced
against one creature within your reach. On hit, it takes 1d8 to make a saving throw it can gain a 1d4 bonus to its roll.
necrotic damage, and you can choose to gain temporary hit
points equal to half the necrotic damage dealt. Seance
At Higher Levels. The damage of this spell increases Transmutation Cantrip
by 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8). Classes: Shaman
Casting Time: 1 action
Poison Spray ALT Range: 30 feet
Necromancy Cantrip Components: V, S
Classes: Artificer, Druid, Magus, Shaman, Sorcerer, Warlock, Duration: 1 action
Wizard You channel minor spirits, allowing them to work through
Casting Time: 1 action you so that they may once again affect change in the material
Range: 30 feet world. You create one of the following effects within range:
Components: V, S
Duration: Instantaneous You create an instantaneous, harmless sensory effect,
You raise your hand and project a toxic mist at a creature you such as a flickering azure flame, an unnaturally chill
can see within range. Make a ranged spell attack against the breeze, rhythmic chanting, or the smell of incense.
target. On hit, the target takes 1d12 poison damage. A minor spirit briefly appears and fades away.
At Higher Levels. The damage of this spell increases You instantaneously light or snuff out a candle, torch,
by 1d12 at 5th (2d12), 11th (3d12), and 17th level (4d12). or a small campfire.
A mote or iridescent light points to the closest place
Primal Savagery ALT of spiritual power, recent death, or new birth.
Transmutation Cantrip Ley lines within range briefly reveal themselves as they
Classes: Druid, Shaman flicker with otherworldly light.
Casting Time: 1 attack Shape Water ALT
Range: self Transmutation Cantrip
Components: S, M (an empty hand) Classes: Druid, Sorcerer
Duration: Instantaneous Casting Time: 1 action
As part of an unarmed strike, your fingers transform into Range: 60 feet
savage claws, and you use your spellcasting modifier for the Components: V, S
attack roll. On hit, this unarmed strike deals magical piercing Duration: Instantaneous
or slashing damage equal to 1d6 + your spellcasting modifier. You can manipulate water and use it to assault your enemies.
Your fingers revert to normal after this unarmed strike. When you cast this spell choose one of the following effects:
At Higher Levels. The damage die of this spell increases Manipulate Water. You manipulate water in a 5-foot cube
at 5th level (1d8), 11th level (1d10), and 17th level (1d12). within range, harmlessly changing the direction it is flowing,
Psionic Strike altering its color or opacity, causing simple animated shapes
Evocation Cantrip to appear, or if there are no creatures in it you can freeze it.
Classes: Psion Hurl Wave. You create a small orb of tempestuous water in
Casting Time: 1 attack your hand and hurl it at one target you can see within range,
Range: self forcing it to make a Dexterity saving throw. On a failed save,
Components: S, M (an empty hand) the target takes 1d8 cold damage, and any non-magical flame
Duration: Instantaneous it is holding, or within 5 feet of it, is instantly extinguished.
At Higher Levels. The damage of this Cantrip increases by
As part of an unarmed strike, you manifest a blade of psionic 1d8 at 5th (2d8), 11th (3d8), and 17th level (4d8).
energy in your hand. On hit, the target takes psychic damage
equal to 1d6 + your Strength modifier, in place of the normal
damage of your unarmed strike. Your hand instantly reverts
to its normal appearance after your attack.
At Higher Levels. The damage die of this spell increases
at 5th level (1d8), 11th level (1d10), and 17th level (1d12).
Sword Burst ALT True Strike ALT
Abjuration Cantrip Divination Cantrip
Classes: Magus, Psion, Warlock, Wizard Classes: Bard, Magus, Psion, Warlock, Wizard
Casting Time: 1 attack Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous Duration: Concentration, up to 1 round
You conjure a defensive ring of spectral blades which sweep You infuse your weapon with divination magic and point it
around you. Creatures within 5 feet of you must succeed on at one creature you can see. The next time you make a melee
a Dexterity saving throw or take 1d6 slashing damage. attack with this weapon against that target before the start of
At Higher Levels. The damage die of this spell increases your next turn, you add 1d4 to your attack roll.
at 5th level (1d8), 11th level (1d10), and 17th level (1d12). At Higher Levels. This spell's attack roll bonus increases
when you reach 5th (1d6), 11th (1d8), and 17th level (1d10).
Tempestuous Blade
Evocation Cantrip Vicious Mockery ALT
Classes: Artificer, Magus, Warlock Enchantment Cantrip
Casting Time: 1 bonus action Classes: Bard
Range: Self Casting Time: 1 action
Components: V, M (a simple or martial melee weapon) Range: 30 feet
Duration: 1 round Components: V
As a bonus action, you infuse the melee weapon used in the Duration: Instantaneous
casting of this spell with electrified magic. Until the start of You unleash a string of provoking words at a creature that
your next turn, your attacks with that weapon deal lightning can hear and understand you within range. The target must
damage in place of the weapon's normal damage type. succeed on a Wisdom saving throw, or it takes 1d6 psychic
Once per casting when you deal lightning damage with this damage and have disadvantage on every attack roll against
spell, you can infuse your target with an electrical charge until targets other than you until the start of your next turn.
the start of your next turn. If the target uses a reaction of any At Higher Levels. This spell’s damage increases by 1d6
kind before then, this tempestuous charge is unleashed and it when you reach 5th (2d6), 11th (3d6), and 17th level (4d6).
takes 1d6 lightning damage.
At Higher Levels. The lightning damage dealt by this spell
when the target uses its reaction increases at 5th level (1d8),
11th level (1d10), and 17th level (1d12).
1st-level Spells Ethereal Anchor
1st-level Evocation
The following 1st-level spells are listed in alphabetical order. Classes: Paladin, Psion, Vessel
Alternate versions of official spells are marked with ALT. Casting Time: 1 action
Arcane Lance Range: 60 feet
1st-level Evocation Components: V, S, M (a silver nail)
Classes: Magus, Wizard Duration: Concentration, up to 1 minute
Casting Time: 1 action You hurl a bolt of pure spirit at a creature within range. Make
Range: 90 feet a ranged spell attack against your target. On hit, it takes 3d6
Components: V, S, M (a clear 1-inch crystal) radiant damage and for the duration, its speed is reduced to 0
Duration: Instantaneous as it is pinned in place by the spiritual bolt. As an action, any
You conjure a lance of pure arcane energy in your hand and creature can make a Strength ability check against your Spell
make a ranged spell attack against a creature you can see save DC, ending this spell's effects on a success.
within range. On hit, the target takes 5d4 force damage. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by
slot of 2nd-level or higher, the damage increases by 2d4 for 1d6 for each slot level above 1st.
each slot level above 1st. Ghastly Flight
Divine Favor ALT 1st-level Conjuration
1st-level Evocation Classes: Shaman, Warlock
Classes: Paladin Casting Time: 1 action
Casting Time: 1 bonus action Range: Self (60 foot line)
Range: Self Components: V, S, M (the powdered remains of a creature)
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute You release a malevolent spirit that flies out from you in a
Your prayer empowers one weapon of your choice within 10 direction of your choice in a 60-foot long, 5-foot wide line, at
feet of you with divine radiance. Until the spell ends, attacks which point it fades away. Each creature within the line must
with that weapon deal an extra 1d4 radiant damage on a hit. make a Constitution saving throw. On a failed save, creatures
At Higher Levels. When you cast this spell using a spell take 2d8 necrotic damage and cannot regain hit points until
slot of 2nd level or higher, you target one additional weapon the start of your next turn. On a success, creatures take half
within 10 feet of you for each slot level above 1st. as much damage and can regain hit points as normal.
At Higher Levels. When you cast this spell using a spell
Ensnaring Strike ALT slot of 2nd-level or higher, the damage increases by 1d8 for
1st-level Conjuration each slot level above 1st.
Classes: Artificer, Ranger Hail of Thorns ALT
Casting Time: On hit 1st-level Conjuration
Range: Self Classes: Ranger
Components: V, M (a weapon worth at least 1 sp) Casting Time: On hit
Duration: Concentration, up to 1 minute Range: 60 feet
When you hit a creature with a weapon attack, you can cause Components: V
the point of impact to explode with a writhing mass of thorny Duration: Instantaneous
vines. The target must succeed on a Strength saving throw or When you hit a creature within range with a ranged weapon
be restrained by the vines until the spell ends. Creatures that attack, you can cause the piece of ammunition to explode into
are Large or larger have advantage on this saving throw. a hail of thorns. In addition to the normal effect of the attack,
The restrained creature takes 1d6 piercing damage at the the target of your attack and each creature within 5 feet must
start of each of its turns. The restrained creature, or another make a Dexterity saving throw. Creatures take 1d10 piercing
creature within 5 feet, can use its action to make a Strength damage on a failure, or half as much damage on a success.
check against your Spell save DC, freeing it on a success. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d10 for
slot of 2nd-level or higher, the damage it takes at the start of each slot level above 1st.
each turn increases by 1d6 for each slot level above 1st.
Id Insinuation Shield ALT
1st-level Enchantment 1st-level Abjuration
Classes: Psion Classes: Magus, Psion, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 reaction, which you take when you are hit
Range: 60 feet by an attack you can see or targeted by magic missile
Components: V, S Range: Self
Duration: Concentration, up to 1 minute Components: V, S
You unleash a storm of conflicting desires within the mind of Duration: Instantaneous
one creature you can see within range. It must succeed on a A shimmering barrier of magical force appears to protect
Wisdom saving throw or be incapacitated for the duration. you. Until the end of the current turn, you gain a bonus to
The creature can repeat this Wisdom saving throw at the your Armor Class equal to 1 + your Spellcasting modifier
end of each of its turns and each time that it takes damage, and you take no damage from the magic missile spell.
ending the effects of this spell on a successful save. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the bonus to your Armor Class
slot of 2nd level or higher, you can target one additional increases by 1 for each slot level above 1st.
creature for each slot level above 1st. The creatures must be
within 30 feet of each other when you target them. Thunderous Smite ALT
1st-level Evocation
Jump ALT Classes: Bard, Paladin
1st-level Transmutation Casting Time: On hit
Classes: Artificer, Druid, Magus, Psion, Ranger, Sorcerer, Range: Self
Vessel, Warlock, Wizard Components: V, M (a melee weapon worth at least 1 sp)
Casting Time: 1 bonus action Duration: Instantaneous
Range: Touch When you hit with a melee weapon attack, you can cause the
Components: V S M (A grasshopper's hind leg) weapon to explode with a thunderous shockwave audible out
Duration: 1 minute to 300 feet. This attack deals 1d8 additional thunder damage,
You touch a willing creature and greatly alter its buoyancy. and the target must succeed on a Strength saving throw or be
Once on each of its turns until the spell ends, the target can pushed 10 feet away from you in a line and fall prone. Huge
spend 10 feet of its movement to jump up to 30 feet. and larger targets have advantage on this saving throw.
At Higher Levels. When you cast this spell using a spell If your target is a construct or an earth elemental the bonus
slot of 2nd-level or higher, the distance of this magical jump thunder damage increases by 1d8 and it has disadvantage on
increases by 10 feet for each slot level above 1st. the Strength saving throw.
At Higher Levels. When you cast this spell using a spell
Searing Smite ALT slot of 2nd-level or higher, the thunder damage increases by
1st-level Evocation 1d8, and the target is pushed an additional 10 feet away from
Classes: Paladin you in a straight line for each spell slot level above 1st.
Casting Time: On hit
Range: Self Torrent
Components: V, M (a melee weapon worth at least 1 sp) 1st-level Evocation
Duration: Instantaneous Classes: Druid, Magus, Sorcerer, Wizard
When you hit with a melee weapon attack you can cause the Casting Time: 1 action
weapon to ignite with white-hot intensity. This attack deals Range: Self (30 foot line)
1d8 additional fire damage and the target bursts into flames. Components: V, S, M (a mirror)
At the start of each of its turns, it must make a Constitution Duration: Instantaneous
saving throw. On a failed save, it takes 1d8 fire damage, but A burst of elemental water erupts from you in a line 30 feet
on a success, the flames are extinguished. Another creature long and 5 feet wide in a direction you choose, forcing any
can use an action to extinguish these magical flames. creature in that area to make a Strength saving throw. On a
If your target is a plant, both the initial fire damage and the failure, it takes 1d12 cold damage and is knocked back 10
fire damage dealt on a failed saving throw increase by 1d8. feet in a straight line and falls prone. On a success, it takes
At Higher Levels. When you cast this spell using a spell half as much damage and is not moved or knocked prone. A
slot of 2nd-level or higher, both the initial fire damage dealt Huge or larger creature has advantage on its saving throw.
by the attack and the fire damage dealt to the creature on a At Higher Levels. When you cast this spell using a spell
failed saving throw increase by 1d8 for each slot. slot of 2nd-level or higher, the damage increases by 1d12 and
it knocks back 10 additional feet for each slot level above 1st.
Witch Bolt ALT Wrathful Smite ALT
1st-level Conjuration 1st-level Evocation
Classes: Artificer, Magus, Shaman, Sorcerer, Vessel, Classes: Paladin
Warlock, Wizard Casting Time: On hit
Casting Time: 1 action Range: Self
Range: 30 feet Components: V, M (a melee weapon worth at least 1 sp)
Components: V, S, M (a piece of wood struck by lightning) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute When you hit with a melee weapon attack you can cause the
A beam of crackling energy lances out toward a creature weapon to strike at both body and mind. This attack deals an
within range, forming a sustained arc of lightning between additional 1d8 psychic damage, and the target must succeed
you and the target. Make a ranged spell attack against that on a Wisdom saving throw, or it is frightened of you until the
creature. On a hit, the target takes 1d12 lightning damage, spell ends. As an action, the creature can repeat this Wisdom
and neither you nor the target can move more than 30 feet saving throw, ending the effects of the spell on a success.
away from each other while this spell lasts. If your target is an aberration or it can speak telepathically
You can use an action on each subsequent turn to deal an this bonus psychic damage increases by 1d8.
additional 1d12 lighting damage to the creature. A creature At Higher Levels. When you cast this spell using a spell
can attempt to move beyond the range of the spell by using its slot of 2nd-level or higher, the psychic damage increases by
action to make a Strength check against your Spell save DC. 1d8 for each spell slot level above 1st.
If another creature attempts to move the target of this spell
beyond the range of this spell it can use its action to make a
Strength check against your Spell save DC. Any attempts by
the target or another creature (magical or mundane) to move
the target beyond this range automatically fail.
The spell immediately ends if you are forced to move more
than 30 feet away from the target of this spell.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, both the initial and subsequent
damage increases by 1d12 for each slot level above 1st.
2nd-level Spells Cordon of Arrows ALT
2nd-level Transmutation
The following 2nd-level spells are listed in alphabetical order. Classes: Artificer, Ranger
Alternate versions of official spells are marked with ALT. Casting Time: 1 action
Aura of Frost Range: 5 feet
2nd-level Conjuration Components: V, S, M (three or more arrows or bolts)
Classes: Druid, Magus, Sorcerer Duration: 8 hours
Casting Time: 1 action You plant three pieces of ranged weapon ammunition in the
Range: Self (10 foot radius) ground within range and transmute them to protect the area.
Components: V The first creature to move within 30 feet of this enchanted
Duration: Concentration, up to 1 minute ammunition must make a Dexterity saving throw. The target
Arcane frost, snow, and wind swirl about you in an aura with takes 3d6 piercing damage on a failed save, and half as much
a 10-foot radius, and until the spell ends, the aura moves with piercing damage on a successful save.
you, centered on you. When a creature other than you, enters As part of casting this spell, you can designate any number
the area for the first time on a turn or starts its turn there, it of creatures you choose, and the spell ignores them.
must succeed on a Constitution saving throw or it takes 2d8 At Higher Levels. When you cast this spell using a spell
cold damage and have its speed is reduced by 20 feet until slot of 3rd-level or higher, the amount of ammunition that can
the start of its next turn. On a successful save, it takes half as be transmuted increases by two for each slot level above 2nd.
much cold damage and its speed isn't reduced. For each additional piece of ammunition you transmute with
At Higher Levels. When you cast this spell using a spell this spell, the damage increases by 1d6.
slot of 3rd-level or higher, a creature that fails its save takes Elemental Blade
an additional 1d8 cold damage and has its speed reduced by 2nd-level Conjuration
an additional 10 feet for each spell level above 2nd. Classes: Druid, Magus, Sorcerer
Branding Smite ALT Casting Time: 1 bonus action
2nd-level Evocation Range: Self
Classes: Paladin Components: V, S, M (a charred wooden hilt)
Casting Time: On hit Duration: Concentration, up to 10 minutes
Range: Self You evoke an elemental blade in a free hand, choosing one of
Components: V, M (a melee weapon worth at least 1 sp) the following damage types: acid, cold, fire, lightning, poison,
Duration: Concentration, up to 1 minute or thunder. The elemental blade appears as if it were made of
When you hit with a melee weapon attack you can cause the the chosen element, and lasts for the duration. If you let go of
weapon to gleam with an otherworldly astral radiance. This the blade, it disappears, but you can evoke the blade again as
attack deals 2d8 bonus radiant damage, and the target sheds a bonus action without expending a spell slot.
dim light out to a 5-foot radius until the spell ends. The target Whenever you would make a melee attack, you can make
also becomes visible if it was invisible and it cannot become a melee spell attack with the elemental blade against a target
invisible by magical or mundane means for the duration. within your reach. On hit, it takes damage of the chosen type
If your target is a fiend or undead, or if it has the sunlight equal to 2d6 + your spellcasting modifier.
sensitivity trait, the bonus radiant damage increases by 1d8. While in your hand, the blade sheds bright light in a 10-foot
At Higher Levels. When you cast this spell using a spell radius and dim light an additional 10 feet beyond that.
slot of 3rd-level or higher, the radiant damage increases by At Higher Levels. When you cast this spell using a spell
1d8 for each spell slot level above 2nd. slot of 4th level or higher, the damage increases by 1d6 for
every two slot levels above 2nd.
Find Steed ALT Flame Whip
2nd-level Conjuration 2nd-level Evocation
Classes: Paladin Classes: Druid, Vessel, Warlock
Casting Time: 1 minute Casting Time: 1 attack
Range: 30 feet Range: Self
Components: V, S Components: V, S, M (a charred wooden hilt)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You conjure a spirit in an unoccupied space within range that In place of an attack, you can evoke a whip of pure flame in a
assumes the form of a supernaturally intelligent, strong, and free hand, that lasts for the duration. If you let go of the whip,
loyal steed, which is instantly bonded to you. The Steed takes it disappears, but you can evoke this Flame Whip again in
on the form of a Medium or Large quadrupedal beast that you place of another attack without expending a spell slot.
have seen before with a CR of 1/2 or lower that does not have Whenever you could make an attack, you can instead make
a climbing, flying, or swimming speed. Examples include: elk, a melee spell attack with your Flame Whip against one target
camel, giant goat, mastiff, pony, or warhorse. within 10 feet that you can see. On hit, it takes fire damage
Your Steed uses the stat block of the form chosen for it, but equal to 1d10 + your spellcasting modifier, and if the target is
its creature type now reflects your alignment: celestial (good), Large or smaller you can instantly grapple it with the Whip.
fey (neutral), or fiend (evil). The Steed's Intelligence becomes You cannot attack with the Whip while it is grappling a
6 if it was lower, and it understands one language you speak. creature, but a grappled creature takes 1d10 fire damage at
In combat, the Steed shares your initiative and acts during the start of its turn and can use its action to make a Strength
your turn. You control the Steed and choose how it acts, both check against your spell save DC, escaping on a success.
in and out of combat. While mounted on it, you can make any While in your hand, your Flame Whip sheds bright light in
spell you cast that targets only you also target your steed. a 10-foot radius and dim light for an additional 10 feet.
While you and your Steed are within 1 mile of one another, At Higher Levels. When you cast this spell using a spell
you can use a special form of telepathy to communicate. slot of 4th level or higher, both instances of fire damage dealt
If your Steed is reduced to 0 hit points it disappears. You increase by 1d10 for every two slot levels above 2nd.
can also use a bonus action to dismiss your Steed, causing it
to disappear. Should you cast this spell again you can choose Locate Creature ALT
to either conjure the same Steed, and it reappears in range at 2nd-level Divination
its maximum hit points, or to conjure a new Steed, releasing Classes: Bard, Cleric, Druid, Paladin, Psion, Ranger,
your previous Steed from its bond in the process. Shaman, Wizard
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 4th-level or higher, your Steed can take on the form of Range: Self
any Medium or Large quadrupedal or winged beast, celestial, Components: V, S, M (a magnet dipped in holy water)
or monstrosity that you have seen before that has a CR of 2 Duration: Concentration, up to 1 hour
or lower. Examples include: dire wolf, griffon, pegasus, Describe or name a specific kind of beast or plant. It can be
peryton, polar bear, or rhinoceros. a specific creature known to you, or the nearest creature of
a specific kind (such as a bear, oak, or horse), so long as you
have seen such a creature within 30 feet at least once.
If one is within 1 mile, the material component of this spell
points to it as if it were a compass. If the target is in motion, it
points to it for as long as it remains in range. If the creature is
in a different form, such as under the effect of the polymorph
spell, this spell doesn't locate the creature.
This spell can't locate its target if any thickness of lead or
10 feet of running water blocks a straight line to the target.
At Higher Levels. When you cast this spell using a spell
slot of 3rd-level or higher, the range and the type of creature
you can locate increase as show in the table below:
Slot Level Range Creature Types
Dragon, Giant, Humanoid,
3rd 2 miles
Monstrosity, Ooze
4th 3 miles Aberration, Construct, Undead
5th 5 miles Celestial, Elemental, Fey, Fiend
Lock/Unlock Mystic Spear
2nd-level Abjuration 2nd-level Enchantment
Classes: Artificer, Wizard Classes: Psion, Warlock
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (a piton, which the spell consumes) Components: V
Duration: Instantaneous Duration: Instantaneous
You touch one closed door, window, gate, chest, or another You project a violent bolt of mental power at a creature you
entryway, and either lock or unlock it, using the rules below: can see within range. You do not need to see the target if you
Lock. You and the creatures you designate when you cast speak its name as part of the verbal component of this spell.
this spell can open the object normally. You can also choose a The creature must make an Intelligence saving throw. On a
password that, when spoken aloud within 5 feet of the object, failed save, it takes 4d6 psychic damage and is incapacitated
suppresses the spell for 1 minute. This lock can be bypassed until the start of your next turn. On a successful save, it takes
by a successful Strength check or thieves' tools check against half as much psychic damage and is not incapacitated.
your Spell save DC, at which point the spell is dispelled. At Higher Levels. When you cast this spell using a spell
Unlock. If the object is held shut by a mundane lock or it is slot of 3rd level or higher, the damage increases by 1d6 for
stuck or barred, it is instantly unlocked, unstuck, or unbarred. each slot level above 2nd.
If the object has multiple locks, only one of them is unlocked.
Regardless, when you cast the spell, a loud knock, audible out Pass Without Trace ALT
to 300 feet, emanates from the target object. 2nd-level Abjuration
Classes: Druid, Ranger, Shaman
Magic Weapon ALT Casting Time: 1 action
2nd-level Transmutation Range: Self
Classes: Artificer, Druid, Paladin, Magus, Ranger, Sorcerer, Components: V, S, M (Ashes from a burned leaf of mistletoe)
Wizard Duration: Concentration, up to 1 hour
Casting Time: 1 bonus action A veil of shadows and silence radiates from you, masking you
Range: Touch and your companions from detection. For the duration, you
Components: V, S and creatures of your choice within 30 feet are considered to
Duration: 1 hour be lightly obscured and gain a bonus to all Dexterity (Stealth)
You touch a nonmagical weapon and imbue it with arcane checks equal to your Spellcasting modifier. Creatures under
power. For the duration, it becomes a magical weapon with the effect of this spell leave no track or trace of their passing.
a +1 bonus to attack and damage rolls.
At Higher Levels. When you cast this spell using a spell Restoration
slot of 3rd-level or higher, the bonus is +2. When you use a 2nd-level Abjuration
spell slot of 6th-level or higher, the bonus increases to +3. Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
Casting Time: 1 action
Totemic Cowl Range: Touch
2nd-level Abjuration Components: V, S
Classes: Shaman Duration: Instantaneous
Casting Time: 1 action You touch a willing creature and instantly end one disease or
Range: Touch one of the following conditions currently afflicting it: blinded,
Components: V, S, M (a leaf from the first day of fall) deafened, frightened, paralyzed, or poisoned.
Duration: 1 hour At Higher Levels. When you cast this spell using a spell
You touch a willing creature. Until the spell ends, it is cloaked slot of 3rd-level or higher, the conditions and effects you can
in a ghostly cowl, and any damage it takes is reduced by 2. end increase, but the spell requires you to expend diamond
At Higher Levels. When you cast this spell using a spell dust of a certain value, which is consumed during casting:
slot of 3rd-level or higher, the damage reduction from the Slot Level Value Conditions/Effects
cowl increases by 1 for each slot level above 2nd.
3rd 10 gp Charmed, Exhaustion (1 level)
Reduction to one Ability
4th 50 gp
Score or Hit Point Maximum
Petrified, One Curse, or
5th 100 gp
Attunement to a Cursed Item
3rd-level Spells Conjure Volley ALT
3rd-level Conjuration
The following 3rd-level spells are listed in alphabetical order. Classes: Ranger
Alternate versions of official spells are marked with ALT. Casting Time: 1 action
Blinding Smite ALT Range: Self
3rd-level Evocation Components: V, S, M (a single piece of ammunition and a
Classes: Paladin ranged weapon, or one thrown weapon, all nonmagical)
Casting Time: On hit Duration: Instantaneous
Range: Self You fire one piece of nonmagical ammunition from a ranged
Components: V, M (a melee weapon worth at least 1 sp) weapon or throw a nonmagical thrown weapon into the air
Duration: Concentration, up to 1 minute and choose a point within 60 feet.
When you hit with a melee weapon attack you can cause the The ammunition or weapon explodes into a multitude of
weapon to flare with an overwhelming blinding light. This exact copies of it, which fall in a 30-foot-radius, 20-foot-high
attack deals 3d8 bonus radiant damage, and the target must cylinder centered on the point you chose. Creatures within
succeed on a Constitution saving throw or become blinded that area must make a Dexterity saving throw. They take 6d8
until the spell ends. The target can repeat this saving throw damage of the weapon's type on a failure, and half as much
at the end of each of its turns, ending the effect on a success. on a success. The ammunition or weapons created by this
If your target is a fiend or undead, or if it has the sunlight spell disintegrate once the effects of this spell are resolved.
sensitivity trait, the bonus radiant damage increases by 1d8. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage of this spell increases
slot of 3rd-level or higher, the radiant damage increases by by 1d8, and the radius of the cylinder increases by 5 feet for
1d8 for each spell slot level above 2nd. each slot level above 3rd.
Cerebral Blast Counterspell ALT
3rd-level Evocation 3rd-level Abjuration
Classes: Psion Classes: Magus, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 reaction, which you take when you see a
Range: Self (30-foot cone) creature within 60 feet of you casting a spell
Components: V Range: 60 feet
Duration: Instantaneous Components: V, S
Duration: Instantaneous
Your mind unleashes a blast of overwhelming mental force in You attempt to interrupt a creature in the process of casting a
a 30-foot cone. Creature in the area of this spell must make a spell. You and the target both make an ability check with your
Strength saving throw. On a failed save, a creature takes 5d8 respective spellcasting abilities. The target adds the level of
psychic damage and is pushed 20 feet directly away from you the spell it is casting to its ability check, and you add the level
in a line, then falls prone. On a success, creatures take half as at which you cast this counterspell to your ability check.
much damage, remain in place, and don't fall prone.
At Higher Levels. When you cast this spell using a spell If you know the spell the creature is attempting to cast or if
slot of 4th-level or higher, the psychic damage increases by you have it prepared you have advantage on this ability check,
1d8 for each spell slot level above 3rd. unless you are using this spell against another counterspell.
If the result of your ability check is greater then the result
of the target's ability check, its spell fails and has no effect.
Dire Wail Hypnotic Pattern ALT
3rd-level Necromancy 3rd-level Illusion
Classes: Bard, Shaman, Vessel Classes: Bard, Psion, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: 60 feet
Components: V Components: S, M (a glowing stick of incense)
Duration: 1 minute Duration: Concentration, up to 1 minute
You let forth a wail filled with otherworldly power. Creatures You create a twisting pattern of colors that weaves through
of your choice within 30 feet must succeed on a Constitution the air inside a 30-foot cube within range. This psychedelic
saving throw or take 4d10 thunder damage and be deafened pattern appears for a moment and vanishes. Each creature in
for the duration. At the end of each turn, targets can make a the area who sees the pattern must make a Wisdom saving
Constitution saving throw, ending the spell on a success. On throw. On a failed save, the creature becomes charmed for
a successful save, it takes half damage and is not deafened. the duration. While charmed by this spell, the creature is
At Higher Levels. When you cast this spell using a spell incapacitated and has a speed of 0.
slot of 4th-level or higher, the damage increases by 1d10 for An affected creature can repeat this saving throw at the
each slot level above 3rd. end of each of its turns, ending the effect on a success. The
spell also ends for an affected creature if it takes any damage
Flame Arrows ALT or if someone else uses an action to shake it out of its stupor.
3rd-level Transmutation
Classes: Artificer, Druid, Magus, Ranger Irresistible Dance ALT
Casting Time: 1 bonus action 3rd-level Enchantment
Range: Touch Classes: Bard
Components: V, S Casting Time: 1 action
Duration: 1 hour Range: 30 feet
You touch a quiver containing ranged weapon ammunition. Components: V
The first twelve pieces of ammunition drawn from the quiver Duration: Concentration, up to 1 minute
deal fire damage in place of their normal damage type, plus You force a creature that can hear you within range to make
an additional 1d6 fire damage on hit. If fired into a flammable a Wisdom saving throw. On a failure, it begins a comic dance
object, it bursts into flame on hit. The magic of this spell ends in place: shuffling, tapping feet, and capering for the duration.
for each piece of ammunition when it hits or misses, and the Creatures that can't be charmed are immune to this spell.
spell ends after twelve pieces of ammunition are fired. This creature must use all its movement to dance without
At Higher Levels. When you cast this spell using a spell leaving its space and has disadvantage on Dexterity saving
slot of 4th-level or higher, you can draw two additional pieces throws and attack rolls. While the target is affected by this
of ammunition from the quiver for each slot level above 3rd. spell, creatures have advantage on attack rolls against it. As
an action, a dancing creature makes a Wisdom saving throw
Hunger of Hadar ALT to regain control of itself, ending the spell on a success.
3rd-level Conjuration At Higher Levels. When you cast this spell using a spell
Classes: Vessel, Warlock slot of 4th-level or higher, you target one additional creature
Casting Time: 1 action who can hear you within range for each slot level above 3rd.
Range: 120 feet
Components: V, S, M (pickled octopus tentacle)
Duration: Concentration, up to 1 minute
You open a gateway to the dark between the stars, a region
infested with unknown horrors. A 20-foot-radius sphere of
blackness and bitter cold appears, centered on a point with
range and lasting for the duration. This void is filled with a
cacophony of soft whispers and slurping noises that can be
heard up to 30 feet away. No light, magical or otherwise, can
illuminate the area, and creatures in the area are blinded.
The void creates a warp in the fabric of space, and the area
is difficult terrain. Any creature that starts its turn in the area
takes 2d6 cold damage. Any creature that ends its turn in the
area must succeed on a Dexterity saving throw or take 2d6
acid damage as milky, otherworldly tentacles rub against it.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the radius of the spell increases by
5 feet and both the cold and acid damage each increase by
1d6 for each slot level above 3rd.
Lightning Arrow ALT Tiny Hut ALT
3rd-level Transmutation 3rd-level Abjuration (ritual)
Classes: Artificer, Ranger Classes: Bard, Magus, Ranger, Shaman, Wizard
Casting Time: 1 attack Casting Time: 1 minute
Range: Self Range: Self (10-foot radius hemisphere)
Components: V, S Components: V, S, M (a pearl cut perfectly in half)
Duration: Instantaneous Duration: 8 hours
As part of a ranged weapon attack, you can transmute a piece A 10-foot-radius immobile dome of arcane force springs into
of ammunition, or the thrown weapon, into a bolt of lightning. existence around and above you and remains stationary for
On hit, the target takes the normal damage of the attack, plus the duration. The spell ends if you leave its area.
a bonus 4d8 lighting damage. On a miss, the target takes half Nine creatures of Medium size or smaller can fit inside the
as much lightning damage, and none of the normal damage. dome with you. The spell fails if its area includes any Large
Regardless if this attack hits or misses, all creatures within creatures or more than nine creatures. Creatures and objects
10 feet of the target must make a Dexterity saving throw. On within the dome when you cast this spell can move through it
a failed save, creatures take 2d8 lighting damage, and half as freely. All other creatures and objects cannot pass through it.
much lighting damage on a success. The piece of ammunition Spells and other magical effects cannot extend through the
or thrown weapon then returns to its normal form. dome or be cast through it. The atmosphere inside the dome
Any creature that takes lighting damage from this spell is comfortable and dry, regardless of the weather outside.
cannot take reactions until the beginning of your next turn. Until the spell ends, you can command the interior to be
At Higher Levels. When you cast this spell using a spell dimly lit or dark. The dome is opaque and dull in color as to
slot of 4th-level or higher, the damage for both effects of the blend in with surroundings. It is transparent from the inside.
spell increases by 1d8 for each slot level above 3rd. Statistics. The dome has 100 hit points and Armor Class
equal to your Spell save DC. It is immune to poison, psychic,
Sonic Wave and non-magical bludgeoning, piercing, and slashing damage,
3rd-level Conjuration it is vulnerable to force and all magical bludgeoning, piercing,
Classes: Bard, Magus, Sorcerer and slashing damage, and it is resistant to all other damage
Casting Time: 1 action types. A disintegrate spell destroys it instantly.
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous
You forcefully clasp your hands and a shockwave of booming
force shoots forth from you and emits a boom audible out to
500 feet. All creatures in a 30-foot cone must succeed on a
Constitution saving throw or take 4d8 thunder damage, fall
prone, and be deafened for 1 minute. On a success, creatures
take half damage and are not knocked prone or deafened.
A creature can repeat this 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, and
the cone increases by 5 feet for each slot level above 3rd.
Spectral Passage
3rd-level Transmutation
Classes: Psion, Shaman, Sorcerer, Vessel, Warlock
Casting Time: 1 action
Range: Touch
Components: V, S, M (an object a spirit has passed through)
Duration: Concentration, up to 1 minute
You touch a willing creature. Until the spell ends, it becomes
semi-incorporeal and can move through other creatures and
objects as if they were difficult terrain. If the creature ends its
movement inside another object or creature, it is immediately
shunted to the nearest unoccupied space, taking 1d10 force
damage for every 5 feet it was forced to travel.
At Higher Levels. When you cast this spell using a spell
slot of 4th-level or higher, you can target one additional
creature for each slot level above 3rd.
4th-level Spells Ego Scourge
4th-level Enchantment
The following 4th-level spells are listed in alphabetical order. Classes: Psion
Alternate versions of official spells are marked with ALT. Casting Time: 1 action
Accursed Touch Range: 30 feet
4th-level Transmutation Components: V
Classes: Druid, Cleric, Magus, Sorcerer, Warlock Duration: Concentration, up to 1 minute
Casting Time: 1 action You strike at the mind of a creature you can see within range,
Range: Touch attacking its sense of self. It must succeed on an Intelligence
Components: V, S, M (a basilisk scale) saving throw or suffer disadvantage on attack rolls and ability
Duration: Concentration, up to 1 minute checks, and be unable to cast spells for the duration.
You attempt to transmute a creature into stone. As an action, At the end of each of its turns the creature can repeat this
you touch a creature, forcing it to make a Constitution saving saving throw, ending the effect of this spell on a success.
throw. On a failed save, the creature is restrained as its flesh Polymorph ALT
begins to harden. On a successful save, it isn't affected. 4th-level Transmutation
A creature restrained by this spell must make another Classes: Druid, Magus, Sorcerer, Vessel, Warlock, Wizard
Constitution saving throw at the end of each of its turns. If Casting Time: 1 action
it successfully saves against this spell three times, the spell Range: 30 feet
ends. If it fails three saves, it is turned to stone and petrified. Components: V, S, M (a caterpillar cocoon)
The successes and failures don't need to be consecutive; keep Duration: Concentration, up to 10 minutes
track of both until the creature fails or passes three saves.
If the creature is physically broken while petrified, it suffers This spell transforms one creature you can see within range
from similar deformities if it reverts to its original state. into a new form of your choice. An unwilling creature must
If you maintain your concentration for the entire duration, succeed on a Wisdom saving throw to resist this effect, but
the creature is turned to stone until the effect is removed. shapechangers automatically succeed on their saving throw.
At Higher Levels. When you cast this spell using a spell This spell has no affect on a target that has 0 hit points. The
slot of 5th level or higher, the number of saves it must fail transformation lasts for the duration, but it ends early if the
before it is petrified is reduced by 1 (to a minimum of 1) for target drops to 0 hit points or dies.
each level above 4th. Form. The new form can be any beast you have physically
seen while it was living. It must have a Challenge Rating less
Eldritch Tentacles than or equal to the target's level or its Challenge Rating.
4th-level Conjuration Statistics. Its game statistics, including its mental ability
Classes: Vessel, Warlock scores are replaced by those of the beast, but it does retain its
Casting Time: 1 action alignment and personality within the limitations of that beast.
Range: 90 feet The target assumes the hit points of its new form. When it
Components: V, S, M (a piece of tentacle from a giant squid) reverts to its normal form, the creature returns to the number
Duration: Concentration, up to 1 minute of hit points it had before it was transformed. If it reverts as a
Alien tentacles fill a 20-foot square on the ground you can see result of dropping to 0 hit points, any excess damage carries
within range. For the duration, this area is difficult terrain. over to its normal form. If this excess damage reduces its
When a creature enters this area for the first time on a turn normal form to 0 hit points, it is knocked unconscious.
or starts its turn there, it must succeed on a Dexterity saving Actions. The actions the creature can take are limited to
throw or take 3d6 bludgeoning damage and be restrained by those its new form is able to perform. It cannot speak, cast
the tentacles until the spell ends. Any creature that begins its spells, or take any actions that require hands or speech.
turn in the area and is restrained by the tentacles takes 3d6 Equipment. Its clothing, weapons, armor, and objects it
bludgeoning damage at the start of its turn. is holding meld into the new form. However, it can't activate,
A creature restrained by the tentacles can use its action to use, wield, or otherwise benefit from any of its equipment.
make a Strength or Dexterity check (its choice) against your
spell save DC. On a success, it frees itself from the tentacles.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, both instances of damage from this
spell increase by 1d6 for each slot level above 4th.
Staggering Smite ALT
4th-level evocation
Classes: Paladin
Casting Time: On hit
Range: Self
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
When you hit with a melee weapon attack you can cause the
weapon to pierce both body and mind. This attack deals 4d6
additional psychic damage, and the target must succeed on a
Wisdom saving throw or until the start of its next turn, it has
disadvantage on attack rolls and ability checks and it cannot
take reactions.
If your target is an aberration or it can speak telepathically
this bonus psychic damage increases by 1d6.
At Higher Levels. When you cast this spell using a spell
slot of 5th-level or higher, the psychic damage increases by
1d6 for each spell slot level above 4th.
5th-level Spells Spiritual Sundering
5th-level Enchantment
The following 5th-level spells are listed in alphabetical order. Classes: Cleric, Shaman, Warlock
Alternate versions of official spells are marked with ALT. Casting Time: 1 action
Banishing Smite ALT Range: 120 feet
5th-level Evocation Components: V, S
Classes: Paladin Duration: Instantaneous
Casting Time: On hit Creatures in a 20-foot-radius sphere centered on a point of
Range: Self your choice within range have their soul rent, and must make
Components: V, M (a melee weapon worth at least 1 sp) a Charisma saving throw. On a failure, they take 8d6 necrotic
Duration: Concentration, up to 1 minute damage, and for the next minute, they have a muddied sense
When you hit with a melee weapon attack you can cause the of self and subtract 1d6 from any Intelligence, Wisdom, or
weapon to crackle with pure arcane force. This attack deals Charisma saving throw they make. On a success, they take
5d10 bonus force damage, and if it reduces the target to 50 half damage and suffer no saving throw penalty.
hit points or fewer, it is banished from the current plane. Targets can make a Charisma saving throw at the end of
If the target is native to a different plant of existence than each of their turns, ending the effect on a successful save.
the one you are currently on, it disappears, returning to its Steel Wind Strike ALT
home plane. If the target is native to your current plane, it is 5th-level Conjuration
banished to a harmless demiplane where it is incapacitated. Classes: Magus, Ranger
When the spell ends, the target returns to the space it was Casting Time: 1 action
banished from, or the nearest unoccupied space. Range: 30 feet
If the target is not native to your current plane of existence Components: V, M (a melee weapon worth at least 1 sp)
this bonus force damage increases by 1d10. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell
slot of 6th-level or higher, the bonus force damage increases You flourish the weapon used in the casting and then vanish
by 1d10 for each spell slot level above 5th. to strike like the wind. Choose up to five targets you can see
within range. Make one melee weapon attack against each
Psychic Crush target using the weapon used in the casting. On a hit, targets
5th-level Evocation take the normal damage of an attack with that weapon plus
Classes: Psion an additional 5d10 force damage.
Casting Time: 1 action You can then teleport to an unoccupied space you can see
Range: 90 feet within 5 feet of one of the targets you hit or missed.
Components: V
Duration: Concentration, up to 1 minute
You exert the full force of your will upon a creature you can
see within range. It must succeed on a Strength saving throw,
taking 5d8 force damage on a failure and half as much force
damage on a success. It must repeat this saving throw at the
end of each of its turns, taking 2d8 force damage on a failure,
and ending the effects of this spell on a success.
If this spell reduces a creature to 0 hit points it is crushed
into a flesh-colored ball, roughly the size of your fist.
At Higher Levels. When you cast this spell using a spell
slot of 6th-level or higher, each instance of force damage it
deals increases by 1d8 for each spell slot level above 5th.
Swift Quiver ALT Wall of Force ALT
5th-level Transmutation 5th-level Abjuration
Classes: Ranger Classes: Magus, Psion, Sorcerer, Wizard
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (a quiver with a piece of ammunition) Components: V, S, M (powder from crushed clear gemstone)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You transmute your quiver so it produces an endless supply A shimmering opaque wall of force springs into existence at a
of nonmagical ammunition, which seems to leap into your point you choose within range and lasts for the duration.
hand when you reach for it. Orientation & Shape. The wall appears in any orientation
On each of your turns until the spell ends, you can use a you choose, as a horizontal or vertical barrier or an angle. It
bonus action (including the bonus action used to cast this can be free floating or rest on a solid surface. You can form it
spell) to make two attacks with a ranged weapon that uses into a hemispherical dome, a sphere with a radius of up to 10
ammunition from this quiver. When you make such a ranged feet, or you can shape a flat surface made up of ten 10-by-10-
attack, your quiver magically replaces the ammunition you foot panels. Each panel must be contiguous with another. In
used with a nonmagical copy of that ammunition. Pieces of any form, the wall is 1/4 inch thick. Nothing can pass through
ammunition created by this spell disintegrate when the spell the wall physically, and anything viewed through it is lightly
ends. If the quiver leaves your possession, the spell ends. obscured. The wall extends into the Ethereal Plane, blocking
ethereal travel through the wall. If it cuts through a creature's
Vorpal Blade space when it appears, the creatures must make a Dexterity
5th-level Transmutation saving throw. On a success, it chooses which side of the wall
Classes: Magus, Paladin it moves to. On a failure, you choose the side it moves to.
Casting Time: 1 attack Statistics. The wall has 150 hit points and its Armor Class
Range: Touch equals your Spell save DC. It is immune to poison, psychic,
Components: V, S, M (the finger bone of a necromancer) and non-magical bludgeoning, piercing, and slashing damage,
Duration: Instantaneous vulnerable to force and magical bludgeoning, piercing, and
You conjure a blade of pure negative energy in your empty slashing damage, and resistant to all other damage types. It
hand and make one melee weapon attack against a creature cannot be dispelled by a dispel magic spell, but a disintegrate
within your reach, attempting to behead it. On hit, it takes spell destroys the wall it instantly.
force damage equal to 6d8 + your spellcasting modifier. At Higher Levels. When you cast this spell using a spell
If this damage reduces the creature to 50 hit points or slot of 6th-level or higher, the hit points of the wall created by
fewer, you instantly cut off one of its heads of your choice this spell increase by 25 for each spell slot level above 5th.
The creature instantly dies if it cannot survive without the
lost head. The creature's head is not removed if it is immune
to slashing damage, or if it doesn't have or need a head.
6th-level Spells 7th-level Spells
The following 6th-level spells are listed in alphabetical order. The following 7th-level spells are listed in alphabetical order.
Alternate versions of official spells are marked with ALT. Alternate versions of official spells are marked with ALT.
Psionic Oppression Forcecage ALT
6th-level Enchantment 7th-level Conjuration
Classes: Psion Classes: Psion, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S, M (an ornate jade box worth 1,500 gp)
Duration: 1 minute Duration: Concentration, up to 1 hour
You psionically overwhelm the mind of one creature you can A shimmering, immobile, cube-shaped prison composed of
see within range. It must succeed on an Intelligence saving magical force springs into existence around an area of your
throw or it takes 12d6 psychic damage and is stunned for 1 choice within range. You choose whether this magic prison
minute. On a successful save, the target takes half as much is shaped like a cage with bars or a solid box.
psychic damage and is not stunned. Shape. If you choose cage, it can be up to 20 feet on a side
The stunned target can repeat the saving throw at the end and made from 1/2-inch diameter bars spaced 1/2 inch apart.
of each of its turns, ending the effect on a success. If you choose box, it can be up to 10 feet on a side, creating a
solid barrier that prevents any matter from passing through it
and blocking any spells cast into or out of the area. The cage
extends into the Ethereal Plane, blocking ethereal travel.
Creatures Inside. When you cast the spell, any creatures
that are completely inside the area of the cage are trapped.
Any creatures partially within the area, or too large to fit are
pushed away until they are completely outside of the cage.
A creature inside the cage cannot leave it by non-magical
means. If the creature tries to use teleportation or interplanar
travel to leave the cage, it must first make a Charisma saving
throw. The spell or effect is wasted on a failed save, but on a
success the creature uses the spell or effect to escape.
Statistics. The cage's Armor Class equals your Spell save
DC and it has 200 hit points. It is immune to poison, psychic,
and non-magical bludgeoning, piercing, and slashing damage,
vulnerable to force and magical bludgeoning, piercing, and
slashing damage, and resistant to all other damage types. It
cannot be dispelled by a dispel magic spell, but a disintegrate
spell destroys the cage it instantly.
At Higher Levels. When you cast this spell using a spell
slot of 8th-level or higher, the hit points of the cage created by
this spell increase by 25 for each spell slot level above 7th.
8th-level Spells
The following 8th-level spells are listed in alphabetical order.
Alternate versions of official spells are marked with ALT.
Mass Polymorph ALT
8th-level Transmutation
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a caterpillar cocoon for each target)
Duration: Concentration, up to 10 minutes
This spell transforms up to five creatures you can see within
range into a new form of your choice, and you can choose the
same or different forms for each target. An unwilling creature
must succeed on a Wisdom saving throw to resist this effect.
Shapechangers automatically succeed on their saving throw.
This spell has no affect on a target that has 0 hit points. The
transformation lasts for the duration, but it ends early if the
target drops to 0 hit points or dies.
Form. The new form can be any beast you have physically
seen while it was living. It must have a Challenge Rating less
than or equal to the target's level or its Challenge Rating.
Statistics. Its game statistics, including its mental ability
scores are replaced by those of the beast, but it does retain its
alignment and personality within the limitations of that beast.
The target assumes the hit points of its new form. When it
reverts to its normal form, the creature returns to the number
of hit points it had before it was transformed. If it reverts as a
result of dropping to 0 hit points, any excess damage carries
over to its normal form. If this excess damage reduces its
normal form to 0 hit points, it is knocked unconscious.
Actions. The actions the creature can take are limited to
those its new form is able to perform. It cannot speak, cast
spells, or take any actions that require hands or speech.
Equipment. Its clothing, weapons, armor, and objects it
is holding meld into the new form. However, it can't activate,
use, wield, or otherwise benefit from any of its equipment.
At Higher Levels. If you cast this spell using a 9th-level
spell slot, you can target up to 10 creatures within range.
9th-level Spells
The following 9th-level spells are listed in alphabetical order.
Alternate versions of official spells are marked with ALT.
Weird ALT
9th-level Enchantment
Classes: Psion, Warlock, Wizard,
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Drawing on the deepest fears, regrets, and primal instincts of
a creature, you create the illusion of the most horrifying thing
imaginable to them, which is visible only to that creature.
Choose a point within range, and creatures of your choice
within a 30-foot radius of the point become frightened for the
duration. If a target is immune to the frightened condition, it
must make a Wisdom saving throw or be frightened anyway.
At the end of each of a frightened creature's turns, it must
succeed on a Wisdom saving throw or it takes 4d10 psychic
damage. On a success, the spell ends for that target.
License
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System Reference Document 5.1 Copyright 2016, Wizards of the
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