Spells

A collection of spells that are homebrewed for players or for personal use! As well reworks of certain spells to make them feel either unique or useful.

**Spell Variant Ruling**: Only one variant of a spell may be known to a player at a time. If the player has multiple copies of the spell, whether from different racial sources or feats, the spells are considered to be the same variant regardless. If a player has the ability to change a spell for another, such as through the *Spellcasting* feature, they may choose a different variant which affects all copies known, if applicable.

## Cantrips

### Arcane Suppression

* *0th level spell, Transmutation*
* **Casting Time**: 1 action
* **Range**: 60 feet
* **Components**: V, S
* **Duration**: Instantaneous
* **Classes/Races**: Artificer, Sorcerer, Warlock, Wizard

Choose a target within 60 feet. If the target is concentrating on a spell, they must make a Concentration check with a DC equal to your Spell Save DC, or lose concentration on the spell. If the target is in the possession of a magic item you can see, the chosen item is no longer considered magic and its effects are suppressed until the start of the target's turn. This spell has no effect if you do not know if the item is considered magical, and you cannot choose the same target more than once within 24 hours.

### Astral Blast

* *0th level spell, Evocation*
* **Casting Time**: 1 action
* **Range**: 120 feet
* **Components**: V, S
* **Duration**: 1 minute
* **Classes/Races**: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

A beam of cosmic energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage and the target is sheathed in a volatile starry aura for the duration. If a creature is hit again with this spell, the starry aura explodes in a 5 feet radius centered on the target, and all creatures within range must make a Dexterity saving throw or take 1d6 force damage, and the spell ends on the target.

If a creature that failed the previous saving throw also has a starry aura, that creature's aura also explodes, forcing them and all nearby creatures to make a new saving throw. This effect chains until all creatures with auras succeed the saving throw, or no creature with auras remain.

**At Higher Levels**: This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

### Blade Ward (Grays' Variant)

* *0th level spell, Abjuration*
* **Casting Time**: 1 reaction, which you take when you are damaged by slashing, piercing, or bludgeoning damage
* **Range**: Self
* **Components**: V, S
* **Duration**: Instantaneous
* **Classes/Races**: Bard, Sorcerer, Warlock, Wizard

You extend your hand and sigils of warding intercept incoming attacks. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage. If you already have a resistance to any of these damage types, then the damage taken is reduced by three fourths.

### Elemental Ward

* *0th level spell, Abjuration*
* **Casting Time**: 1 reaction, which you take when you are damaged by fire, cold, lightning, poison, or acid damage
* **Range**: Self
* **Components**: V, S
* **Duration**: Instantaneous
* **Classes/Races**: Bard, Sorcerer, Warlock, Wizard

You extend your hand and sigils of warding intercept incoming attacks. Until the end of your next turn, you have resistance against fire, cold, lightning, poison, or acid damage. If you already have a resistance to any of these damage types, then the damage taken is reduced by three fourths.

### Lightning Strike

* *0th level spell, Evocation*
* **Casting Time**: 1 action
* **Range**: 120 feet
* **Components**: V, S
* **Duration**: Instantaneous
* **Classes/Races**: Artificer, Sorcerer, Wizard

A bright crackle of lightning streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

**At Higher Levels**: ​The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

### Mini-Wish

* *0th level spell, Conjuration*
* **Casting Time**: 1 bonus action
* **Range**: Self
* **Components**: V
* **Duration**: Instantaneous
* **Classes/Races**: Multi-Dimensional Entity, Woggles

By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. You can create one of the following effects of your choice:

* You can duplicate any spell of the level up your highest spell slot, without needing to meet the requirements, components, or costs.
* You can create an object that is worth up to the collective sum of all of your inventory items and currency, once per short rest.
* You allow up to ten creatures that you can see to regain half of their maximum hp and cure any effect they suffer. Subsequent uses regain half of their current hp (rounded down) instead until your next short rest.
* You grant up to ten creatures that you can see resistance to one damage type you choose for 1 minute.
* You grant up to ten creatures you can see immunity to a single spell or other magical effect for 1 minute.
* You undo a single recent event by forcing a re-roll of any roll made within the last round, included, once per short rest.

With the DM permitting, you are allowed to wish for something outside the scope of the earlier effects. The DM has the final say in the event which takes place once the wish has been approved.

### Taglock

* *0th level spell, Necromancy*
* **Casting Time**: 1 action
* **Range**: 60 feet
* **Components**: V, S, M (A small empty bottle, which fills with the creature's essence)
* **Duration**: Instantaneous
* **Classes/Races**: Conjuror

You point at a creature and launch a faint red siphoning beam that homes on the creature, filling the empty bottle with their essence; this spell will fail if you do not have an available empty bottle no bigger than a flask. This creates a taglock of the targeted creature.

If the creature is unwilling and aware, they take 1d8 Necrotic damage, but cannot be targeted again by this spell as long as you possess a taglock of them. If the creature is either willing or unaware, they take no damage. An unaware creature must make a Wisdom saving throw, and on a success they will magically know they have been taglocked and will become aware of the spell's effect on them, but not of you or your position. On a fail, they are oblivious to this spell's effect.

### True Strike (Grays' Variant)

* *0th level spell, Divination*
* **Casting Time**: 1 action
* **Range**: 30 feet
* **Components**: S
* **Duration**: Concentration, up to 1 round
* **Classes/Races**: Bard, Sorcerer, Warlock, Wizard

You extend your hand and point a finger at a target in range. Your magic grants you and your allies brief insight into the target’s defenses. Until the end of your next turn, all attack rolls made against the target have advantage, provided that this spell hasn’t ended.

### True Strike (Rinsei's Variant)

* *0th level spell, Divination*
* **Casting Time**: 1 reaction, which you take when you or a creature within 30 feet of you is making an attack roll against an enemy
* **Range**: 30 feet
* **Components**: S
* **Duration**: 1 round
* **Classes/Races**: Bard, Sorcerer, Warlock, Wizard

You extend your hand and point a finger at a target in range. Your magic grants you and a creature brief insight into the target’s defenses. You and one creature of your choosing gain advantage on attack rolls against the target until the end of your next turn. This spell can only be cast before the attack roll's result is revealed, otherwise this spell fails.

**At Higher Levels**: You can choose additional creatures when you reach higher levels: two at 5th level, three at 11th level, and four at 17th level.

### True Strike (Roh'jib's Variant)

* *0th level spell, Divination*
* **Casting Time**: 1 bonus action
* **Range**: 30 feet
* **Components**: S
* **Duration**: 1 round
* **Classes/Races**: Bard, Sorcerer, Warlock, Wizard

You focus your vision on a target in range. Your magic grants you brief insight into the target’s defenses. Until the end of your next turn, your next attack is a guaranteed hit, dealing additional 1d4 damage. Critical hits while this spell is active are treated as normal attacks instead.

**At Higher Levels**: This spell's damage increases by 1d4 when you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4).

### Sigil Trap

* *0th level spell, Conjuration*
* **Casting Time**: 1 action
* **Range**: 30 feet
* **Component**: V, S, M (A piece of chalk)
* **Duration**: 1 hour
* **Classes/Races**: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

A sigil trap may be placed down in an unoccupied spot with a chosen effect from the list, becoming invisible immediately. The trap triggers when a creature steps on the occupying spot, however creatures of your choosing are ignored from triggering the sigil. At this point, the creature must make a saving throw based on the chosen effect against your spell save DC, which after the sigil dissipates. You may create any number of sigils, but you cannot place sigils within 5 feet of each other or in the same space.

* **Acid**: A pit of acid spills on the creature, dealing 1d4 acid damage. They must make a Dexterity saving throw or have a penalty to damage rolls made with nonmagical weapons equal to your spellcasting modifier until the end of their next turn.
* **Cold**: A flash-freezing mist explodes on the creature, dealing 1d4 cold damage. They must make a Strength saving throw or be frozen in place until the end of their next turn, reducing their speed to 0.
* **Fire**: A sudden burst of fire erupts on the creature, dealing 1d4 fire damage. They must make a Dexterity saving throw or be set on fire until the end of their next turn. A creature set on fire takes fire damage equal to 1d4 + your spellcasting modifier at the start of their turn.
* **Lightning**: An electric jolt runs up the creature, dealing 1d4 lightning damage. They must make a Constitution saving throw or have a penalty to attack rolls equal to your spellcasting modifier until the end of their next turn.
* **Poison**: A cloud of noxious gasses fills around the creature, dealing 1d4 poison damage. They must make a Constitution saving throw or retch until the end of their next turn. A retching creature has a penalty to their ability checks and saving throws equal to your spellcasting modifier.
* **Thunder**: An abrupt loud sound resounds by the creature, dealing 1d4 thunder damage. They must make a Dexterity saving throw or become deafened until the end of their next turn.
* **Necrotic *(5th Level)***: A terrifying energy invades the mind of the creature, dealing 2d4 necrotic damage. They must make a Wisdom saving throw or become frightened until the end of their next turn.
* **Radiant *(5th Level)***: A holy beam of light sears the creature, dealing 2d4 radiant damage. They must make a Charisma saving throw or become blinded until the end of their next turn.
* **Force** ***(11th Level)***: An invisible explosion knocks against the creature, dealing 3d4 force damage. They must make a Strength saving throw or be knocked 10 feet on the opposite direction they approached the trap, and fall prone.
* **Psychic *(11th Level)***: A mind-breaking wave emanates on the creature, dealing 3d4 psychic damage. They must make an Intelligence saving throw or be stunned until the end of their next turn.

A creature that suffers an effect from this spell is aware of any other traps within 10 feet of them, but not their location.

**At Higher Levels**: This spell's damage and damage type availability expands at certain levels: at 5th Level, all sigils deal 2d4 of their respective damage type, and you gain the indicated sigils on the list; at 11th level, all sigils deal 3d4 of their respective damage type, and you gain the indicated sigils on the list; and at 17th level, all sigils deal 4d4 of their respective damage type, and their effects last twice as long.

## 1st Level

### Arcane Syphon

* *1st level spell, Evocation*
* **Casting Time**: 1 bonus action
* **Range**: 60 feet
* **Components**: V, S, M (A piece of paper with a circle design)
* **Duration**: Concentration, up to 1 minute
* **Classes/Races**: Druid, Sorcerer, Warlock, Wizard

You summon a circle of magic within an unoccupied space, which attracts the local arcane aura towards it. While you are in it, you gain a 1d6 to all of your spell damage rolls. You can only have one Arcane Syphon circle out at any time; using this spell again will dispel the previous circle, and does not reset the concentration time. If you are within the casting range of this circle, you may teleport back to the circle and end the spell immediately as an action, otherwise you can dispel the circle at any time.

**At Higher levels**: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the radius increases by 5ft per spell slot level used. Additionally, the circle will affect additional creatures based on the spell slot's level, minus one. (Ex: Casting this spell at 3rd level will allow it to affect the caster and 2 additional creatures.)

### Balefulness

* *1st level spell, Necromancy*
* **Casting Time**: 1 action
* **Range**: 90 feet
* **Components**: V, S, M (A nazar with its eye scratched)
* **Duration**: Concentration, up to 1 minute
* **Classes/Races**: Sorcerer, Warlock

You place a baleful hex on a creature that you can see within range. The creature must make on a Wisdom saving throw. On a failure, the creature takes 1d6+1 damage and becomes Cursed for the duration (your choice of Necrotic or Psychic for both the additional damage and the Cursed condition), and saving throws of one ability of your choosing and made at disadvantage for the duration. On a success, they take half damage but suffer no other effects.

While the creature is under the Cursed condition, if they make a successful attack roll or cast a spell against another creature, they take 1d6+1 damage of your chosen damage type. If the target drops to 0 hit points before this spell ends, you can use a reaction to curse a new creature. A remove curse cast on the target ends this spell early.

**At Higher Levels**: When you cast this spell using a spell slot of 2nd level or higher, the initial and curse damage increases by 1d6+1 for each slot level above 1st.

### Blade of Disaster (HL Variant)

*This is a 9th level spell deconstructed for the Humble Legends project!*

* *1st level spell, Conjuration*
* **Casting Time**: 1 bonus action
* **Range**: 60 feet
* **Components**: V, S
* **Duration**: Special
* **Classes/Races**: Sorcerer, Warlock, Wizard

You create a blade-shaped planar rift in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make a melee spell attacks with the blade against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier. This attack scores a critical hit if the roll's result on the d20 is 18 or higher, and on a critical hit you double the critical damage roll. As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make a melee spell attacks with it again.

Additionally as a bonus action, you can wield the blade as a melee weapon. If this blade is held as a melee weapon, you instead use your action to make melee spell attacks, you use your spellcasting ability modifier whenever you make melee attack rolls with this blade, and you are considered proficient with it and has the two-handed property regardless of its form. On a hit, the damage die of this spell's attack increases to 1d8 + your spellcasting ability modifier while wielded this way. While the blade is wielded, you cannot use your bonus action to make an attack with this blade, but you may use a bonus action to unwield the blade.

The blade can harmlessly pass through any barrier, including a Wall of Force. The blade lasts until your next long rest, you drop unconscious, or you die.

**At Higher Levels**: When you cast this spell using a spell slot of 2nd or higher, the base and critical hit damage die size increases by one tier for every two slot levels above the 1st, increasing 1d8 (1d10 wielded) at 2nd level, 1d10 (1d12 wielded) at 4th level, 1d12 (2d6 wielded) at 6th level, and 2d6 (2d8 wielded) at 8th level. Additionally, when you cast this spell using a spell slot of 3rd level or higher, you may make an additional attack for every two slot levels above the 1st, attacking twice at 3rd level, three times at 5th level, four times at 7th level, and five times at 9th level.

### Chromatic Knife

* *1st level spell, Conjuration*
* **Casting Time**: 1 action
* **Range**: 60 feet
* **Components**: S, M (A pointed crystal prism worth at least 75 gold)
* **Duration**: Instantaneous
* **Classes/Races**: Druid, Sorcerer, Wizard

You create a spectral prismatic knife and hurl it towards one creature within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of knife you create, and then make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage. Hit or miss, the knife then explodes. The target and each creature within 5 feet of the point where the knife exploded must succeed on a Dexterity saving throw or take 2d8 damage of the type you chose, or half as much on a success. If the attack roll against the target hits, the creature automatically fails the Dexterity saving throw.

**At Higher Levels**: When you cast this spell using a spell slot of 2nd level or higher, the elemental damage increases by 1d8 for each slot level above 1st.

### Compelled Duel EX

* *1st level spell, Enchantment*
* **Casting Time**: 1 action
* **Range**: 15 feet
* **Components**: V, S
* **Duration**: Concentration, up to 1 minute
* **Classes/Races**: Paladin

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw; on a failed save, the creature is drawn to you, compelled by your divine demand, and a 15-feet radius transparent barrier forms around you and your target on a point of your choosing. Creatures that are not affected by this spell are harmlessly pushed outside of the area, and for the duration of the spell no other creature other than the affected creature can enter the radius. Additionally, weapons, spells, and objects not from the affect creature cannot pass through the barrier. The target can make a Wisdom saving throw to end the spell at the start of their turns.

While this spell is in effect, neither you or your target can go below 1 hit point; if an attack were to drop either to 0 or lower, you drop to 1 hit point instead but become stunned until the start of their next turn. If either you or your target drop to 1 hit point, or if the creature succeeds their Wisdom saving throw, the spell ends.

### Find Ritual Book (Ritual)

* *1st level spell, Conjuration*
* **Casting Time**: 1 action
* **Range**: Self
* **Components**: V, M (A small ritual circle)
* **Duration**: Instantaneous
* **Classes/Races**: Conjuror

Roll a 1d6, taking the roll's result as Necrotic damage. A ritual book belonging to you appears within an unoccupied space around you. This book will contain only the information it had up until the morning of the day it was destroyed. If you do not own a ritual book, this spell does nothing.

### Floating Disk (Nasha's Variant)

* *1st level spell, Conjuration (Ritual)*
* **Casting Time**: 1 action
* **Range**: 30 feet
* **Components**: V, S, M (a drop of mercury and a magnet)
* **Duration**: Special
* **Classes/Races**: Wizard

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains until your next short rest, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk can be dispelled as an action.

The disk is immobile while you are within 10 feet of it, however you are able to command the disk to move to an unoccupied space you can see within range or stay as a bonus action. If you move more than 10 feet away from it when it has not been given a command, the disk follows you so that it remains within 10 feet of you. If you move more than 30 feet away from it after it has been given a command to stay, the disk will remain in its space but cannot be commanded until you are within range, but it can be dispelled from anywhere. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

### Freezing Bolt

* *1st level spell, Evocation*
* **Casting Time**: 1 action
* **Range**: Self (30-foot line)
* **Components**: V, S, M (A bullet made of permafrost ice)
* **Duration**: Instantaneous
* **Classes/Races**: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

You animate and blast the sphere in a 30-foot line emanating from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 cold 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

### Jagged Earth

* *1st level spell, Conjuration*
* **Casting Time**: 1 action
* **Range**: 60 feet (10-foot radius)
* **Components**: V, S
* **Duration**: Instantaneous
* **Classes/Races**: Bard, Druid, Sorcerer, Wizard

You cause a 10 foot radius tremor in a point you can see within range, creating loose sand and jagged stones within the area. Each creature in that area must make a Dexterity saving throw, and on a failed save a creature is knocked prone. The area then becomes hazardous terrain: creatures walking through the area must expend an additional foot for each foot they move, and must succeed a Dexterity saving throw or stumble and take 1d6 bludgeoning damage if they end their turn within the area. A stumbling creature is considered prone but only uses 5 feet of movement to get up.

Each 5-foot-diameter portion of the hazardous terrain requires at least 2 minutes to clear by hand.

**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.

### Longstrider (Grays' Variant)

* *1st level spell, Transmutation*
* **Casting Time**: 1 action
* **Range**: 30 feet
* **Components**: V, S, M (A pinch of dirt)
* **Duration**: Concentration, up to 1 hour
* **Classes/Races**: Artificer, Bard, Druid, Ranger, Wizard

For the duration, each creature you choose within 30 feet of you (including you) has their walking speed increased by 10 feet.

**At Higher Levels**: When you cast this spell using a spell slot of 2nd level or higher, the walking speed increases by 5 feet for each slot level above 1st.

### Soul Splinter

* *1st level spell, Necromancy*
* **Casting Time**: 1 action
* **Range**: 60 feet
* **Components**: V, S, M (A small empty glass globe)
* **Duration**: 1 minute
* **Classes/Races**: Cleric, Druid, Paladin, Warlock

You splinter a fraction of a creature's soul to create a small healing bomb. Make a ranged spell attack against a creature you can see. On a hit, the target takes 1d6 necrotic damage.

When a creature takes damage from this spell, your spell component is then filled with the life essence of the target for 1 minute. As an action, you can hurl this globe to a point within the same range of this spell, exploding in a fine mist that covers a 5ft radius. Any creature within the range of the explosion heals for the result of this spell's damage roll + your spellcasting modifier. This mist does not affect undead or construct creatures.

You may only use this spell if you have an empty spell component. Otherwise the spell fails, but you do not lose your spell slot. When this spell ends, any remaining filled globes empty as the life essence dissipates into nothing.

**At Higher Levels**: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 per spell slot level used.

### Ghile's Shadow Possession

* *1st level spell, Enchantment*
* **Casting Time**: 1 action
* **Range**: 60 feet
* **Components**: V, S, M (A bead of obsidian or onyx worth at least 10gp, which the spell consumes)
* **Duration**: 5 days (1 Day)
* **Classes/Races**: Sorcerer, Warlock

You throw the material component into the shadow of a humanoid creature and it dissolves into fine powder, merging with the creature's shadow; the material component retains the spell's magic for 1 day and if it is not used within that time, the spell ends. The shadow becomes a magical creature under the control of the caster, only capable of interacting with its host and shadows of other objects or creatures nearby. While the shadow is on the creature, it learns learns and remembers everything the target had seen, heard, and said. The shadow cannot attack but it can grab objects and other creatures, and must make a Strength saving throw (DC 5) or become grappled.

When the spell ends or if the shadow is dismissed as an action, it returns to the user and they learn all the information the shadow has gathered up until the spell ended. A creature can make a Perception check at any point while this spell is active against the caster's Spell save DC to perceive inconsistencies with their shadow, such as sluggish or wrong movement. On a success the target is aware that they are under this spell's effect, and become aware once it is dispelled or ends.

### Vault

* *1st level spell, Transmutation*
* **Casting Time**: 1 action
* **Range**: Touch
* **Components:** V, S, M (A grasshopper’s hind leg)
* **Duration**: 1 minute
* **Classes/Races**: Artificer, Druid, Ranger, Sorcerer, Wizard

You touch a creature and choose either Strength or Dexterity. That creature's jumping distance is doubled, using the chosen ability for calculating your jumping distances. While your jumping distance is enhanced by this spell, you jump 2 feet for every 1 foot of movement spent. Other sources of increased jumping distances may benefit from this effect as well, such as the *Boots of Striding and Springing*, potentially increasing the total jump distance.

**At Higher Levels**: When you cast this spell using a spell slot of 2nd level or higher, your jumping distance increases by an additional amount of feet equal to the chosen ability score (Strength or Dexterity) for every slot level above 1st level. This spell gains a bonus to its movement spending properties at certain spell levels: if cast at 3rd level or higher, you jump 3 feet for every 1 foot; at 6th level or higher, you jump 4 feet for ever 1 foot; and at 9th level, you jump 5 feet for every 1 foot.

## 2nd Level

### Awaken the Undead

* *2nd level spell, Necromancy*
* **Casting Time**: 1 action
* **Range**: Touch
* **Components**: V, S, M (A rod of incense and brimstone)
* **Duration**: Instantaneous
* **Classes/Races**: Cleric, Druid, Paladin

A player or a creature that has not been dead for more than 1 minute has their willing soul temporarily return to their body, creating an Awakened Undead creature. The moment this spell is cast, the spell effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead or revivify.

The caster must then complete a 10-minute ritual for the undead creature to return to their faculties as they were before death. An Awakened Undead creature is able to perform all skills, abilities, and actions as they could before death, but with an entire Score penalty of -1 and a movement speed penalty of -5ft. As the body is not considered alive, it is on a constant state of decay: every 2d4 days, this penalty accumulates 3 additional times, for a total entire Score penalty of -4 and a movement speed penalty of -20ft. If the creature is brought back to life, such as by the effects of spells as revivify or resurrection, these penalties are lifted.

If the Awakened Undead creature drops to 0 hp, the caster must make a Wisdom saving throw with a DC of 10.

* On a success, the creature then make their death saving throws as normal if they are a player, otherwise they are considered unconscious (if an NPC); if the creature was a Zombie prior to the success, their health drops to 0 and fall unconscious first. If the player fails their death saving throws, the soul is released and cannot be recovered except by other revival spells. The player then reanimates into a Zombie with full hitpoints, controlled by the DM.

* On a fail, the creature loses control of their body and reanimates into a Zombie with full hitpoints, controlled by the DM. On each of the caster's turns, the caster can roll again to re-establish the soul's control over the body as an action. On three failed saves, the creature dies and the soul is released, and cannot be recovered except by other revival spells. This death is considered as if a player had failed all their death saves. Effects that trigger when succeeding or failing a death save also affect the Wisdom saving throws (i.e. an effect that would make a failed Death saving throw into a success would count as a successful Wisdom saving throw, and vice versa).

If the caster is interrupted during the 10-minute ritual, the spell does nothing and the soul is released. If the Zombie dies before the player is able to roll three successes on their death saving throws, or if their health reaches 0, the soul is released.

### Cloud of Daggers (Suli's Variant)

* *2nd level spell, Conjuration*
* **Casting Time**: 1 action
* **Range**: 60 feet
* **Components**: V, S, M (Three shards of glass in the shape of a knife)
* **Duration**: Concentration, up to 1 minute
* **Classes/Races**: Bard, Sorcerer, Warlock, Wizard

You fill the air with spinning daggers in a 10-foot square centered on a point within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

**At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

### Eureka

* *2nd level spell, Evocation*
* **Casting time**: 1 bonus action
* **Range**: Self
* **Components**: V, S, M (Either a copper, silver, electrum, gold, or platinum piece, which the spell consumes)
* **Duration**: 1 minute
* **Classes/Races**: Unique [*Ascertainer's Coin*]

You flip a coin into the air with a question in mind, vanishing into thin air. You gain a bonus to your next Intelligence check or Intelligence-based skill, the bonus depending on the type of coin used for the spell.

Eureka Intelligence Bonus
 Silver
 Electrum
 Gold
 Platinum

### Prismatic Darts

* *2nd level spell, Evocation*
* **Casting Time**: 1 action
* **Range**: 30 feet
* **Components**: V, M (A 20-sided crystal prism)
* **Duration**: Concentration, up to 1 minute
* **Classes/Races**: Sorcerer, Wizard

A spectral crystalline prism appears 10 feet above an unoccupied space of your choice within range and lasts for the duration. The spell fails if you can't see a point in the air where the prism could appear. While this spell is active, you can use an action to create darts equal to your spellcasting modifier (minimum 1) + 1 within a 10 feet radius underneath the prism and deal 2d4 radiant damage to creatures within range. The darts all strike simultaneously, and you can direct them to hit one creature or several. Additionally, any creature that starts its turn within the prism's range or enters the area for the first time must make a Constitution saving throw or be Blinded until the start of their next turn.

As a bonus action, you can move the prism up to 15 feet. If you move the prism's area over a creature, the creature does not count as entering the area and does not have to make the previous saving throw at this time.

**At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 per spell slot level used.

### Roaring Burst

* *2nd level spell, Evocation*
* **Casting Time**: 1 action
* **Range**: Self (60-foot line)
* **Components**: V, S, M (A red dragon's scale)
* **Duration**: Instantaneous
* **Classes/Races**: Sorcerer, Wizard

A line of roaring flame 60 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 fire 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 1d6 for each slot level above 2nd.

### Spiritual Weapon (Yoz's Variant)

* *2nd level spell, Evocation*
* **Casting time**: 1 bonus action
* **Range**: 60 feet
* **Components**: V, S
* **Duration**: 1 hour
* **Classes/Races**: Cleric

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again, taking whatever form you choose. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 30 feet and repeat the attack against a creature within 5 feet of it.

Also as a bonus action, you can wield the weapon as a melee weapon. If this weapon is held as a melee weapon, you can use your action to make melee spell attacks, you use your spellcasting ability modifier whenever you make melee attack rolls with this weapon, and you are considered proficient with it regardless of its form. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

**At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

### Swarm of Bees

* *2nd level spell, Conjuration*
* **Casting time**: 1 action
* **Range**: 120 feet
* **Components**: V, M (A small vial of honey)
* **Duration**: 1 minute
* **Classes/Races**: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard

You douse honey over a finger and point it at a 5ft space you can see, whether occupied or not. The honey dissipates and a swarm of 4d6 bees are attracted to the chosen space. The space is considered difficult terrain, and any creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Dexterity saving throw. On a fail, they take 4d6 poison damage, and half as much on a success.

**At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 per spell slot level used. Additionally, the spell gains a radius of 5ft per spell slot level used when cast at 4th level or higher.

### Wind Cyclone

* *2nd level spell, Conjuration*
* **Casting Time**: 1 action
* **Range**: 60 feet
* **Components**: V, S, M (a pinch of dust)
* **Duration**: Concentration, up to 1 minute
* **Classes/Races**: Druid, Sorcerer, Wizard

Choose an unoccupied 5-foot cube of air that you can see within range. Wind begins to swirl in the spot, and a miniature cyclone appears in the cube and lasts for the spell's duration. When the cyclone is summoned, you must choose whether it pushes or pulls. Any creature that start its turn within 5 feet of the cyclone or enters the area for the first time must succeed on a Strength saving throw, or be affected by the chosen effect:

* **Push**: On a failed save, the creature takes 1d6 bludgeoning damage and is pushed 10 feet away from the cyclone. If a creature fails the save by more than 5, they are additionally knocked prone.
* **Pull**: On a failed save, the creature takes 1d6 bludgeoning damage and considers the area difficult terrain. If a creature fails the save by more than 5, they are additionally pulled into the cyclone's area and restrained if there is space within it. On a success they are no longer restrained.

As a bonus action, you can move the cyclone up to 20 feet in any direction, and any creature inside of it moves along.

If the cyclone is within a space that is difficult terrain, any light debris (such as loose dirt, sand, or stone) is sucked into the cyclone's space and surrounding area, creating a 10-foot-radius cloud that heavily obscures the area and deals an additional 2d6 bludgeoning damage on a failed save, or half of the total damage on a success. If the cyclone is within a space that contains a substance such as fire, snow, or water, it instead deals a damage type appropriate for the substance, such as fire or cold damage. This effect lasts for the spell's duration.

**At Higher Levels**: When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d6 for each slot level above 2nd.

## 3rd Level

### Kill the Dying

* *3rd level spell, Necromancy*
* **Casting Time**: 1 bonus action
* **Range**: Touch
* **Components**: V, S, M (Cold iron powder worth at least 100gp)
* **Duration**: Concentration, up to 1 minute
* **Classes/Races**: Ranger, Sorcerer, Paladin, Warlock

You imbue a weapon with tormenting negative energy. While this spell is active, whenever the imbued weapon successfully hits a creature the target takes an additional 3d6 Necrotic damage. Additionally, if the target has the number 4 in any of its hit point digits, the creature must make on a Wisdom saving throw: on a failure, the creature becomes Cursed for the duration (your choice of Necrotic or Psychic).

While the creature is under the Cursed condition, if they make a successful attack roll or cast a spell against another creature, they take 3d6 damage of your chosen damage type. A remove curse cast on you ends this spell early, and a creature can only be affected by this spell's effect once every 24 hours.

**At Higher levels**: When you cast this spell using a spell slot of 4th level or higher, the primary and Cursed condition damage increases by 1d6 per spell slot level used above 3rd.

### Ghile's Shadowed Veil (Ritual)

* *3rd level spell, Enchantment*
* **Casting Time**: 1 action
* **Range**: 60 feet
* **Components**: V, S, M (A bead of obsidian or onyx worth at least 50gp, which the spell consumes)
* **Duration**: Special
* **Classes/Races**: Sorcerer, Warlock

You throw the material component into the shadow of a humanoid creature and it dissolves into fine powder, merging with the creature's shadow; the material component retains the spell's magic for 5 days and if it is not used within that time, the spell ends. The shadow becomes a magical creature under the control of the caster, only capable of interacting with its host and shadows of other objects or creatures nearby, and gains the following additional properties:

* The shadow's maximum hit points are equal to half of the host's hit point maximum (rounded down), and shares the host's AC.
* The shadow may be imparted with a number of informational topics up to the caster's spellcasting modifier. The shadow knows what the caster does about the topic it was given, and if the shadow was imparted with a proficiency, the host may benefit from the proficiency while the shadow is alive.
* If the host were to take damage, the shadow takes the damage instead. If the shadow drops to 0hp, the caster takes the remainder of the damage.
* The shadow cannot attack but it can grab objects and other creatures, and must make a Strength saving throw (DC 10) or become grappled.

While the shadow is on the creature, it learns and remembers everything the target had seen, heard, and said. Additionally, the shadow gains the ability to communicate with its host with gestures and changing its form into other objects or creatures, but only knows the information it has learned since its summoning. If the shadow does not know the answer to a question it will not answer.

If the shadow is on a creature on the next dawn after 10 days when this spell was cast, the shadow is automatically dismissed. When the spell ends, if the shadow is dismissed as an action, or it dies, it returns to the user and they learn all the information the shadow has gathered up until the spell ended. A creature can make a Perception check at any point while this spell is active against the caster's Spell save DC to perceive inconsistencies with their shadow, such as sluggish or wrong movement. On a success the target is aware that they are under this spell's effect, and become aware once it is dispelled or ends.

## 4th Level

### Absorb Spell

* *4th level spell, Abjuration*
* **Casting Time**: 1 bonus action
* **Range**: Touch
* **Components**: S
* **Duration**: Instantaneous
* **Classes/Races**: Druid, Paladin, Sorcerer, Warlock, Wizard

You touch one physical item and imbue it with a magical attraction field. You can use this item to absorb a spell that is targeted towards you or any creature within 5ft of you. If the item is non-combat equipment, make a Wisdom saving throw against the caster's DC to absorb the spell; otherwise, make a Strength or Dexterity saving throw against the caster's DC, depending on the weapon used. On a success, the absorbed spell's Effect is canceled, and the spell's casting properties are stored in the item (including the caster's attack and/or damage roll, spell slot level used, and Spell save DC). Only a single spell may be stored in an item through this spell, and behaves like a charged item. Additionally, you may only have one item enchanted by this spell at all times; subsequent uses of this spell will dispel the previous enchantment, and if the enchanted item held any charges, they are lost in the process. If all charges are expended from the item, the spell ends.

If the item is non-combat equipment, you must obey the spell's casting conditions in order to expend its charge. If the item is a combat weapon, you must perform a successful attack first before expending the charge; spells cast in this manner are considered touch regardless of the original spell's range. At this time, the charge is expended alongside the attack, the spell resolving first before the weapon attack.

### Penumbral Beam

* *4th level spell, Evocation*
* **Casting Time**: 1 action
* **Range**: Self (60-foot line)
* **Components**: V, S, M (A shard of obsidian)
* **Duration**: 1 minute
* **Classes/Races**: Cleric, Sorcerer, Warlock, Wizard

You expel a devastating streak of ecliptic light that is 60 feet long and 5 feet wide emanating from you. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 6d6 force damage and is wreathed in an eclipse-like aura, becoming vulnerable to radiant and necrotic damage for the duration. On a success, a creature takes damage and suffers no other effects.

At the end of an affected creature's turns, it can make a Dexterity saving throw against your spell save DC to douse itself. On a success, the effect ends.

**At Higher Levels**: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

### Ghile's Mirror Coat

* *4th level spell, Abjuration*
* **Casting Time**: 1 reaction, which you take when you are hit by an attack
* **Range**: Self
* **Components**: V, S
* **Duration**: Instantaneous
* **Classes/Races**: Artificer, Sorcerer, Warlock, Wizard

An invisible coat of magic surrounds you, protecting you and returning a spell made against you. Whenever you are successfully hit by a spell attack or take damage by a spell, the creature who attacked you must make a saving throw against your Spell Save DC with their Spellcasting ability. On a fail, the creature takes damage equal to the damage they rolled for their spell damage, and you take none. On a success, you and the creature take half damage from the spell's damage rolls, rounded down. This spell reflects back multiple instances of damage per spell cast.

## 5th Level

### Doom

* *5th level, Enchantment*
* **Casting Time**: 1 action
* **Range**: 120 feet
* **Components**: V, S, M (A black diamond worth at least 750gp)
* **Duration**: Instantaneous
* **Classes/Races**: Cleric, Warlock, Wizard

You point at a creature and utter unintelligible words that bestow an otherworldly curse on the target. The target now has one failed Death saving throw, and gain black motes of negative energy above their head equal to their failed Death saving throws. At the start of the creature's turns, they must make a Death saving throw against your Spell save DC + 1. The creature may then take their turn as normal after either succeeding or failing their Death saving throws. On three failed saves the motes converge and enter the creature; instead of the creature gaining a third failed Death save, they instead drop to 0 hitpoints, have their successful Death save results removed, and the spell ends. On three successful saves, the motes dissipate and the spell ends, with all of their Death save results reset.

If the creature falls unconscious by any other mean than this spell while it is active, they retain their current Death save results and the spell ends. If this spell is cast on an unconscious creature, they immediately fail all their Death saving throws and die. A creature subjected to this spell is immune to it and its effects until the next dawn.

**At Higher Levels**: When you cast this spell using a spell slot of 6th level or higher, the DC increases by 1 per spell slot level used, and cannot be dispelled by Dispel Magic, Remove Curse, or Counterspell unless the spell is cast one level higher than this spell. Only Wish or an equivalent magical effect may dispel this spell or its effect when cast at 9th level.

### Justice Ray

* *5th level spell, Evocation*
* **Casting Time**: 1 action
* **Range**: Self (120-foot line)
* **Components**: V, S, M (A yellow gemstone)
* **Duration**: 1 minute
* **Classes/Races**: Cleric, Paladin, Sorcerer, Wizard

You extend your hands and emit a powerful roaring beam of pure light that is 120 feet long and 10 feet wide emanating from you. Each creature in the line must make a Dexterity saving throw. A creature takes 12d6 radiant damage and becomes Blinded and Deafened for the duration on a failed save, or half as much damage on a successful one and suffers no other effects.

At the end of an affected creature's turns, it can make a Constitution saving throw against your spell save DC to end the spell's effects. On a success, the effects ends.

**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.

### Ghile's Shadowed Companion (Ritual)

* *5th level spell, Enchantment*
* **Casting Time**: 1 action
* **Range**: 60 feet
* **Components**: V, S, M (A small bottle of a willing creatures blood, which the spell consumes)
* **Duration**: Special
* **Classes/Races**: Sorcerer, Warlock

You throw the material component into the shadow of a humanoid creature and it dissolves into fine powder, merging with the creature's shadow; the material component retains the spell's magic for 5 days and if it is not used within that time, the spell ends. The shadow becomes a magical creature under the control of the caster, only capable of interacting with its host and shadows of other objects or creatures nearby, and gains the following additional properties:

* The shadow's maximum hit points are equal to half of the host's hit point maximum (rounded down), and shares the host's AC.
* The shadow retains all the memories and mannerisms of the caster and can answer questions related to it or experiences it may have had, and has the same ability scores.
* If the host were to take damage, the shadow takes the damage instead. If the shadow drops to 0hp, the host takes the remainder of the damage instead of the caster.
* The shadow can attack with an Unarmed attack dealing 1d4 bludgeoning damage. The shadow can also grapple medium or smaller creatures. A creature must make a Strength saving throw (DC 13) or becomed grappled and prone.

While the shadow is on the creature, it learns and remembers everything the target had seen, heard, and said. Additionally, the shadow gains the ability to communicate with its host with gestures, changing its form into other objects or creatures, and telepathically share emotions or sentiments with the host, but only knows the information it has learned since its summoning. If the shadow does not know the answer to a question it will not answer.

A creature affected by this spell loses half of their hit die (rounded up), and are used on the shadow. When the shadow is reduced to 0 hit points, the host must expend all their hit dice to revive the shadow within 12 hours of it dispersing. When revived the shadow gets 1 hit point, and regains all of its health on a short rest. If the shadow is not revived within 12 hours, the shadow dies and the spell ends.

If the shadow is dismissed as an action or dies, it returns to the user and they learn all the information the shadow has gathered up until the spell ended. A creature can make a Perception check at any point while this spell is active against the caster's Spell save DC to perceive inconsistencies with their shadow, such as sluggish or wrong movement. On a success the target is aware that they are under this spell's effect, and become aware once it is dispelled or ends.

## 9th Level

### Bukoin

*(Credit to Open-Design LLC for the base spell)*

* *9th level spell, Conjuration*
* **Casting Time**: 1 action
* **Range**: 120 feet
* **Components**: V, S
* **Duration**: Concentration, up to 1 minute
* **Classes/Races**: Sorcerer, Wizard

You tear the fabric of space and time at an unoccupied point you can see within range, manifesting as a 10 feet radius black hole. All sources of light within 50 feet of the black hole, magical or otherwise, are instantly extinguished. Upon casting, each creature within this range must make a Strength saving throw: on a failed save, the creature takes 8d10 force + 8d10 cold damage and is pulled within 5 feet of the black hole, and on a successful save they take half as much damage and are knocked prone instead.

A creature that is within 50 feet of the black hole (but not within 5 feet of it) at the start of their turn must succeed on a Strength saving throw or take 4d6 force + 4d6 cold damage and be pulled 5 feet closer to the black hole. A creature that is within 5 feet of the black hole at the start of their turn must make a successful Strength saving throw or take 8d6 force + 8d6 cold damage and their speed is reduced to 0 until the start of their next turn: if the creature fails their save 3 times in a row, they are pulled into the black hole.

Any matter that enters the area of the black hole, or if a creature falls unconscious while within 5 feet of the black hole, is pulled into the center of it and destroyed immediately.

### Time Stop (Grays' Variant)

* *9th level spell, Transmutation*
* **Casting Time**: 1 action
* **Range**: Self
* **Components**: V
* **Duration**: Instantaneous
* **Classes/Races**: Sorcerer, Wizard

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 5 turns in a row, during which you can use actions and move as normal. While you take your turns you are still limited by your capabilities, such as the amounts of Actions, Bonus Actions, and Reactions you may take per turn. This spell ends when you have taken all of your 5 turns or if you move to a place more than 1,000 feet from the location where you cast it.

While time is stopped your surroundings take a sepia-toned coloration, and any attacks made or spells cast freeze in time. Attack rolls made against a target affected by this spell automatically succeed regardless of roll, but only deal their damage or cause their effect only after the spell ends, as physical attacks appear as afterimages while spells and magical effects freeze inches away from their target. Any Strength and Dexterity-related checks and saving throws made by targets affected by this spell automatically fail. You may move a creature up to half of your movement speed from their original position without requiring any kind of Strength-based check, and you may affect a creature (such as moving their arms or knocking them prone) in a way that would not exceed their capability during their turn.

### Astral Bolt

* *1st level spell, Evocation*
* **Casting Time**: 1 action
* **Range**: 120 feet
* **Components**: V, S
* **Duration**: Instantaneous
* **Classes/Races**: Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You create a tiny rift between the folds of the outer planes from the tip of your fingers, unleashing a bolt of cosmic energy towards a creature within range. The target must make a Dexterity saving throw, and on a fail the target takes 2d6 force damage, or half as much on a success. Whether the creature succeeds or fails the save, they are sheathed in a volatile starry aura. If a creature is hit again with this spell, the starry aura instead explodes and any creature within 5ft takes force damage equal to 1d6 times the amount of total bolts the creature has been hit with before the explosion, which then the aura dissipates into thin air.

**At Higher Levels**: When you cast this spell using a spell slot of 2nd Level or higher, the spell creates one more bolt for each slot above 1st; they all strike simultaneously and you can direct them to hit one creature or several. Only the final bolt creates the starry aura or causes it to explode.

## Spell Scrolls

### Creating Casting Spell Scrolls

A caster may create spell scrolls that will cast the inscribed spell for the appropriate audience: wizards will use formulas, bards will use musical notes or poetic writing, and sorcerers will use emotions and evocative words. You are be able to make scrolls for the classes you currently have levels in, with a certain amount of gold's worth of ink, materials, and components.

Scrolls may be created to be a permanent source of magic for the spell, often sharing similarities between wands and staves that can carry charges. Scrolls made to be permanent have their cost increased by half of the original cost (rounded up), and may be cast once a day without requiring spell slots or components.

### Creating Learning Spell Scrolls

A caster may want to teach a spell to an apprentice that perhaps may not be in the same education level or may find their own methods of casting spells and interacting with the arcane. Two accomplished casters with different methods of casting spells may come together and effectively translate one spell from a class to another, giving the opportunity for casters to learn spells from other classes.

Similarly to the Creating Spell Scrolls previously shown, it takes similar time and effort to translate spells between classes, as well as expending resources to make a smooth transition. While the scroll itself does not possess any magic to cast the spell, it is instead an instructional guide on how to do so for your class; you will need to spend the required time it takes to create the spell in order to learn it.

An additional cost may be paid in resources and materials in order to enhance and simplify the manner in which you learn the spell, such as by magically attuning to it. If this is done, the cost of the scroll increases by half of the original cost (rounded up), and the time spent required to learn the spell decreases to 1 day.

Once the spell is learned, the scroll remains intact and any attunements cease. If a creature knows the spell, they cannot attune to it if the scroll has the capability.

## Spell Gems

Seemingly similar to wands, Spell Gems have been created in response to the need of flexibility when casting spells, as sometimes the creation of yet another wand with a swapped trait of the same spell may seem entirely wasteful. Spell gems function identically to wands, and have been generally adapted to be used with the Spell Infusion activity.

Alternatively, if your table does not use Spell Infusions, these items may be created with the downtime activity "Crafting an Item", using the same resources and prices you would normally use for the creation of a wand.