Spells

## Requirements

Each spell listed below is available as an option for any spellcasting class, unless otherwise stated.

## List of Spells

#### Cantrips

* Blade of Woe
* Blazing Slash
* Conjure Blade
* Crack of Thunder
* Earthen Bullet
* Frost Bolt
* Hoarfrost Blade
* Hungering Edge
* Ice Blade
* Ice Shards
* Shadow Blast
* Spark
* Static Splinter

#### **1st Level**

* Crystal Wave
* Death Grip
* Hemorrhage
* Ice Spike
* Icicle Crash
* Lashing Terrain
* Overwhelming Arrogance
* Sacrifice
* Uproar
* Wave Rush

#### **2nd Level**

* Crashing Stake
* Porous Clotting
* Shifting Tides
* Wingbeat

#### **3rd Level**

* Freezing Harpoon
* Transfusion Thread

## **Cantrips**

### Blade of Woe

>
> *Necromancy cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** Self (5-foot radius)
>
> **Components:** S, M (a melee weapon worth at least 1 sp)
>
> **Duration:** 1 round
>
> You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and is coated with a creeping shadow until the start of your next turn. If the target heals from any source before then, the target takes 1d10 Necrotic damage.
>
> At Higher Levels. At 5th level, the melee attack deals an extra 1d6 Necrotic damage to the target on a hit, and the damage the target takes after healing increases to 2d10. The damage of the attack increases again by 1d6 at 11th level (3d6) and again at 17th level (4d6).
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### Blazing Slash

>
> *Evocation cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** Touch
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> With a flourish, you swipe your hand through the air to bring a slash of scorching heat into a creature you try to touch. Make a melee spell attack roll against the target. On a hit, the target takes 1d4 fire damage and 1d4 slashing damage.
> This spell's fire damage and slashing damage both increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)
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### Conjure Blade

>
> *Conjuration cantrip*
>
> **Casting Time:** 1 bonus action
>
> **Range:** Self
>
> **Components:** V, S
>
> **Duration:** 1 minute
>
> As a bonus action, you create a bladed weapon in your hand that can be used normally. You choose the type of blade between a dagger, a shortsword, a rapier or a longsword, with the corresponding properties and damage type and die. This weapon functions as a nonmagical weapon that you are proficient with. The weapon disappears when the spell ends. You can dismiss the weapon at any time with no action required.
>
>
> You can only have one instance of this spell at any time. If you cast this spell a second time to conjure a new weapon, the first spell ends. If the weapon leaves your touch, the spell ends at the end of you turn.
>
>
> The conjured weapon becomes magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage when you reach 5th level, and you can add +1 to the attack rolls and damage rolls made with the weapon, as if you had conjured the +1 version of the weapon. The bonus to attack rolls and damage rolls increases by another +1 at 11th level (+2 weapon), and 17th level (+3 weapon).
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### Crack of Thunder

>
> *Evocation cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** Self (15 ft)
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> Thunderous energy wraps around your hand, and you fling it at an enemy like a whip creating a burst of sound that can be heard up to 100 feet away. Make a melee spell attack with a range of 15-feet against a target. On a hit, the target takes 1d8 thunder damage. An echo of this noise persists until the end of your next turn. If you cast this spell again before the end of your next turn, the target instead takes 1d10 thunder damage.
>
>
> This spell’s damage increases by one die when when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 or 4d10).
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### Earthen Bullet

>
> *Transmutation cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** 60 feet
>
> **Components:** V, S, M (loose stone and dirt)
>
> **Duration:** Instantaneous
>
> Make a ranged spell attack against the creature or object. On a hit, the target takes 1d6 + 2 points of bludgeoning damage.
>
> The spell creates more than one bullet when you reach higher levels: two bullets at 5th Level, three bullets at 11th level, and four bullets at 17th level. You can direct the bullets at the same target or at different ones. Make a separate Attack roll for each bullet.
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### Frost Bolt

>
> *Evocation cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** 120 feet
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> You hurl a ball of magical frost at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage.
>
> This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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### Hoarfrost Blade

>
> *Evocation cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** Self (5-foot radius)
>
> **Components:** S, M (a melee weapon worth at least 1 sp)
>
> **Duration:** Instantaneous
>
> You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and their speed is halved until the beginning of your next turn.
>
> At 5th level, the attack deals an extra 1d6 cold damage. This bonus damage increases by 1d6 at 11th level (2d6) and 17th level (3d6).
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### Hungering Edge

>
> *Necromancy cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** 10 feet
>
> **Components:** V, M (a pile of ash)
>
> **Duration:** 1 round
>
> You empower a creature that you can see within range, and a cold, necrotic mist sheathes the edge of their weapon. Until the start of your next turn, whenever a creature empowered by this spell makes a weapon attack, the weapon deals additional Necrotic damage equal to your spell modifier.
>
> At Higher Levels. At 5th level the damage dealt by this spell increases to 1d4 + your spell modifier.
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### Ice Blade

>
> *Conjuration cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** Self
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> You deftly pull moisture from the air, which solidifies in the form of a sword. When you cast the spell you can make a melee spell attack against a target within 5 feet of you. On a hit, the target takes 1d8 slashing or cold damage (your choice).
>
> This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Any additional damage dice can be split as you desire among slashing or cold damage.
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### Ice Shards

>
> *Evocation cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** 60 feet
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> Choose a point in range. Shards of ice rain on creatures in a 5-foot radius sphere centered on the point. Each creature in this radius must succeed on a Dexterity save or take 1d4 cold damage.
>
> This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
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### Shadow Blast

>
> *Evocation cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** 60 feet
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> You create a beam of darkness, clouding the creature's vision. They must make a Wisdom saving throw. On a failure, the target takes 1d4 necrotic damage, and the next attack against it has advantage.
>
> This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
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### Spark

>
> *Evocation cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** 5 feet
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> Lightning and bright sparks jolt from your fingertips shocking opponents in a small area in front of the caster. The target and up to 2 adjacent creatures must make a dexterity saving throw or suffer 1d8 lighting damage. The targets receive disadvantage while covered in conductive materials such as metal.
>
> This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
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### Static Splinter

>
> *Evocation cantrip*
>
> **Casting Time:** 1 action
>
> **Range:** 20 feet
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> Your hand becomes infused with lightning, a momentary spark of power that you can direct at a creature within range, causing a jolt of electric energy to travel towards them. Make a ranged spell attack against a target. On a hit, the target takes 1d6 lightning damage and you can choose up to two other creatures within 5 feet of the target to take 1d4 Lightning damage.
>
> This spell’s damage increases by 1d6 and 1d4 when you reach 5th level (2d6 and 2d4), 11th level (3d6 and 3d4), and 17th level (4d6 and 4d4).
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## **1st Level**

### Crystal Wave

>
> *1st-level evocation*
>
> **Casting Time:** 1 action
>
> **Range:** Self (15-foot cone)
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> After you touch the ground, a thin sheet of crystal rapidly extends forth in a 15-foot cone, then ruptures, causing crystal shards to launch skyward. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 slashing damage on a failed save, or half as much 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.
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### Death Grip

>
> *1st-level necromancy*
>
> **Casting Time:** 1 action
>
> **Range:** 60 feet
>
> **Components:** S
>
> **Duration:** Instantaneous
>
> You seize the essence of a creature in range and pull it towards you. The target must make a Strength saving throw. If it fails, it is teleported to an unoccupied space within 5 feet of you and takes 2d6 necrotic damage, if no unoccupied space is available it is shunted to the nearest unoccupied safe space.
>
> 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.
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### Hemorrhage

>
> *1st-level evocation*
>
> **Casting Time:** 1 action
>
> **Range:** 60 feet
>
> **Components:** V, M (An ingot of iron)
>
> **Duration:** Concentration, Up to 1 minute
>
> Free of blood, free of burden. Choose a creature that you can see within range. That creature must make a Constitution saving throw. On failure, the target takes 1d12 poison damage, and is afflicted with hemorrhaging. While the spell persists, when the target would move either willingly or through the result of another effect, they take 1d12 poison damage.
> On success, the target takes half damage and is not afflicted with the extra condition. The spell ends immediately.
>
> At Higher Levels. For each spell slot above 1st, you may target an additional target when you initially cast this spell.
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### Ice Spike

>
> *1st-level evocation*
>
> **Casting Time:** 1 action
>
> **Range:** 30 feet
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> A growth of ice appears on a space adjacent to the target, jabbing in its direction. The chosen creature must make a Dexterity saving throw. On a failed save, the target takes 1d8 piercing damage and has its speed reduced to 0 until the start of your next turn. On a successful save, the target takes half as much damage and its speed is unaffected.
>
> The target's space and all adjacent spaces become difficult terrain until the start of your next turn.
>
> At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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### Icicle Crash

>
> *1st-level evocation*
>
> **Casting Time:** 1 action
>
> **Range:** Self (15-foot cube)
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> With a loud crash, a wave of smashed ice powder sweeps out from you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 1d8 cold damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
>
> In addition, unsecured objects that are completely within the area of effect are automatically knocked over by the spell's effect, if applicable.
>
> At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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### Lashing Terrain

>
> *1st-level evocation*
>
> **Casting Time:** 1 action
>
> **Range:** 30 ft
>
> **Components:** V, S, M (A handful of iron sand)
>
> **Duration:** Concentration (up to 1 minute)
>
> You create an orb of cracking lightning in your hand and toss it onto a spot on the ground you can see within 30 ft of you. The lightning unfurls into a 10 foot radius of hostile, crackling electricity. For the duration, the crackling electricity turns the area into difficult terrain.
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> When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. It takes 1d6 lightning damage on a failed save, or half as much damage on a successful one.
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> 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.
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### Overwhelming Arrogance

>
> *1st-level Enchantment*
>
> **Casting Time:** 1 action
>
> **Range:** 60 ft
>
> **Components:** V, S
>
> **Duration:** Instantaneous
>
> You point to one creature within range and release a magical barrage of insults, demeaning their intelligence and reinforcing your superiority to them. The affected creature must make an intelligence saving throw. On a failed save, that creature takes 2d6 psychic damage and falls prone, groveling in their sheer inferiority. On a successful save, the creature takes half as much damage and is not knocked prone.
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> 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.
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### Sacrifice

>
> *1st-level conjuration*
>
> **Casting Time:** 1 action
>
> **Range:** 60 feet
>
> **Components:** V, S, M (A freshly pricked drop of blood)
>
> **Duration:** Instantaneous
>
> You choose to sacrifice creatures that you have summoned, transferring their energies to heal your allies. You can select up to 2 summons to sacrifice within range. For each summon, you can heal a target within range 1d8 hit points. The creatures you choose to sacrifice disappear.
>
> At higher levels, you can sacrifice an additional summon for each spell slot above 1st.
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### Uproar

>
> *1st-level evocation*
>
> **Casting Time:** 1 action
>
> **Range:** 60 feet
>
> **Components:** V, S, M (A feather from a small bird)
>
> **Duration:** Instantaneous
>
> You raise two fingers in a specific fashion and cause booming energy to rise from the ground. The energy explodes into thunderous force from up to two creatures you can see within range. The targets and each creature within 5 feet of either target must make a Constitution saving throw, taking 2d6 thunder damage on a failure, or half as much on a success. Creatures caught within 5 feet of both points make the saving throw at disadvantage.
>
> 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.
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### Wave Rush

>
> *1st-level evocation*
>
> **Casting Time:** 1 action
>
> **Range:** Self (15-foot line)
>
> **Components:** V, S, M (The discarded shell of a hermit crab)
>
> **Duration:** Instantaneous
>
> A wave of rushing water launches in a 15 ft line that is 5 ft wide from you to a point in range that you choose. All creatures along its path must make a Strength Saving throw. On a failed save, all affected creatures take 2d6 bludgeoning damage and are dragged along with the wave to the nearest open space near the ending point. On a successful save, creatures take half as much damage and are not moved. The wave’s movement ends at the first non-creature obstruction it collides with. Additionally, should the wave’s movement be ended before the full range, any creature dragged along its path takes an additional d6 of bludgeoning damage as they crash into the obstruction.
>
> 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.
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## **2nd Level**

### Crashing Stake

>
> *2nd-level evocation*
>
> **Casting Time:** 1 action
>
> **Range:** 45 feet
>
> **Components:** V, S, M (A wooden stake)
>
> **Duration:** Concentration (up to 1 minute)
>
> You point at a creature you can see within range and raise a wooden stake in your hand and stab it towards the ground like you are impaling someone through the chest, and as it falls a bolt of lightning will crash from above onto the target. The target must make a Dexterity saving throw. On failure, the creature takes 3d8 lightning damage and is restrained by the lingering bolt of lightning until the spell ends or they use their action to make a athletics check against your spell save DC, breaking free on a success. On a successful save the target takes half the lightning damage and is not restrained.
>
> At Higher Levels, when you cast this spell using a spell slot of 3rd level or higher, the number of creatures you can target increases by 1 for each slot above 2nd.
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### Porous Clotting

>
> *2nd-level necromancy*
>
> **Casting Time:** 1 action
>
> **Range:** 30 feet
>
> **Components:** V, S, M (A clump of moss)
>
> **Duration:** 1 round
>
> A plague of clotting infests a target that you can see within range. If the target is unwilling, they must make a Wisdom saving throw, or are affected by the following effects until the start of your next turn:
>
> - The target’s move speed is reduced by 10 ft.
>
> - The target gains resistance to Bludgeoning, Piercing, or Slashing damage at the choice of the caster.
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> - The target gains vulnerability to Bludgeoning, Piercing, or Slashing damage at the choice of the caster.
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### Shifting Tides

>
> *2nd-level evocation*
>
> **Casting Time:** 1 action
>
> **Range:** 30 ft
>
> **Components:** V, S, M (A polished piece of sea glass)
>
> **Duration:** Instantaneous
>
> You target a willing creature and conjure the strength of the sea, choosing either push or pull when you cast the spell.
>
>
> **Push:** A wave of crashing water sweeps out from the target. Each creature within a 15 foot radius originating from the caster must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away from the target. On a successful save, the creature takes half as much damage and isn't pushed.
> In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the target by the spell's effect.
>
>
> **Pull:** A wave of crashing water pulls back in towards the target. Each creature within a 15 foot radius originating from the caster must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is pulled 10 feet towards the target, or to the closest open space near the target. On a successful save, the creature takes half as much damage and isn't pulled.
> In addition, unsecured objects that are completely within the area of effect are automatically pulled 10 feet towards the target by the spell's effect.
>
>
> At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
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### Wingbeat

>
> *2nd-level evocation*
>
> **Casting Time:** 1 action
>
> **Range:** Self (30 ft. Cone)
>
> **Components:** V, S, M (A feather of a peacock)
>
> **Duration:** Instantaneous
>
> You flap your arms like a mighty thunderbird, causing a burst of thunderous winds from you in a 30 foot-cone. Each creature in that area must make a Strength saving throw. On a failed save a creature takes 3d8 thunder damage, or half as much damage on a successful one.
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> A creature that fails the save by 5 or more is knocked prone.
>
> At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
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## 3rd Level

### Freezing Harpoon

>
> *3rd-level conjuration*
>
> **Casting Time:** 1 action
>
> **Range:** 90 ft
>
> **Components:** V, S, M (An ice cube)
>
> **Duration:** Instantaneous
>
> You launch a harpoon of ice that is 5 ft wide towards a target creature within range. The target and each creature between you and the target along a direct line must make a Dex saving throw. On a failed save creatures take 6d6 cold damage and have their speed reduced by half until the start of your next turn. On a successful save, creatures take half as much damage and don't have their speed reduced.
>
> At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d6 for each slot level above 3rd.
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### Transfusion Thread

>
> *3rd-level enchantment*
>
> **Casting Time:** 1 action
>
> **Range:** Touch
>
> **Components:** V, S, M (A needle)
>
> **Duration:** Concentration, Up to 1 minute
>
> After touching a willing target, a thread 1 inch in diameter connects you with your target. When the spell is cast, you and your connected partner may declare an ability. You and your target gain the following effects:
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>
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> * You may use the declared ability stat from your connected partner for ability checks and saving throws.
> * As a bonus action, you may tug on the thread, causing your connected partner to teleport to a space within 5 feet from you
>
>
> If either you or your connected partner move a distance greater than 120 feet from each other, the spell ends immediately.
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## Glossary

Useful table for sorting and listing spells.