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Acid Rain

  • casting time1 action
  • range90 feet (20-foot-radius, 60-foot-tall cylinder)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a drop of acid

With a gentle patter, corrosive raindrops build to an acidic deluge in a 20-foot-radius, 60-foot-tall cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, a creature must also make this saving throw when it enters the spell's area for the first time on its turn or ends its turn there. At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d6 for each slot level above 3rd.

Druid, Sorcerer, Warlock, Wizard 3rd-level conjuration

Arcanomagnetic Repulsion

  • casting time1 action
  • rangeSelf (20-foot-radius sphere)

  • componentsV, S
  • durationConcentration, up to 1 minute

You emit waves of arcanomagnetic energy, distorting the trajectories of ferrous items. For the duration, attacks using ferrous weapons or ammunition made against you have disadvantage. In addition, the area within 20 feet of you is difficult terrain for creatures that are made of ferrous metal or are wearing ferrous armour. Magnetic Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can force one Huge or smaller creature that is experiencing this difficult terrain to make a Strength saving throw. On a failure, it takes 1d6 force damage and is knocked prone.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the difficult terrain increases by 5 feet and the damage increases by 1d6 for each slot level above 2nd.

Druid, Sorcerer, Warlock, Wizard 2nd-level abjuration

Arcanomagnetic Storm [1/2]

  • casting time1 action
  • range150 feet (ten 10-foot cubes)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a piece of bismuth

A storm made of crackling lightning and arcanomagnetic winds appears in a location you choose within range. The area of the storm consists of up to ten 10- foot cubes, which you can arrange as you wish and last until the spell ends. Each cube must have at least one face adjacent to the face of another cube. As a bonus action at the start of each of your turns, you can remove one 10-foot cube, and place another 10-footcube adjacent to the face of another cube.
Each creature that starts its turn in the area or enters the area for the first time on its turn must make a Dexterity saving throw, taking 4d8 lightning damage on a failure, or half as much damage on a success. Each creature that ends its turn in the area must make a Strength saving throw, taking 4d8 force damage and being knocked prone on a failure, or taking half as much damage and not being knocked prone on a success. A creature made of ferrous metal or wearing ferrous armour has disadvantage on this Strength saving throw.




The Area is difficult terrain

Druid, Sorcerer, Warlock, Wizard 7th-level evocation

Arcanomagnetic Storm [2/2]

  • casting time1 action
  • range150 feet (ten 10-foot cubes)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a piece of bismuth

for any creatures made of ferrous metal or wearing ferrous armour.

At higher levels. When you cast this spell using a spell slot of 8th level or higher, the lightning and force damage both increase by 1d8 for each slot level above 7th.

Druid, Sorcerer, Warlock, Wizard 7th-level evocation

Aura of Impurity

  • casting time1 action
  • rangeSelf (30-foot-radius sphere)

  • componentsV
  • durationConcentration, up to 1 minute

Enervating energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centred on you. Each creature of your choice that enters the aura for the first time on its turn or starts its turn there must succeed on a Charisma saving throw or become drained until the end of its next turn. While drained, a creature must roll a d4 and subtract the number rolled from each ability check, attack roll, or saving throw it makes, and any hit points a creature regains are reduced by half.

Paladin, Tamer, Warlock 4th-level abjuration

Blinding Radiance

  • casting time1 action
  • rangeSelf (10-foot-radius sphere)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a strip of magnesium

Bright light erupts from your form and dazzles those around you. For the duration, you emit bright light in a 50-foot radius and dim light for an additional 50 feet. Each creature that moves within 10 feet of you for the first time on its turn or that starts its turn there must make a Constitution saving throw. On a failure, a creature takes 3d10 radiant damage and is blinded until the start of its next turn. On a success, a creature takes half as much damage and isn't blinded.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Cleric, Paladin, Sorcerer, Warlock 4th-level evocation

Bone Cage

  • casting time1 action
  • rangeSelf (20-foot-radius sphere)

  • componentsV, S, M
  • duration1 minute

the bones of at least one non-animated corpse, which the spell consumes

You draw the bones from all corpses within range, forming a carapace of ribcages and femurs. You gain temporary hit points for each Small or larger corpse wholly or partly within range, according to its size, that last for the duration: Small=1d6+1 Medium=1d8+2 Large=1d10+5 Huge=1d12+12 Gargantuan=1d20+25 As an action on a subsequent turn, you can cause your armour of bones to erupt, expending all remaining temporary hit points. Each other creature within range must make a Dexterity saving throw, taking piercing damage equal to your expended temporary hit points on a failure, or half as much damage on a success. Whatever the manner in which the temporary hit points are lost, the bones shatter and can't be used in this way again.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, the radius of this spell increases by 10 feet for each slot level above 5th.

Cleric, Druid, Paladin, War, Wiz 5th-level necromancy

Can't Trip

  • casting time1 action
  • range30 feet Components

  • componentsV, S
  • duration1 round

Choose a willing creature within range that you can see. Until the end of your next turn, that creature is immune to the prone condition. If it is already prone and is not restrained, this spell sets it on its feet.
The number of creatures you can simultaneously target with this spell increases by 1 when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).

Bard, Cleric, Druid, Tamer, Wizard Abjuration cantrip

Can'trip

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 round

You temporarily tangle the Weave around a creature within range that you can see. Until the start of your next turn, each time the creature tries to cast a cantrip whilst this spell affects it, it must succeed on a spellcasting ability check against your spell save DC or waste its action (but not a spell slot). The spell ends if the target moves out of the spell's range.
The maximum level of spell inhibited by this cantrip increases when you reach 5th level (1st-level spells), 11th level (2nd-level spells), and 17th level (3rd-level spells).

Bard, Sorcerer, Warlock, Wizard Abjuration cantrip

3 3
2 2
7 7
7 7
4 4
4 4
5 5
0 0
0 0

Cannotrip

  • casting time1 action
  • range60 feet Components

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose a creature you can see within range. Each time the target tries to cast a spell of equal or lower level than this spell, it must succeed on a spellcasting ability check against your spell save DC or waste its action (but not its spell slot).

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you inhibit spells 1 spell level higher for each slot level above 1st.

Bard, Sorcerer, Warlock, Wizard 1st-level abjuration

Chameleon Skin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

red, yellow, and blue pigment

You imbue a creature you touch with pigment so that its skin, and anything it wears or carries, slowly shifts hues to match its surroundings. For the duration, the target can take the Hide action as a bonus action on each of its turns, even when only lightly obscured. If the target did not move during its last turn, creatures have disadvantage on any Wisdom (Perception) checks made to see the target. Creatures who do not rely on sight, such as those with tremorsense, are immune to this effect.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Bard, Druid, Ranger, Tam, Wiz 1st-level transmutation

Concussion

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

With a thdoom that can be heard 100 feet away, you cause a sudden increase in the air pressure surrounding a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d8 thunder damage and become deafened until the start of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Druid, Sorcerer, Warlock, Wizard Evocation cantrip

Conjure Anomaly [1/2]

  • casting time1 minute
  • range 90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

an aberration component

You call forth an aberration at random from the Anomalies, a distant and bizarre plane. Choose an unoccupied space within range. An aberration of challenge rating 5 or lower (GM's choice) appears in the space. The aberration disappear when it drops to 0 hit points or when the spell ends. The aberration is friendly to you and your companions for the duration. Roll initiative for the aberration, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the aberration, it defends itself from hostile creatures, but otherwise takes no actions. If your concentration is broken, the aberration doesn't disappear. Instead, you lose control of the aberration, it becomes hostile toWarlockds you and your companions, and it might attack. An uncontrolled aberration can't be dismissed by you, and it disappears 1 hour after you summoned it.

At higher levels.When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases

Warlock, Wizard 5th-level conjuration

Conjure Anomaly [2/2]

  • casting time1 minute
  • range 90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

an aberration component

by 1

Warlock, Wizard 5th-level conjuration

Corrupting Ichor

  • casting time1 action
  • range60 feet Components

  • componentsS, M
  • durationInstantaneous

some phlegm

You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage at the start of the target's next turn increases by 1d4 for each slot level above 1st.

Druid, Sorcerer, Warlock, Wizard 1st-level necromancy

Daydream

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a tiny, four-panelled window

You float some mildly distracting thoughts into the mind of a humanoid you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on Wisdom (Perception) checks (taking a -5 penalty to its passive Perception as a result of this disadvantage) until the spell ends. A creature immune to being charmed is unaffected by this spell. A creature that succeeds on the saving throw by 5 or more is aWarlocke that an attempt was made to influence it with magic. Otherwise, the creature remains unaWarlocke of the magic that affected it.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, or you can extend the range of the spell by 30 feet for each slot level above 1st.

Bard, Druid, Warlock 1st-level enchantment

Depth Charge

  • casting time1 action
  • range90 feet (20-foot-radius sphere)

  • componentsV, S, M
  • durationInstantaneous

some meTamerorphic rock

With a boom that can be heard 300 feet away (or 1000 feet in a liquid), a pulse of thunder ripples out from a point you choose within range. Each creature in a 20-foot-radius sphere centred on that point must make a Constitution saving throw. A target takes 7d6 thunder damage on a failed save, or half as much damage on a successful one. This damage increases to 9d6 if the affected creature is submerged in a liquid.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Druid, Sorcerer, Warlock, Wizard 3rd-level evocation

Dreamwalk

  • casting time1 action
  • range30 feet Components

  • componentsV, S, M
  • duration24 hours

a tiny dreamcatcher

Choose up to ten willing creatures you can see within range. For the duration, they gain the ability to lucidly dream whenever they sleep. While lucid dreaming, a creature always knows if the dream spell is being used to target it. In addition, when you cast this spell, each creature affected by it can choose to instantly fall asleep, even if that creature has a trait that normally prevents it from being magically put to sleep (such as elves' Fey Ancestry).

Bard, Druid, Ranger, War, Wiz enchantment (ritual)

1 1
1 1
0 0
5 5
5 5
1 1
1 1
3 3
2 2

Eelskin

  • casting time1 action/bonus action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

some jellied eel

You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature's unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d8 lightning damage as the stored lightning discharges. Slimy. For the duration, the creature has advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts it makes to grapple another creature.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each two slot levels above 2nd.

Druid, Sorcerer, Tamer, War, Wiz 2nd-level evocation

Endoleech

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

red, yellow, and blue pigment

You touch a creature, abSorcererbing the energy from its body and bolstering your metabolism. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d6 cold damage and can't take reactions until the end of its next turn. In addition, until the end of its next turn, its speed is reduced by 15 feet and your speed is increased by 15 feet.

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

Druid, Sorcerer, Warlock, Wizard 2nd-level evocation

Endure [1/2]

  • casting time 1 action
  • range60 feet

  • componentsV, S, M
  • duration1 minute

a gem-encrusted cockroach worth 250 gp, which the spell consumes

Choose a willing creature you can see within range, it ceases to heed the pained calls of its body, needing neither food nor water to exist. An affected creature ignores the effects of exhaustion, the poisoned condition, and cannot be incapacitated, stunned, paralysed, or fall unconscious. Each time an affected creature takes damage that would reduce its hit points to 0, it makes a death saving throw instead. If the creature fails 3 death saving throws, it dies.
When the spell ends, the creature gains a level of exhaustion for each death saving throw it failed. If the creature is resurrected after dying from these failed death saving throws, it does not regain consciousness for a duration equal to the time for which this spell affected it. When it wakes, it gains 3 levels of exhaustion.
If the creature is still alive when the spell ends, it falls unconscious for a duration equal to the time for which this spell affected it. Whilst unconscious, the creature can not be awakened by any means of a wish spell.

Cleric, Druid, Pal, Ran, Tam, War 5th-level necromancy

Endure [2/2]

  • casting time 1 action
  • range60 feet

  • componentsV, S, M
  • duration1 minute

a gem-encrusted cockroach worth 250 gp, which the spell consumes

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the duration to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level) or 1 day (9th level).

Cleric, Druid, Pal, Ran, Tam, War 5th-level necromancy

Enrage [1/2]

  • casting time1 action
  • range120 feet (20-foot-radius sphere)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

You attempt to create violent emotions in a group of people. Each humanoid in a 20-foot-radius sphere centred on a point you choose within range must make a Charisma saving throw, a creature can choose to fail this saving throw if it wishes. A creature that fails this saving throw becomes enraged for the duration.
While enraged, a target becomes hostile toWarlockds all creatures. An enraged creature that is concentrating on a spell must succeed on a DC 10 Constitution saving throw at the start of each of its turns or lose concentration on the spell.
As an action, you can force an enraged creature to use its reaction to make one melee weapon attack against one randomly determined creature within the enraged creature's reach. If the enraged creature was friendly toWarlockds the target of its attack before this spell was cast, the enraged creature can repeat the saving throw immediately after making the attack, ending the effect on itself on a success.

Bard, Sor, War 3rd-level enchantment

Enrage [2/2]

  • casting time1 action
  • range120 feet (20-foot-radius sphere)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

An enraged creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. When the spell ends, the creature reverts to its previous disposition again, unless the GM rules otherwise.

At higher levels. When you cast this spell using a spell slot of 4th level or higher and use an action to force an enraged creature to make a melee weapon attack, you can force one additional enraged creature to make a melee weapon attack for each slot level above 3rd.

Bard, Sor, War 3rd-level enchantment

Ferocious Strike

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

With a pulse of adrenaline, a tremendous ferocity comes upon you. Make one weapon attack against a target within your reach or range. If this attack hits, the target takes additional 1d4 damage of the weapon's damage type.

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

Bard, Druid, Sorcerer, Tam, War transmutation cantrip

Feverskin

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a red hot chilli pepper, which the spell consumes

You eat a chilli pepper, your metabolism increases, and your skin begins to burn to the touch. Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d6 fire damage. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again.
For the duration, your walking speed increases by 15 feet, and you gain 2d6 temporary hit points at the start of each of your turns.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Bard, Druid, Sorcerer, Tam, War 5th-level evocation

Firther's Shadow [1/2]

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You Warlockp and distort the memories of a creature you can see within range, bringing forth hideous and disturbing mental images. The creature must make an Intelligence saving throw. On a failed save, the creature takes 4d10 psychic damage and you learn something about the creature (roll a d6 and consult the following table): 1-The creature's name 2-Something the creature fears 3-Something the creature desires 4-The creature's condition immunities 5-The creature's damage vulnerabilities, resistances, and immunities 6-The creature's skill and saving throw proficiencies
On a successful save, the creature takes half as much damage and you don't learn anything. A creature with an Intelligence score of 4 or lower automatically succeeds on the saving throw.

Sorcerer, Warlock, Wizard 3rd-level enchantment

2 2
2 2
5 5
5 5
3 3
3 3
0 0
5 5
3 3

Firther's Shadow [2/2]

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

If a creature fails the initial saving throw then, on each of your turns for the duration, you can use your action to force the creature to make an Intelligence saving throw. On a failure, the creature takes 4d6 psychic damage and you learn something about the creature (roll a d6 and consult the table above). On a success, the creature takes half as much damage, you don't learn anything, and the spell ends. The spell also ends if the target is ever outside the spell's range.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d10 and 1d6, respectively, for each slot level above 3rd.

Sorcerer, Warlock, Wizard 3rd-level enchantment

Fixit

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration10 minutes

adhesive tape with ducks drawn on it

You imbue a broken item no larger than 20 feet in any dimension with pure belief. For the duration, the item is whole once more. In addition, if you were familiar with the item's magical function (GM's discretion) and its rarity was no higher than common, the item regains its magical properties for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the rarity of the item that can regain its magical properties increases to uncommon (3rd level), rare (5th level), very rare (7th level), or legendary (9th level).

Bard, Cleric, Sorcerer, Wizard 1st-level transmutation

Flare

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a strip of magnesium

You launch a pulse of radiant energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. On a critical hit, the target is covered in glittering mystical light, granting advantage on attack rolls against the target until the end of your next turn.
Alternatively, you can launch the pulse at a point in the air within range where it slowly falls towards the ground. Until the end of your next turn, the flare sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

This spell's damage increases by 1d8 and the radius of the bright and dim light both increase by 10 feet when you reach 5th level (2d8, 30 feet), 11th level (3d8, 40 feet), and 17th level (4d8, 50 feet).

Cleric, Sorcerer, Wizard Evocation cantrip

Flipperform

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a fish's fin

You change the morphology of a willing creature within range. It grows webbed fingers and gains a swimming speed equal to its walking speed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. In addition, the duration of the spell doubles for each slot level above 1st.

Druid, Ranger, Sor, Tam, Wiz 1st-level transmutation

Food Coma

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration 1 hour

a turkey drumstick and a cranberry-coloured ruby worth at least 50 gp, both of which the spell consumes

You crush a ruby into dust, sprinkling it over a turkey drumstick, which wafts with an alluring aroma. A willing creature that entirely consumes the meat of this drumstick falls asleep and is unconscious for 1 hour, drowning out the sound of relatives asking whether they have a boyfriend yet or when they expect to have babies.
You can only be woken early by taking damage or by a greater restoration or wish spell. At the end of the hour, you wake feeling refreshed and have all of your hit points restored. If you are woken prematurely, the spell ends with no effect and you are grumpy.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant an additional turkey drumstick (and hence affect one additional creature) for each slot level above 3rd.

Bar, Cle, Dru, Pal, Tam 3rd-level enchantment (ritual)

Frogskin

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

some frogspawn

You morph your skin and clothing into that of a slimy, poisonous frog. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d10 poison damage and is poisoned until the end of your next turn. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again.
Slimy. For the duration, you have advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts you make to grapple a target. Each creature grappling you, or that you are grappling, must make a Constitution saving throw at the start of each of its turns, taking 3d10 poison damage on a failure, or half as much damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both damages increase by 1d10 for each slot level above 4th.

Druid, Sor, Tam, War, Wiz 4th-level transmutation

Fungal Infection [1/3]

  • casting time1 action
  • range90 feet (15-foot radius sphere)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

With an exhalation, fungal spores waft their way towards a point within range. Each creature in a 15-foot-radius sphere centred on that point must succeed on a Constitution saving throw or become cursed until the spell ends.
When you cast the spell, choose one of the following fungi to grow on the cursed creatures:
Amanita Rotgut.-The creature immediately takes 2d6 poison damage and becomes poisoned. While poisoned in this way, the creature takes 2d6 poison damage at the end of each of its subsequent turns.
Necrotising Zygomycosis.-The creature immediately takes 2d8 necrotic damage, and takes 2d8 necrotic damage at the start of each of its turns.
Psilocybin Quickitrippiae.-The creature begins tripping'. It must roll a d4 at the start of each of its turns. On a 1 the creature doesn't move or take actions this turn.

Druid, Warlock, Wizard 4th-level necromancy

Fungal Infection [2/3]

  • casting time1 action
  • range90 feet (15-foot radius sphere)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

Paralysing Mucorales.-At the end of each of the creature's turns, it becomes stunned until the start of its next turn. If the creature fails a saving throw against this spell by 5 or more then, if it would be stunned, it is paralysed instead.
Raging Henbane.-The creature becomes charmed by you and must use its reaction at the start of each of its turns to make one weapon attack against a randomly determined creature within its reach/range other than you.
Veiled Lady.-The creature's vision darkens to a pinhole, the creature has disadvantage on Dexterity saving throws, and ranged attacks have advantage against the creature.
An affected creature can repeat the saving throw at the end of each of its turns (after the effects of this spell have triggered), ending the effect on itself on a success.

Druid, Warlock, Wizard 4th-level necromancy

Fungal Infection [3/3]

  • casting time1 action
  • range90 feet (15-foot radius sphere)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage (both initial and later) of Amanita Rotgut and Necrotising Zygomycosis increases by 1d6 and 1d8, respectively, for each slot level above 4th. When you cast this spell using a spell slot of 6th level or higher, you can choose two different fungi to grow on affected targets instead of one.

Druid, Warlock, Wizard 4th-level necromancy

3 3
1 1
0 0
1 1
3 3
4 4
4 4
4 4
4 4

Gravity Repulsion

  • casting time1 action
  • rangeSelf (20-foot-radius sphere)

  • componentsV, S
  • durationConcentration, up to 1 minute

You emit waves of gravitational energy, distorting the trajectories of incoming projectiles and making movement difficult. For the duration, ranged weapon attacks made against you have disadvantage. In addition, the area within 20 feet of you is difficult terrain for creatures of your choice that you can see.
Gravity Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can create a gravity pulse, forcing one Huge or smaller creature of your choice that you can see within 20 feet of you to make a Strength saving throw. On a failure the creature is pushed 10 feet in a direction of your choice and falls prone, taking 3d6 force damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the difficult terrain increases by 5 feet, and gravity pulse's damage and range increase by 1d6 and 5 feet, respectively, for each slot level above 4th.

Sorcerer, Warlock, Wizard 4th-level evocation

Gravity Smash

  • casting time1 action
  • range120 feet (40-foot-radius, 100-foot-high cylinder)

  • componentsV, S
  • durationConcentration, up to 1 round

You strike the ground, choosing a point you can see within range to begin accumulating gravity. A 40-foot-radius, 100-foot-high cylinder centred on that point becomes difficult terrain until the start of your next turn. When the spell ends, the gravity reaches a critical magnitude, smashing all creatures in the cylinder downwards

Sorcerer, Warlock, Wizard 5th-level evocation

Howl

  • casting time1 action
  • rangeSelf (1000-foot-radius sphere)

  • componentsV
  • duration1 round

You utter a bestial, magically-augmented howl that can be heard for 1000 feet. The howl can manifest as any animal call you've heard, such as the screech of a hawk or trumpet of an elephant. Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner.
Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl's meaning. Otherwise, the howl is unintelligible to creatures that can hear it.

Druid, Tamer Transmutation cantrip

Humperdink's Halitosis

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV, S
  • durationConcentration, up to 1 round

You belch forward acidic fumes, afflicting those in a 15-foot cone before you. The fumes spread around corners. All creatures in the area must make a Constitution saving throw, taking 3d4 acid damage on a failure or half as much damage on a success.
The fumes linger until the end of your next turn or until dispersed by a moderate or stronger wind. Any creature ending its turn in the area must make a Constitution saving throw, taking 3d4 acid damage or half as much damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 1st.

Class: Bard, Sorcerer, Warlock 1st-level transmutation

Incorporeality

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch a willing creature, causing it, and everything it is wearing and carrying, to become translucent. At the start of each of the target's turns for the duration, it can choose to become incorporeal (no action required) until the end of its turn. While incorporeal, it has advantage on Stealth checks

Class: Bard, Sorcerer, Warlock 5th-level transmutation

Inequality [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a drop of blood and water, mixed

You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favour and one to disfavour. The disfavoured target must succeed on a Charisma saving throw or the following effects occur:
Whenever the favoured target makes an attack roll or saving throw before the spell ends, the favoured target can roll a d4 and add the number rolled to the attack or saving throw.
Whenever the disfavoured target makes an attack roll or saving throw before the spell ends, the disfavoured target must roll a d4 and subtract the number rolled from the attack or saving throw.
The disfavoured target's speed is halved, whilst the favoured target's speed increases by half. These effects end for the pair if either of the target pair is knocked unconscious, killed, or the spell ends. While under the influence of this spell, a favoured target can't benefit from the bless spell, and a disfavoured target can't be afflicted by the bane spell.

Bard, Cleric, Paladin, Tamer 2nd-level enchantment

Inequality [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a drop of blood and water, mixed

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can link two other creatures, favouring one, and disfavouring the other, for each two slot levels above 2nd.

Bard, Cleric, Paladin, Tamer 2nd-level enchantment

Influenza [1/2]

  • casting time1 action
  • rangeSelf (30-foot cone)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

some pollen

With a mighty sneeze that can be heard up to 300 feet away, you blast forth a 30-foot cone of phlegm, bad breath, and viral pathogens. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 poison damage and is poisoned for the duration. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Whilst poisoned in this way, a creature must roll a d12 at the start of each of its turns. On a 3 or lower, it is racked by a coughing fit and becomes incapacitated until the start of its next turn. Each creature within 5 feet of a creature when it becomes incapacitated in this way must succeed on a Constitution saving throw or also become poisoned in this way for the spell's duration.

Cleric, Druid, Warlock 3rd-level necromancy

Influenza [2/2]

  • casting time1 action
  • rangeSelf (30-foot cone)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

some pollen

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the value a poisoned creature must roll on the d12 to cause a coughing fit increases by 1 for each slot level above 3rd.

Cleric, Druid, Warlock 3rd-level necromancy

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Initiative

  • casting time1 reaction
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a coffee bean

As a reaction when initiative is rolled, choose a willing creature you can see within range

Cleric, Druid, Warlock 1st-level enchantment

Lungburst

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationInstantaneous

You cause rapid and unpredictable changes in the internal air pressure of a creature you can see, rupturing its breathing apparatus. The creature must make a Constitution saving throw. A creature that is holding its breath makes this saving throw with disadvantage. On a failure, a creature takes 7d6 thunder damage, 7d6 necrotic damage, and immediately begins suffocating. On a success, a creature takes half as much damage and does not begin suffocating. A creature suffocating in this way can repeat the saving throw at the end of each of its turns, ending its suffocation on a success.
A creature that does not need to breathe is immune to the effects of this spell. A greater restoration, heal, or wish spell can restore a creatures ability to breathe, and end its suffocation.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the thunder and necrotic damage both increase by 1d6 for each slot level above 6th.

Sorcerer, Warlock, Wizard 6th-level evocation

Magnetite Shard

  • casting time1 action
  • range90 feet (20-foot-radius sphere)

  • componentsV, S, M
  • durationInstantaneous

a piece of magnetite

You fling a supercooled piece of magnetite at a point you can see within range, where it detonates in an explosion of icy, metallic shards. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw, taking 4d6 cold damage and 3d6 piercing damage on a failure, or half as much damage on a success. Creatures made of a ferrous material or wearing ferrous armour have disadvantage on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d6 for each slot level above 3rd.

Druid, Sorcerer, Warlock, Wizard 3rd-level evocation

Magnetobolt

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationInstantaneous

A near-invisible pulse of arcanomagnetic energy shoots towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be knocked prone. A creature made of ferrous metal or wearing ferrous armour has disadvantage on this saving throw.

This spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid, Sorcerer, Warlock, Wizard Evocation cantrip

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