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UB Spells

Paulo Monteiro edited this page Apr 30, 2024 · 13 revisions

1. - Acid Claws (S) level 0 Transmutation

Your fingernails sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 ft of you. On a hit, the target takes 1d8 acid damage and has armor class lowered by 1 for 1 round (not stacking).

2. - Blade Ward © (V,S) level 0 Abjuration

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

3. - Booming Blade © (M,S) level 0 Evocation

Make a melee attack with a weapon. On a hit, the target suffers the attack's normal effects, and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. At 5th level, the melee attack and the damage the target takes for moving deals extra 1d8 thunder damage. Both damage rolls increase by 1d8 at 11th and 17th levels.

4. - Green-Flame Blade © (M,S) level 0 Evocation

Select one creature within melee range of you and a different creature that you can see within 5 ft of main target. You make a melee attack with current weapon against first creature. On a hit, the target suffers the weapon attack's normal effects, and flames leap to second target, dealing fire damage equal to your spellcasting ability modifier. At 5th level, the melee attack deals extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th and 17th levels.

5. - Gust © (V,S) level 0 Transmutation

Fire a blast of focused air at your target.

6. - Illuminating Sphere (V,S) level 0 Enchantment

Causes light sources such as torches and mana lamps in the area of effect to light up.

7. - Mind Sliver © (V) level 0 Enchantment

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

8. - Minor Lifesteal (V,S) level 0 Necromancy

You drain vital energy from a nearby enemy creature. Make a melee spell attack against a creature within 5 feet of you. On a hit, the creature takes 1d6 necrotic damage, and you heal for half the damage dealt (rounded down). This spell has no effect on undead and constructs. The spell's damage increases by an additional die at 5th, 11th and 17th level.

9. - Sapping Sting © (V,S) level 0 Necromancy

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

10. - Sunlit Blade (M,S) level 0 Evocation

Make a melee attack with a weapon. On a hit, the target suffers the attack's normal effects, and is enveloped in glowing radiant energy, shedding dim light for the turn. Next attack against this creature while it is highlighted is done with advantage. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target. The damage increases by another 1d8 at 11th level and 17th level.

11. - Sword Burst © (V,S) level 0 Enchantment

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 ft of you must each succeed on a Dexterity saving throw or take 1d6 force damage.

12. - Thorn Whip © (V,S) level 0 Transmutation

You create a long, whip-like vine covered in thorns that lashes out at your command toward a creature in range. Make a ranged spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and you pull the creature up to 10 ft closer to you.

13. - Thunderclap © (V,S) level 0 Evocation

Create a burst of thundering sound, forcing creatures adjacent to you to make a Constitution saving throw or take 1d6 thunder damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

14. - Toll the Dead © (V,S) level 0 Necromancy

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

15. - Word of Radiance © (V) level 0 Evocation

Create a brilliant flash of shimmering light, damaging all enemies around you.

16. - Wrack (V,S) level 0 Necromancy

Unleash a wave of crippling pain at a creature within range. The target must make a Constitution saving throw or take 1d8 necrotic damage, and preventing them from dashing or disengaging.

17. - Absorb Elements © (S) level 1 Abjuration

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage to the triggering type, and the spell ends. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

18. - Armor of Agathys © (V,S) level 1 Abjuration

A protective elemental skin envelops you, covering you and your gear. You gain 5 temporary hit points per spell level for the duration. In addition, if a creature hits you with a melee attack while you have these temporary hit points, the creature takes 5 cold damage per spell level.

19. - Arms of Hadar © (V,S) level 1 Evocation

You invoke the power of malevolent forces. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until the start of your next turn. On a successful save, the creature takes half damage, but suffers no other effect. 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.

20. - Caustic Zap (V,S) level 1 Evocation

You send a jolt of green energy toward the target momentarily disorientating them as the spell burn some of their armor. The spell targets one enemy with a spell attack and deals 1d4 acid and 1d6 lightning damage and applies the dazzled condition.

21. - Chromatic Orb © (M,V,S) level 1 Evocation

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage to the type you chose.

22. - Earth Tremor © (V,S) level 1 Evocation

You strike the ground and unleash a tremor of seismic force, hurling up earth, rock, and sand.

23. - Ensnaring Strike © (V) level 1 Conjuration [Concentration]

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends.While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines can use its action to make a Strength check against your spell save DC.

24. - Find Familiar © (V,S) level 1 Conjuration

You gain the service of a familiar. The familiar can use the help action, and you can cast any touch or melee hit spell through the familiar.

25. - Gift of Alacrity © (V,S) level 1 Divination

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

26. - Hail of Thorns © (V) level 1 Conjuration [Concentration]

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

27. - Ice Knife © (S) level 1 Conjuration

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

28. - Magnify Gravity © (V,S) level 1 Transmutation

Sharply increase gravity in a 10-foot-radius sphere to crush and slow targets.

29. - Radiant Motes (V,S) level 1 Evocation

Unleashes a swarm of 4 radiant projectiles that deal 1d4 radiant damage each. When you cast this spell using a spell slot of 2nd level or higher, the spell creates 1 more projectile for each slot above 1st.

30. - Sanctuary © (V,S) level 1 Abjuration

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature loses the attack or spell. This spell doesn't protect the warded creature from area effects. If the warded creature makes an attack or casts a spell, this spell ends.

31. - Searing Smite © (V) level 1 Evocation [Concentration]

On your next hit your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns the target must make a successful Constitution saving throw to stop burning, or take 1d6 fire damage. Higher Levels: for each slot level above 1st, the initial extra damage dealt by the attack increases by 1d6.

32. - Tasha's Caustic Brew © (V,S) level 1 Evocation [Concentration]

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

33. - Thunderous Smite © (V) level 1 Evocation [Concentration]

On your next hit your weapon rings with thunder and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 ft away from you and knocked prone.

34. - Witch Bolt © (V,S) level 1 Evocation [Concentration]

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

35. - Wrathful Smite © (V) level 1 Evocation [Concentration]

Your next hit deals additional 1d6 psychic damage. If target fails WIS saving throw its mind explodes in pain, and it becomes frightened.

36. - Zephyr Strike © (V) level 1 Transmutation [Concentration]

You move like the wind. For the duration, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

37. - Cloud of Daggers © (V,S) level 2 Conjuration [Concentration]

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose 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. 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.

38. - Color Burst (V,S) level 2 Illusion

Burst a luminous cube that briefly blinds anyone within 10 ft. 8d10 is how many hit points of creatures this spell can affect.

39. - Conjure Goblinoids (V,S) level 2 Conjuration [Concentration]

Conjures 2 goblins who obey your orders unless you lose concentration.

40. - Mirror Image © (V,S) level 2 Illusion

Three illusory duplicates of yourself appear in your space. Until the spell ends, each time a creature targets you with an attack, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have 3 duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With 2 duplicates, you must roll an 8 or higher. With 1 duplicate, you must roll an 11 or higher. A duplicate's armor class is equal to 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it is Blinded, or has Blindsight, Truesight or Tremorsense (doesn't apply if you don't touch ground).

41. - Noxious Spray (V,S) level 2 Evocation

You unleash a spray of noxious gases on a target within range. Make a ranged spell attack. On a hit, the target takes 4d6 poison damage and must succeed on a Constitution saving throw or spend all its next turn retching and heaving, unable to move or take actions. Constructs, elementals and undead are unaffected by this spell. When you cast this spell using a slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

42. - Petal Storm (V,S) level 2 Conjuration [Concentration]

Choose an unoccupied 15-foot cube of air that you can see within range. An elemental force of swirling winds appears in the cube and lasts for the spell's duration. The cloud heavily obscures its area. Any creature that enters the storm for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, the creature takes 3d4 slashing damage. As a bonus action, you can move the storm up to 30 ft in any direction.

43. - Protect Threshold (V,S) level 2 Abjuration

Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal must make a Wisdom saving throw or take 4d6 psychic damage, or half as much on a successful save.

44. - Rime's Binding Ice © (S) level 2 Evocation

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.

45. - Shadow Blade © (V,S) level 2 Illusion [Concentration]

You weave together threads of shadow to create a sword of solidified gloom in your hand.

46. - Tasha's Mind Whip © (V) level 2 Enchantment

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

47. - Web © (V,S) level 2 Conjuration [Concentration]

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. Each creature that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

48. - Wither and Bloom © (V,S) level 2 Necromancy

You invoke both death and life upon a 10-foot-radius sphere centered on an ally. Each enemy in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. In addition, the target spends and rolls one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

49. - Adder's Fangs (V,S) level 3 Conjuration

You create the visage of a massive green snake that appears for an instant before bearing down on your foe. Choose a creature you can see within range. The target must make a constitution saving throw, taking 4d10 poison damage on a failure, or half as much damage on a successful one. A creature that fails its saving throw is also poisoned, and its speed is halved while poisoned by this spell. At the end of each of its turns, a target may make a constitution saving throw, ending the poison on a success. Otherwise, the poison lasts for 1 minute. When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature within range for each slot level above 3rd.

50. - Aura of Vitality © (V) level 3 Evocation [Concentration]

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

51. - Blinding Smite © (V) level 3 Evocation [Concentration]

On your next hit your weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

52. - Corrupting Bolt (V,S) level 3 Necromancy

You can fire a pulse of necrotic energy that causes a creature's body to begin to wither and decay. Make a ranged attack against a creature. On a hit, the target takes 4d8 necrotic damage and must succeed a Constitution saving throw. On a failed saving throw, the next time you or an ally of yours hits the corrupted creature with an attack before the end of your next turn, the creature has vulnerability to all of that attack's damage, and then the corruption ends. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

53. - Crusader's Mantle © (V) level 3 Evocation [Concentration]

Surround yourself with a magical aura. Allies within the aura gain a bonus 1d4 radiant damage on their attacks.

54. - Elemental Weapon © (V,S) level 3 Transmutation [Concentration]

Imbue a non-magical weapon with elemental magic. It gains a +1 to attack and damage rolls, and it gains 1d4 of the corresponding element's damage. When casting with a 5 or 6 spell slots, the effects increased by one die while casting at a spell slot 7 or higher increases the effects by 2.

55. - Flame Arrows © (M,V,S) level 3 Transmutation [Concentration]

You must be wielding a ranged weapon. When a target is hit by it, the target takes an extra 1d6 fire damage. The spell ends when twelve pieces of ammunition have been drawn from the quiver. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

56. - Hunger of Hadar © (V,S) level 3 Transmutation [Concentration]

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. The area is difficult terrain and creatures within the area are blinded. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for every 2 slots level above 3rd.

57. - Life Transference © (V,S) level 3 Necromancy

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. When you cast this spell using a spell s lot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

58. - Lightning Arrow © (V,S) level 3 Transmutation [Concentration]

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 3d8 lightning damage on a hit, or half as much damage on a miss. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

59. - Pulse Wave © (V,S) level 3 Evocation

Hurl enemies away with intense gravitational pressure.

60. - Spirit Shroud © (V,S) level 3 Necromancy [Concentration]

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 ft of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn. In addition, any enemy creature within 10ft of you when you cast, or that enters or starts its turn in that range has its movement speed lowered by 10ft until start of its next turn. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

61. - Thunder Step © (V) level 3 Conjuration

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. You can also teleport one willing ally. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

62. - Winter's Breath (V,S) level 3 Conjuration

Create a blast of cold wind to chill your enemies and knock them prone.

63. - Aura of Life © (V) level 4 Abjuration [Concentration]

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura, including you, has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

64. - Aura of Purity © (V) level 4 Abjuration [Concentration]

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura, including you, can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

65. - Blessing of Rime (V,S) level 4 Evocation

You summon a chill wind that numbs the pain of your allies. Choose up to three creatures within range. Each creature gains 3d8 temporary hit points for the duration. While a creature has these hit points, if it would make a Constitution saving throw, it gains advantage on the roll. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points increase by 1d8 for each slot level above 4th.

66. - Brain Bulwark (V) level 4 Abjuration

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as Immunity to the Charmed, Frightened, Fear, Mind dominated and Mind controlled conditions.

67. - Gravity Sinkhole © (V,S) level 4 Evocation

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible. On a successful save, the creature takes half as much damage and isn't pulled. 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.

68. - Guardian of Nature © (V) level 4 Transmutation [Concentration]

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose between a Beast or a Tree form.

69. - Irresistible Performance (V) level 4 Enchantment

You weave a song into the air, causing those who hear it to applaud its magnificence. All creatures of your choice inside a 30-foot-cube within range must make a Charisma saving throw or be forced to clap and shout until the start of your next turn. A creature that is charmed by you always fails this saving throw. A clapping creature cannot perform any actions that require their hands or mouth but can otherwise act normally. This spell has no effect on creatures that are immune to charm.

70. - Mordenkainen's Faithful Hound © (V,S) level 4 Conjuration

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration. The hound has Darkvision up to 60 ft, Truesight up to 80 ft, is invisible to all creatures except you and can't be harmed. During each of your turns, the hound can attempt to bite one creature within 5 feet of it that is hostile to you as a free action. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

71. - Raulothim's Psychic Lance © (V) level 4 Enchantment

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. It must succeed on an Intelligence saving throw or take 7d6 psychic damage and be incapacitated until the end of your next turn. On a successful save, the creature takes half damage and isn't incapacitated. 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 4th.

72. - Staggering Smite © (V) level 4 Evocation [Concentration]

The next time you hit a creature with a weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.

73. - Banishing Smite © (V) level 5 Abjuration [Concentration]

Your next hit deals additional 5d10 force damage with your weapon. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it for 1 min.

74. - Circle of Power © (V) level 5 Abjuration [Concentration]

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area, including you, has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.

75. - Dawn © (V,S) level 5 Evocation [Concentration]

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

76. - Destructive Wave © (V) level 5 Evocation

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

77. - Far Step © (V) level 5 Conjuration [Concentration]

You teleport up to 60 ft to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

78. - Immolation © (V) level 5 Evocation [Concentration]

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet and takes 8d6 fire damage at the start of each of its turns.

79. - Mantle of Thorns (V,S) level 5 Transmutation [Concentration]

Surround yourself with an aura of thorns. Those that start or walk through take 2d8 piercing damage. This damage scales at higher levels by 1d8 per slot.

80. - Sonic Boom (V,S) level 5 Evocation

A small orb the same color as the balloon used appears at a point you choose within range then expands with a loud crack into an explosion of force. Each creature in a 30-foot radius must make a Strength saving throw. A target is pushed up to 30 feet away from the center and dealt 6d8 thunder damage on a failed save, or half as much damage and no movement on a successful one.

81. - Steel Wind Strike © (M,S) level 5 Conjuration

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

82. - Telekinesis © (V,S) level 5 Transmutation [Concentration]

You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest, or target a new creature, ending the restrained effect on the previously affected creature.

83. - Fizban's Platinum Shield © (M,V,S) level 6 Abjuration [Concentration]

You create a field of silvery light that surrounds a creature of your choice within range. The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits: • The creature has half cover. • The creature has resistance to acid, cold, fire, lightning, and poison damage. • If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

84. - Flash Freeze (V,S) level 6 Evocation

You attempt to encase a creature you can see within range in a prison of solid ice. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 cold damage and becomes restrained in layers of thick ice. On a successful save, the target takes half as much damage and is not restrained. The spell can only be used on creatures up to large size. To break out, the restrained target can make a Strength check as an action against your spell save DC. On success, the target escapes and is no longer restrained. When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 2d6 for each slot level above 6th.

85. - Poison Wave (M,V,S) level 6 Evocation

A poisonous wave erupts from you, engulfing those close by. Each creature within the spell's radius must make a Constitution saving throw, taking 6d10 poison damage on a failure, or half as much damage on a successful one. A creature who fails their saving throw is also poisoned for 1 minute, and can repeat the saving throw at the end of each of its turn. When you cast this spell using a slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.

86. - Ring of Blades (M,V,S) level 6 Conjuration [Concentration]

You raise both hands as you evoke six transparent blades around you as a bonus action. When you cast this spell, and as a bonus action on each subsequent turn, you can throw one of these blades at a creature within 60 feet from you. Make a ranged spell attack. On a hit, the target takes 4d10 force damage. When you cast this spell using a spell slot of 7th level or higher, the damage to each blade increases by 1d10 for each slot level above 6th.

87. - Tasha's Otherworldly Guise © (M,V,S) level 6 Transmutation [Concentration]

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself.

88. - Tenser's Transformation © (V,S) level 6 Transmutation [Concentration]

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits: • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost. • You have advantage on attack rolls that you make with simple and martial weapons. • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage. • You have the Fighter class armor, weapons, and saving throws proficiencies. • You can attack twice, instead of once, when you take the Attack action on your turn. Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

89. - Draconic Transformation © (M,V,S) level 7 Transmutation [Concentration]

With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends: • You have blindsight with a range of 30 feet. • When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one. • Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

90. - Reverse Gravity © (V,S) level 7 Transmutation [Concentration]

This spell reverses gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range.

91. - Maddening Darkness © (V) level 8 Evocation [Concentration]

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. Shrieks, gibbering, and mad laughter can be heard within the sphere. On activation, and whenever a creature ends its turn in the sphere, it must make a Wisdom saving throw, taking 6d8 psychic damage on a failed save, or half as much damage on a successful one.

92. - Mind Blank © (V,S) level 8 Transmutation

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition.

93. - Foresight © (V,S) level 9 Transmutation

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

94. - Mass Heal © (V,S) level 9 Transmutation

A flood of healing energy flows from you into injured creatures around you. You restore 120 hit points each to 6 creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

95. - Meteor Swarm © (V,S) level 9 Transmutation

Blazing orbs of fire plummet to the ground at a single point you can see within range. Each creature in a 40-foot-radius sphere centered on the point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

96. - Power Word Heal © (V,S) level 9 Enchantment

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

97. - Power Word Kill © (V,S) level 9 Transmutation

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

98. - Shapechange © (M,V,S) level 9 Transmutation [Concentration]

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower.

99. - Time Stop © (V) level 9 Transmutation

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

100. - Weird © (V,S) level 9 Illusion [Concentration]

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

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