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Vanilla Spells
Launch an acid bolt.
The target sees an illusional bee harassing them and has disadvantage on concentration checks until the start of their next turn.
Deal damage to one enemy and prevent healing for a limited time.
Create dancing lights that move at your command.
Lower a target's AC and prevent reaction until the start of its next turn.
Unleash a beam of crackling energy with a ranged spell attack against the target. On a hit, it takes 1d10 force damage.
Launch a fire bolt.
Increase an ally's ability checks for a limited time.
An object you can touch emits a powerful light for a limited time.
An object you can touch emits a powerful light for a limited time.
Fire a poison spray at an enemy you can see, within range.
Conjures a flickering flame in your hand, which generates light or can be hurled to inflict fire damage.
Launch a freezing ray at an enemy to damage and slow them.
Grant an ally a one-time bonus to saving throws.
Strike an enemy with radiant damage.
Strike an enemy with radiant damage.
Grants 3 temporary hit points for one minute.
Launches an illusionary dagger that causes psychic damage.
Conjures a magical club whose attacks are magical and use your spellcasting ability instead of strength.
An enemy you can see becomes luminous for a while.
Damage and daze an enemy on a successful touch.
Touch a dying ally to stabilize them.
Target up to three objects that can be illuminated and light them up immediately.
Increases your chance to hit a target you can see, one time.
A bone spike that pierces and poisons its target.
Unleash a torrent of magically-enhanced insults on a creature you can see. It must make a successful wisdom saving throw, or take psychic damage and have disadvantage on its next attack roll. The effect lasts until the end of its next turn.
Choose a beast that you can see within the spell's range. The beast must make a Wisdom saving throw or be charmed for the spell's duration.
Reduce your enemies' attack and saving throws for a limited time.
Increase your allies' saving throws and attack rolls for a limited time.
Spray a cone of fire in front of you.
Spray a cone of fire in front of you.
Makes an ally of an enemy.
Spray a luminous cone that briefly blinds your enemies. Roll 6d10: the total is how many hit points of creatures this spell can affect.
For the duration of the spell, you understand the literal meaning of any spoken words that you hear.
Heal an ally by touch.
Detect nearby creatures of evil or good nature.
Detect nearby magic objects or creatures.
TMP For the duration you sense the presence and location of poisonous creatures and diseases within 6 cells of you.
Gain additional radiant damage for a limited time.
Creatures in a four-cell square area are restrained if they fail a STR saving throw
Gain movement points and become able to dash as a bonus action for a limited time.
Highlight creatures to give advantage to anyone attacking them.
Gain a few temporary hit points for a limited time.
Provide a safe landing when you or an ally falls.
Generate a sphere of thick fog for a limited time. The area is heavily obscured, penalizing creatures inside it that rely on sight.
Creates 10 berries infused with magic. Eating a berry restores 1 hit point and provides sustenance for a long rest. Berries vanish after a long rest.
Cover an area of 2 x 2 cells with grease. Creatures trying to cross it may fall prone.
Launch a radiant attack against an enemy and make them easy to hit.
Heal an ally you can see.
When you are damaged by a creature within range, you can use your reaction to inflict fire damage back.
An ally gains temporary hit points and cannot be frightened for a limited time.
Make an enemy helpless with irresistible laughter.
An enemy gets additional damage from you, and you can easily detect it for a limited time.
Identify the hidden properties of an object.
Deal necrotic damage to an enemy you hit.
Increase an ally's jumping distance.
Increase an ally's jumping distance.
Increases an ally's speed by two cells per turn.
Provide magical armor to an ally who doesn't wear armor.
Provide magical armor to an ally who doesn't wear armor.
Strike one or more enemies with projectiles that can't miss.
Until the spell ends, whenever you hit a target with an attack you deal an extra 1d6 magical damage of the same type as the attack's damage.
Touch an ally to give them protection from evil or good creatures for a limited time.
Increase your AC by 5 just before you would take a hit.
Increase an ally's AC by 2 for a limited time.
Put a number of creatures to sleep for a limited time. Roll 5d8: the total is how many hit points of creatures this spell can affect.
Emit a wave of force that causes damage and pushes creatures and objects away.
When you are damaged by a creature withing range, you can use your reaction to inflict fire damage back at them. This tiefling version of the spell is more powerful than the common one but cannot use a higher level Spell Slot to increase damage.
Launch an acid arrow that deals some damage even if you miss your shot.
Temporarily increases hit points for up to three allies.
Gives you or an ally you can touch an AC of at least 16.
Blind an enemy for one minute.
Makes you blurry and harder to hit for up to one minute.
Your next hit causes additional radiant damage and your target becomes luminous.
Stops allies from being charmed or frightened and makes hostile humanoids indifferent.
Create an area of magical darkness.
Grant Darkvision to the target.
Grant temporary powers to an ally for up to one hour.
Spot mechanical and magical traps, but not natural hazards.
Evokes a fiery blade for ten minutes that you can wield in battle.
Summons a movable, burning sphere.
Causes metallic armor worn by a target creature to glow red hot, causing fire damage and disadvantage to attack rolls and ability checks. The damage can be repeated every turn with a bonus action.
Paralyze a humanoid you can see for a limited time.
Make an ally invisible for a limited time.
Magically open locked doors, chests, and the like.
Remove a detrimental condition from an ally.
Allow a creature to levitate and gain control of its aerial movement for a limited time. Can affect enemies if their size is medium or smaller.
Allow a creature to levitate and gain control of its aerial movement for a limited time. Can affect enemies if their size is medium or smaller.
A nonmagical weapon becomes a +1 weapon for up to one hour.
Teleports you to a free cell you can see, no more than 6 cells away.
Conjures a vertical column of moonlight which causes radiant damage. Shapechangers have disadvantage on the save.
Make yourself and up to 5 allies stealthier for one hour.
Heal multiple allies at the same time.
Cures and protects against poison.
Weaken an enemy so they deal less damage for one minute.
Fling rays of fire at one or more enemies.
You can see invisible creatures.
Triggers a sudden noise that causes Thunder Damage in a 2-cell radius.
Creates a sphere four cells in radius, inside which sound cannot exist. Stops thunder damage and prevents spellcasting using verbal components.
Touch an ally to allow them to climb walls like a spider for a limited time.
Grows spikes and thorns in the area, making the terrain difficult and causing damage for every cell of movement.
Summon a weapon that fights for you.
Creates a bond with the target, who gains +1 AC, +1 to saving throws and resistance to all damage, but you share all damage it receives. Lasts for one hour.
Raise hope and vitality.
Curses a creature you can touch.
Conjures a storm cloud from which you can call a vertical bolt of lightning to strike targets, dealing 3D10 lightning damage. Another bolt can be repeated every turn by using an action.
Summon spirits in the form of beasts to help you in battle
Interrupt an enemy's spellcasting.
Conjure 15 units of food.
Summon a globe of bright light.
End active spells on a creature or object.
Frighten creatures and force them to flee.
Launch a fireball that explodes from a point of your choosing.
An ally you touch gains the ability to fly for a limited time.
Make an ally faster and more agile, and grant them an additional action for a limited time.
Charms enemies to make them harmless until attacked, but also affects allies in range.
Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches.
Instantly heals up to six allies you can see.
Touch one willing creature to give them resistance to this damage type.
Removes all curses affecting the target.
Brings one creature back to life, up to 1 minute after death.
Creates an area where the ground is slippery, vision is obscured, and concentration is harder.
Slows and impairs the actions of up to 6 creatures.
Call forth spirits to protect you.
Create a cloud of incapacitating, noxious gas.
Grants knowledge of all languages for one hour.
Grants you a life-draining melee attack for one minute.
Create a wall of wind that causes damage, pushes creatures and objects away, and disperses fogs and gases.
Banishes a creature as long as you concentrate. The creature can be permanently banished if it is extraplanar.
Conjures black tentacles that restrain and damage creatures within the area of effect.
Drains life from a creature, causing massive necrotic damage.
Creates confusion and erratic behavior in a creature, possibly leading it to attack its allies.
4 elementals are conjured (CR 1/2).
Conjure elemental creatures under your command, which are dismissed when the spell ends or is broken.
Protects the creature once against instant death or being reduced to 0 hit points.
Transfers the caster and a friendly creature to a specified destination.
Grants you control over an enemy beast.
You whisper dreadful words that cause immense mental anguish in your enemies. On a failed wisdom saving throw, they take psychic damage and become frightened until the end of their next turn, moving away from you as much as possible. On a successful save, they take half as much damage and are not frightened.
Grants resistance to fire or cold, and damages creatures attacking the caster with melee attacks.
Grants immunity to movement restrictions, as well as being paralyzed or restrained.
Conjures a giant version of a natural insect or arthropod.
Target becomes invisible for the duration, even when attacking or casting spells.
Conjures a large spectral guardian that damages approaching enemies.
Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain.
Reveals full bestiary knowledge for the affected creatures.
Causes psychic damage to the target creature with each turn, unless a saving throw is successful or the effect ends.
Grants resistance to non-magical bludgeoning, slashing, and piercing damage.
Create a burning wall that injures creatures in or next to it.
Creates an obscuring and poisonous cloud. The cloud moves every round.
Inflicts massive cold damage in the cone of effect.
Conjures an elemental of the chosen element that fights alongside you. If you lose concentration, the elemental remains and becomes hostile.
Hit a creature to inflict a disease from the options.
Celestial, elementals, feys, fiends, and undead have disadvantage on attacks against you. This spell also allows you to cancel hostile enchantments or dismiss extraplanar creatures hit by your attacks once.
Grants you control over an enemy creature.
Conjures a burning column of fire and radiance affecting all creatures inside.
Removes one detrimental condition, such as a charm or curse, or an effect that reduces an ability score or hit points.
Paralyzes a creature unless it succeeds a WIS saving throw. No effect on undead.
Paralyzes a creature unless it succeeds a WIS saving throw. No effect on undead.
Summons a sphere of biting insects.
Heals up to 6 creatures.
Causes massive psychic damage to all creatures around you, and incapacitates them if they fail their INT saving throw.
Brings one creature back to life, up to 10 days after death.
Conjures a wall of razor sharp blades which causes 6d10 slashing damage to anyone crossing it
Target a creature with lightning, which can arc to 3 other targets within 6 cells.
A sphere of negative energy causes Necrotic damage from a point you choose
Conjures a fey creature of challenge rating 1 to 6 to fight alongside you. If you lose concentration, the creature stays but becomes hostile.
Causes massive force damage on the target, which can be disintegrated if reduced to 0 hit points
Your eyes gain a specific property which can target a creature each turn
Toss a huge ball of cold energy that explodes on impact
A sphere surrounding you prevents any spell up to 5th level to affect anyone inside it.
Inflicts devastating necrotic damage and reduces the maximum hit points accordingly. Cannot drop the target below 1 hit points
Heals 70 hit points and also removes blindness and diseases
Summons a feast which cures most ailments and grants immunity to poisonand being frightened, WIS save advantage, and increased maximum hitpoints
Choose one target. They fall down laughing, becoming prone and incapacitated, and take psychic damage until they save at the end of one of their turns, or until the spell ends.
You conjure a line of radiance which can burn and blind creatures in the line of effect; undead and oozes save with disadvantage. The beam can be retargeted each turn
A creature you touch gains True Sight for one hour
Creates a wall of tough of needle-sharp thorns, that hurts and slows every creature in it.
Summon a weapon that fights for you.
Conjures a celestial creature of challenge rating 4 that fights alongside you. If you lose concentration, the creature is dismissed.
Conjures a ball of fire that grows more powerful with time, detonating when a creature enters its space or when the spell ends.
Utter a divine word that inflicts various negative conditions on enemies you can see, based on their HP. Also banishes all celestials, elementals, feys, and fiends if they fail their saving throws.
Send negative energy coursing through a creature within range.
Causes a wide wall of roaring flames to burst up wherever you choose within range.
Increase gravity to slam everyone in a specific area onto the ground.
Each creature within the cone of effect is randomly affected by one or two (roll 8 on d8) rays with the following effects:
Touch a creature and stimulate its natural healing ability.
Brings one creature back to life, up to 100 years after death.
Inscribe a glyph on a surface. When an enemy starts its turn in the area or enters it, the glyph's effect is applied in a sphere with a 12-cell radius.
A glowing blade of pure energy springs from your hand. On a hit, the target takes 6d8 radiant damage and must roll a Wisdom saving throw to avoid being stunned until the end of its next turn.
Grants you control over an enemy creature of any type.
You create a seismic disturbance that violently shakes the ground and the creatures standing on it for the duration of the spell.
You blast the mind of one creature, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature's Intelligence, Charisma and Wisdom scores become 1 and it is unable to cast spells. These effects last for 1 minute.
Allies within 6 cells of you when you cast Holy Aura gain advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, they must succeed on a Constitution saving throw or be blinded until the spell ends.
A cloud of smoke appears in a sphere with a 4-cell radius. The cloud damages each creature inside it, and moves away from you each turn until the end of the spell's duration or until a moderate wind disperses the cloud.
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the spell's duration or until it escapes the maze.
Overwhelm the mind of a creature that has 150 hit points or fewer, leaving it stunned.
Creates a mobile globe that is impenetrable to enemy spells cast from outside it.
Brilliant sunlight blazes in a sphere with a 12-cell radius. Each creature that fails a Constitution saving throw takes radiant damage and is blinded for 1 minute. Any darkness created by a spell in the area is dispelled.
You create a blast of thunder in a sphere that causes thunder and lightning damage to everyone, and can blind or stun those who fail a CON saving throw.
Turns other creatures in to beasts for one day.