Adaptation
| Spell Lists: Sorcerer, Ranger, Druid, Warlock Must be a Monstorian to cast |
| 2nd-level transmutation |
| Casting Time: 1 action |
| Range: Self |
| Components: V, S |
| Duration: 1 minute |
| You change one speed, such as your climbing speed, if you have one, to another type of speed for the duration. For example, you can change your swimming speed to a climbing speed. When you do so, you lose the original speed and it is replaced with the new type of speed for the duration. If you replace your base speed, you may treat the new speed as your base speed for the purposes of any relevant abilities, except that you are unable to move by walking. For example, if you change your base walking speed to swimming speed, you may not be able to get out of the water and move until the spell ends. You may dismiss this spell as an action. |
Battle Armor
| 1st-level abjuration |
| Casting Time: 1 action |
| Range: Touch |
| Components: V, S, M (a piece of metal or ore the size of your fist, which the spell consumes) |
| Duration: 8 hours |
| You spread a chunk of ore or metal into a thin sheet around your body, forming a thin and pliable armor that surrounds you until the spell ends. Your AC becomes 12 + your spellcasting ability modifier. The spell ends if you dismiss it as an action. If you are targeted by a spell such as heat metal, you can “drop” the armor as you would a weapon. |
Become Death
| Spell Lists: Cleric, Wizard, Warlock |
| 8th-level necromancy |
| Casting Time: 1 action |
| Range: 30 feet |
| Target: One medium or smaller creature that you can see within range |
| Components: V, S, M (a sample of your komorebi) |
| Duration: Concentration, up to 1 minute |
| You wield the energies of Death like they were their own, pouring them into a creature that has not yet passed to the next Realm. This energy begins to corrupt them over the course of several rounds, turning them slowly into undead as their Life force is pushed out of their body. This spells does not work on undead or constructs. You target a creature of medium or smaller size within range, forcing them to make a Constitution saving throw. On a failed save, it takes 13d6 necrotic damage. On a successful save, the target isn’t affected. A creature affected by this spell must make another Constitution saving throw at the end of each of its turns. On a failure, the target takes another 13d6 necrotic damage. A creature that drops to zero hit points as a result of this spell makes death saves as normal, but will act as a wight instead of falling unconscious while making those death saves. If the creature fails its death saves, it becomes a wight permanently, retaining as many of its physical characteristics as possible, but cursed with the inability to physically hurt you. You may designate as many creatures as you like that the wight cannot physically harm and may add or subtract creatures at any time. The creature can be reverted to their living form using the greater restoration spell. They will retain no memories of their time as a wight. |
Caleb’s Insurance
| Spell Lists: Moontouched |
| 4th-level evocation |
| Casting Time: 1 action |
| Range: Self |
| Components: V, S |
| Duration: Concentration, up to 1 minute |
| You weaponize the radiant energy surrounding all things, pulling it towards you and surrounding yourself with it like a blanket. Until the spell ends, any creature you miss with a weapon attack takes 2d8 radiant damage. |
Circle of Rest
| Spell Lists: Dragonkeeper, Bard, Druid, Cleric |
| 2nd-level evocation |
| Casting Time: 10 minutes |
| Range: self |
| Components: V |
| Duration: Instantaneous |
| You create an area of calm and rest, allowing up to six creatures in a 30 foot sphere to regain hit points equal to 3d6 + your spellcasting ability modifier. This spell has no effect on undead and constructs. |
| At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each spell slot above 2nd. |
Conductor
| 1st-level evocation |
| Casting Time: 1 action |
| Range: Self (15-foot) cone |
| Components: V, S |
| Duration: Instantaneous |
| As you hold your hands out with your fingers spread, jolts of electricity shoot from your outstretched fingertips. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites any flammable objects in the area that aren’t being worn or carried. |
| At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot above 1st. |
Constitutional Ward
| Spell Lists: Bard, Cleric, Paladin |
| 5th-level abjuration |
| Casting Time: 1 action |
| Range: 120 feet |
| Components: S |
| Duration: Concentration, up to 1 minute |
| You create a protective ward against severe injury of death. For the duration, whenever the target takes damage that would cause them to fall below half their hit points, they must make a Constitution saving throw against a DC equal to half the amount of damage taken or 20, whichever is less. They may add your spellcasting ability modifier to the saving throw. On a successful saving throw, they do not take any damage. On a failure, they take half as much damage as they normally would from the attack. |
Corrupt Purpose
| Spell Lists: Sorcerer, Bard, Warlock Must be a Monstorian to cast |
| 1st-level enchantment |
| Casting Time: 1 action |
| Range: 30 feet |
| Components: V, S, M (a precious rock the size of your fist) |
| Duration: 10 minutes |
| You delve into a creature’s mind and find the goal that is at the forefront of their mind. Your GM will express this thought as a single sentence. You may choose to change one word in that sentence to alter their current goal for the duration. |
Crushing Force
| Spell Lists: Sorcerer, Warlock, Wizard |
| 3rd-level evocation |
| Casting Time: 1 action |
| Range: 90 feet |
| Components: V, S |
| Duration: 1 minute |
| You create a 20-foot diameter sphere of pressure that crushes creatures in the area. Each creature in the area of effect must make a Constitution saving throw, taking 3d8 force damage on a failure and half damage on a success. Creatures must remake this saving throw at the beginning of each of their turns while they are in the area of effect. The area also becomes difficult terrain for the duration, and creatures in the area must take a full action for things that normally take a bonus action. |
Dark Bolt
| 1st-level evocation |
| Casting Time: 1 action |
| Range: 120 feet |
| Components: V, S |
| Duration: 1 round |
| A streak of black energy jolts toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. |
| At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. |
Disjointment
| Spell Lists: Bard Warlock |
| 4th-level transmutation |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S, M (a pinch of lime) |
| Duration: 1 minute |
| You target up to six creatures that you can see within range, forcing them each to make a Constitution saving throw. On a failure, a creature can no longer coordinate its movements. For the duration, it has disadvantage on any attacks or ability checks that require it to move, and it must succeed on a Dexterity (Acrobatics) check to use its movement each turn. On a failed Dexterity (Acrobatics) check, it moves in the wrong direction. It can repeat its Constitution saving throw at the end of each of its turns, ending the effects on a success. |
Draconic Guard
| Spell Lists: Dragonkeeper |
| 4th-level conjuration |
| Casting Time: 1 action |
| Range: 30 feet |
| Components: V |
| Duration: 8 hours |
| A Large spectral dragon appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The dragon occupies that space and can be gray, orange, red, or purple. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The dragon vanishes when it has dealt a total of 60 damage. |
Draining Darkness
| Spell Lists: Moontouched |
| 5th-level necromancy |
| Casting Time: 1 action |
| Range: Self (15-foot sphere) |
| Components: S, M (bat fur and a drop of pitch or piece of coal) |
| Duration: Concentration, up to 10 minutes |
| Magical darkness spreads from your fingertips to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. Each creature in the area of darkness must make a Constitution saving throw, taking 3d6 necrotic damage on a failure and no damage on a success. You then regain hit points equal to half the total necrotic damage dealt. During the first minute of this spell’s duration, you can use your action to force the saving throw again. If any of this spell’s area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled. |
| 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. |
Draw of Breath
| Spell Lists: Cleric, Paladin |
| 8th-level necromancy |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V |
| Duration: Concentration, up to 1 minute |
| You pull the breath from the lungs of one creature you can see within range, leaving it suffocating. If the target has 150 hit points or fewer, it begins suffocating. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of your next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. The target can still take its turns as normal until it runs out of breath, but it will have disadvantage on attack rolls and cannot speak. |
Elven Ingenuity
| Spell Lists: Sorcerer, Wizard Must be a full-blooded elf to cast |
| Transmutation cantrip |
| Casting Time: 1 bonus action |
| Range: Touch |
| Components: V,S, M (an object worth at least as much as the weapon you transform it into) |
| Duration: 1 minute |
| You transform an object into a +1 weapon you are proficient with for the duration. You use your spellcasting ability for attacks and damage rolls with this weapon. The object transforms back when the spell ends. |
Energy Rift
| Spell Lists: Sorcerer, Cleric, Druid, Wizard Must be a Monstorian to cast |
| 6th-level evocation |
| Casting Time: 1 action |
| Range: 150 feet |
| Components: V, S, M (an item from Monstoria, such as a clip of Monstorian fur, which the spell consumes) |
| Duration: concentration, up to 1 minute |
| You call forth the elements of your homeland, drawing lava up from the ground as lightning crackles in the sky. Lava erupts from the ground in a 20-foot radius sphere, and lightning crashes down on the area. The area becomes difficult terrain for the duration. Creatures in this area must make a Dexterity saving throw. On a failed save, they take 4d8 fire damage and 4d8 lightning damage. On a success, they take half damage. Any creature who passes through this space takes an additional 4d8 fire and 4d8 lightning damage per turn. |
| At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 lightning or fire damage for each slot level above 6th. The castor may choose whether to deal extra fire or lightning damage. |
Fiery Patron
| Spell Lists: Warlock |
| Evocation cantrip |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S |
| Duration: Instantaneous |
| A flaming creature of your choice descends from the sky, targeting a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The creature should resemble the source of your power as closely as possible, such as a dragon for a dragonkeeper. |
| At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level(2d8), 11th level(3d8), and 17th level(4d8). |
Fissures
| Spell Lists: Sorcerer, Warlock, Wizard |
| 9th-level transmutation |
| Casting Time: 1 action |
| Range: 150 feet |
| Components: V, S |
| Duration: Instantaneous |
| You crack open the earth, causing fissures of lava to spew from the ground in a 20-foot cylinder within range. For each creature in the area of effect, have them roll a d4. On a 1, a fissure forms beneath the creature. Have that creature make a Dexterity saving throw against your spell save DC, taking 15d10 fire damage on a successful save and half as much damage on a failed save. |
Freeing
| Spell Lists: Bard, Druid |
| 8th-level enchantment |
| Casting Time: 1 action |
| Range: 120 feet |
| Components: V, S |
| Duration: Instantaneous |
| Chose up to three creatures within range that you can see and that can hear you. Any magical illusion, enchantment, of effect that restricts movement ends on the affected creature, and the spell is shifted onto the original caster if possible. For instance, if Creature A casts the geas spell on Creature B, you may cast this spell on creature B. This will affect Creature A as if you had cast the geas spell on them. If the spell is in your spell list, the duration of the spell will reset as if you had just cast it. Otherwise, spell will end when it would normally have ended on the creature your freed. |
Heat Draw
| Spell Lists: Druid |
| 1st-level transmutation |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S M (a vial of rainwater) |
| Duration: Instantaneous |
| You chill the air in a 10 foot radius sphere, drawing heat from it and causing freezing temperatures. Creatures in the area of effect must make a Constitution saving throw against your spell save DC, taking one level of exhaustion and 3d4 cold damage on a failure. They take no damage and are not exhausted on a successful save. Creatures with resistance or immunity to cold damage have advantage on this saving throw. Any water in the area freezes instantly and objects gain a sheen of frost. |
| At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d4 for each slot level above 1st. |
Imitation
| 4th-level conjuration |
| Casting Time: 1 action |
| Range: Self |
| Components: Base on the spell you are imitating |
| Duration: Based on the spell you are imitating |
| You imitate one spell you’ve seen in the last 24 hours. The spell must be of 3rd level of lower and you must have the components needed to cast it. It does not need to be on your class’s spell list, however. The spell must have a casting time of one action or bonus action, and takes one action to cast regardless of its normal casting time. |
Internal Inferno
| Spell Lists: Bard, Sorceror, Warlock, Wizard |
| 6th-level transmutation |
| Casting Time: 1 bonus action |
| Range: Self |
| Components: V, S, M (some water or a pinch of salt) |
| Duration: Concentration up to 1 minute |
| You come alive as fiery energy rushes through your veins, fueling your attacks and infusing you with strength. For the duration, you gain 1d10 temporary hit points and your melee attacks deal an extra 6d6 damage of your weapon’s type on a hit. |
| At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target takes an additional 1d6 fire damage for each slot level above 6th. |
Komorebi Trap
| Spell Lists: Moontouched |
| 4th-level transmutation |
| Casting Time: 1 action |
| Range: 30 feet |
| Components: S, M (a sample of your komorrebi) |
| Duration: 8 hours |
| You create a 10×10 square trap out of your komorebi (e.g. a siren whose music drains life made from sound komorebi). The trap will do 6d8 damage of a single damage type that makes sense for the trap (e.g. bludgeoning for falling in a pit). The save DC for the trap and the DC to detect it is your spell save DC. |
| At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, roll an additional 1d8 for each slot level above 4th. In addition, your trap can do one additional damage type for each slot level above 5th. |
Lava Pit
| Spell Lists: Sorcerer, Warlock, Wizard |
| 9th-level conjuration |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, M (a piece of igneous rock) |
| Duration: Instantaneous |
| Lava bubbles up from the earth to fill a space directly beneath a creature of your choice. The creature must succeed a Dexterity saving throw or take 18d10 fire damage and be submerged in the lava. The lava fades immediately. |
Law of Nature
| 7th-level transmutation |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V |
| Duration: Concentration, up to 1 minute |
| You utter an incantation lost to the dawn of time, recalling nearby mortals to the laws of nature. Each non-undead creature within range that can hear you must succeed on a Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. Creatures over 1,000 years old make these saving throws with disadvantage. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Creatures frightened by this spell are vulnerable to all attacks by the caster for the duration, causing any damage dealt by the caster to double. This vulnerability only applies to attacks that do not expend spell slots.. |
| At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the aging effects cannot be reversed with anything short of the wish spell. |
Mark Rival
| Spell Lists: Bard, Wizard |
| 7th-level divination |
| Casting Time: 1 action |
| Range: 90 feet |
| Components: V, S, M (an object touched by the creature) |
| Duration: 8 hours |
| You use the connection between yourself and another creature to steal information about their intended actions. For the duration, you gain advantage on attack rolls, ability checks, and saving throws against that creature and direct results of their actions, such as traps they lay. Additionally, that creature has disadvantage on attack rolls and contested ability checks against you for the duration. When you target a creature, you must picture them in your head accurately or state their name. If you only have a description, such as “The creature that dug this spike pit,” you must make DC 15 Intelligence check to successfully target the creature. |
Minimum
| Spell Lists: Bard, Sorcerer, Warlock, Wizard |
| 5th-level abjuration |
| Casting Time: 1 action |
| Range: Self |
| Components: V, S, M (a small stone) |
| Duration: Concentration, up to 1 minute |
| For the duration, you cannot roll below a 10 on any attack roll, ability check, or saving throw. Any roll below a 10 automatically becomes a 10. This spell does not affect saving throws to maintain concentration on spells. |
Mist of Life Sharing
| Spell Lists: Druid, Warlock |
| 8th-level necromancy |
| Casting Time: 1 action |
| Range: 120 feet |
| Components: V, S |
| Duration: Concentration, 1 minute |
| A red mist creeps out from a point you can see within range, covering a 20-foot sphere. Each creature in the sphere must make a Constitution saving throw, taking 5d8 necrotic damage on a failure and half as much damage on a success. You designate up to three creatures within range that can include yourself. The creatures you designate gain an amount of hit points equal to half the damage dealt, divided amongst them. If a creatures is fully healed, they cannot gain hit points beyond their hit point maximum using this spell. Until the spell ends, you can force creatures to repeat the saving throw at the end of each of your turns. |
Planar Investigator
| Spell Lists: Dragonkeeper, Bard, Warlock, Wizard |
| 5th-level divination (ritual) |
| Casting Time: 1 minute |
| Range: Self |
| Components: V, S, M (a piece of an artifact, such as a dragon scale) |
| Duration: 1 minute |
| You contact an intelligent being from the Realms of Death and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. The being isn’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the being’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a no answer. The GM makes this roll in secret. |
Planestrider
| Spell Lists: Warlock |
| 1st-level enchantment |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S |
| Duration: 1 minute |
| You exert authority as a traveled of the planes, using it to intimidate or cause awe in creatures from other planes of existence. Choose one effect below: Awe. Celestials, elementals, fey, fiends, and undead of your choice that you can see within range and that can hear you must make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. Intimidation. You focus your attention on up to three celestials, elementals, fey, fiends, or undead that you can see within range and that can hear you. Each target must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must use its base speed or the dash action to move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. |
Poisoned Dart
| Spell Lists: Cleric |
| 2nd-level evocation |
| Casting Time: 1 action |
| Range: 120 feet |
| Components: V, S |
| Duration: Instantaneous |
| You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 poison damage to its target. The darts all strike simultaneously, and each dart must hit a separate creature. A creature hit by a dart must make a Constitution saving throw or fall unconscious for 1 minute. |
| At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. |
Second Chance
| Spell Lists: Sorcerer, Paladin, Ranger Must have elven ancestry to cast |
| 1st-level abjuration |
| Casting Time: 1 reaction |
| Range: Self |
| Components: S |
| Duration: Instantaneous |
| Sometimes your chaotic nature gets the better of you and you make ill-advised decisions. You cast this spell as a reaction to being hit with an attack or negative effect. When the attacker’s turn is complete, you return to the location you were in at the beginning of your last turn, no matter how far away it is. Any spells or effects that require you to be within range end if this spell moves you out of range. If another creature or object is in the location you attempt to return to, you take 1d6 force damage and the spell ends. If you attempt to cast this spell again before a full minute has passed, the spell fails. |
Separate Shadow
| Spell Lists: Warlock |
| 3rd-level necromancy |
| Casting Time: 1 action |
| Range: 90 feet |
| Components: V, S |
| Duration: Concentration, up to 1 hour |
| Choose up to four creatures that you can see within range. Each creature must make a Charisma saving throw. On a failure, their shadow is separated from them, forming a shadow (see monster stats). The shadows are friendly to you and your companions. They act on their own initiative, and will not obey your commands. Each shadow returns to the correct creature when the spell ends with no lasting effects. |
Shadow Hider’s Touch
| Necromancy Cantrip |
| Casting Time: 1 action |
| Range: Touch |
| Components: S |
| Duration: Instantaneous |
| Many Death moontouched first discover their abilities using this spell. This often results in something terrible and makes for tragic backstories. You attempt to grapple a creature within range. On a success, the creature takes 1d12 necrotic damage. |
Shadow Minions
| Spell Lists: Sorcerer, Wizard |
| 5th-level conjuration |
| Casting Time: 1 action |
| Range: Self (60-foot cone) |
| Components: V, S |
| Duration: Instantaneous |
| Five shadows spew forth from you, each settling in an an enemy’s space that you can see within range. The shadows take the form of tiny beasts, each with a unique power. Roll a d6 to determine what effect each shadow has: 1 Rend. The shadow rends the creature with its claws and then diasappears. It uses your spell attack bonus for its attack, dealing 5d8 slashing and 5d8 necrotic damage on a hit. 2 Siphon. The shadow clings to the target, forcing it to make a Constitution saving throw against your spell save DC. On a failure the target takes 4d8 necrotic damage, taking half as much damage on a success. The target must repeat this saving throw at the beginning of each of their turns, throwing the shadow off and causing it to dissipate on a success. 3 Chill. The shadow chills the area around the creature. The target must make a Constitution saving throw against your spell save DC, taking 8d8 cold damage on a failure and half as much damage on a success. 4 Delusion. The shadow creeps into your mind, spawning powerful delusions. The target must make a Wisdom saving throw against your spell save DC, taking 8d8 psychic damage on a failure and half as much damage on a success. 5 The shadow tries to drag the target into the Shadowfell. The target must succeed on a Charisma saving throw or be banished to the Shadowfell. While there, the target is incapacitated if it is not native to the Shadowfell. The target remains there for three turns, returning at the end of your turn to the space it left of the nearest unoccupied space if the space it left is occupied. The shadow remains in the space the creature occupied, fading once the target returns. If another creature enters that space, the shadow will target them, sending them to the Shadowfell for the remainder of three turns. 6 The creature is targeted by two shadows. Roll on the table again to see what effect each shadow has. |
Snowstorm
| Spell Lists: Cleric, Druid, Sorceror |
| 8th-level conjuration |
| Casting Time: 1 action |
| Range: 150 feet |
| Components: V, S |
| Duration: Concentration, up to 1 minute |
| Clouds form and chunks of ice and snow fall from the sky, raining down 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. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d8 cold damage on a failed save, or half as much damage on a successful one. They must repeat this saving throw each time they start their turn in the area of effect, taking 7d8 cold damage on a failure and half as much on a success. Creatures in the area must also make a Constitution saving throw, taking one level of exhaustion on a failure. The ice and snow melt on contact with the ground, and the exhaustion fades when the spell ends. |
Speed of Eos
| Spell Lists: Cleric |
| 9th-level transmutation |
| Casting Time: 1 bonus action |
| Range: Self |
| Components: M (a rabbit’s foot) |
| Duration: 1 round |
| You fight with the speed of the gods, making 1d4 extra weapon attacks on your turn. You move at four times your normal speed, and attacks against you have disadvantage until the start of your next turn. |
Spyder Form
| Spell Lists: Sorcerer, Druid Must be a full-blooded elf to cast |
| 5th-level enchantment |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: S, M (a spider’s eye) |
| Duration: 1 minute |
| As an action, you transform, altering your body chemistry to match that of a magic spider. Your skin becomes translucent, glowing from within. Choose from any of the following colors: green, blue, pink, red, purple, or orange. Your entire body glows that color. When you touch a person or object, they must make a Constitution saving throw. On a failed save, they take 6d8 poison damage and become paralyzed until the spell ends. On a success, they take half damage and are not paralyzed. While paralyzed by this spell, wisps of colorful light matching the color you chose will gather around them and their breaths will take on that color. The creature can repeat this save at the beginning of their turn, ending the paralyzed effect on a success. If they are still paralyzed when the spell ends, they drop to zero hit points and must begin making death saving throws. |
| At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, the damage increases by 1d8 for each slot level above 5th. |
Storm of Rest
| Spell Lists: Sorcerer, Druid, Ranger Must be a Monstorian to cast |
| 3rd-level conjuration |
| Casting Time: 1 minute |
| Range: 100 feet |
| Components: V, S, M (a vial of water) |
| Duration: 8 hours |
| A deluge of rain pours from the sky, saturating the ground and causing the ground in a 10-foot radius to become difficult terrain. After the first hour, the deluge ends and vegetation grows up from the area. You choose whether the vegetation is harmful or helpful. Harmful The ground remains difficult terrain. Thorny cattle brush grows up, dealing 2d4 piercing damage for every 5 feet of movement to any creature that moves through the area. Helpful Berry bushes grow in this area, producing enough food to feed up to 16 people. People who take a short rest in this area and use hit die can roll an extra d12 and add it to their hit points total. |
Strategic Spike
| Spell Lists: Warlock |
| 1st-level divination |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S |
| Duration: Concentration, up to 1 minute |
| You delve into a creature’s mind seeking information about their battle strategies. The target must make a Wisdom saving throw. On a failed save, your next weapon attack deals an extra 1d10 radiant damage on a hit.. On a hit, the target becomes marked. At the end of each of the marked target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 1d10 psychic damage. On a successful save, the spell ends. |
Thunderclap
| Spell Lists: Druid |
| Evocation Cantrip |
| Casting Time: 1 action |
| Range: Touch |
| Components: V,S |
| Duration: 1 round |
| You make a clapping motion with your hands, stopping just short of letting them touch. Make a spell attack. On a hit, the target takes 1d4 thunder and 1d4 piercing damage. They are also deafened until the start of your next turn. On a failure, they take only the thunder damage. On a hit, the spell emits a thunderous boom that can be heard out to 100 feet. |
| At Higher Levels. The spell’s damage increases by 1d4 thunder and 1d4 piercing damage when you reach 5th level(2d4 of each), 11th level(3d4 of each), and 17th level(4d4 of each). |
Tornado
| Spell Lists: Druid |
| 9th-level evocation |
| Casting Time: 1 action |
| Range: Self (50-foot radius sphere) |
| Components: V, S |
| Duration: Concentration, up to 1 minute |
| Your incantation summons the elements to you, pulling air, grass, even trees in your direction and swirling them around you in a godlike display of power. This storm does not affect you and up to 5 creatures you designate. Creatures in the area of effect must make a Dexterity saving throw against your spell save DC. On a failure, they are hurled out of the area of effect and take 11d8 bludgeoning damage. On a success, they are bombarded by flying objects and take only half damage. In addition, ranged attacks in the area of effect have disadvantage. |
Toxic Steam
| Spell Lists: Druid |
| 3rd-level conjuration |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S |
| Duration: 1 minute |
| The ground cracks open and acidic groundwater steams up from the ground in a 20-foot circle from a point within range. Creatures in the area of effect must make a Constitution saving throw, taking 6d6 acid damage on a failure and half the amount of damage on a success. |
Tranquility
| Spell Lists: Sorcerer, Bard, Wizard Must be a Monstorian to cast |
| 1st-level enchantment |
| Casting Time: 1 action |
| Range: 90 feet |
| Components: V, S, M (some water or a pinch of salt) |
| Duration: 1 minute |
| You create a zen environment, calming creatures and wiping their minds clean like a blank slate for the duration. Roll 9d6; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious or stunned creatures. Starting with the creature that has the lowest current hit points, each creature affected by this spell must make a Wisdom saving throw. On a failure, the creature has their mind wiped blank until the spell ends, the affected creature takes damage, or someone uses an action to rouse the individual. Subtract each creature’s hit points from the total, whether or not they succeed on their saving throw, then move on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Creatures immune to being charmed aren’t affected by this spell. |
| At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 3d6 for each slot level above 1st. |
Tree Home
| Spell Lists: Sorcerer, Druid Must be a full-blooded elf to cast |
| 3rd-level evocation (ritual) |
| Casting Time: 10 minutes |
| Range: Self |
| Components: V, S, M (a tree with a 10-foot or larger radius) |
| Duration: 10 hours, or until dispelled |
| You take 10 minutes to shape a tree nearby into shelter for the night, molding the trunk and twisting branches around to create a 10-foot radius, 20-foot-tall, shelter inside the tree. Nine creatures of medium or smaller size can fit inside the tree with you. The spell fails if its area includes a larger creature or more than nine creatures. There is a door that up to nine creatures you designate can walk through. This must include all creatures inside the tree during casting and can include other creatures of your choice up to nine total. You can change this designation any time, but creatures who were inside at the time of casting will always be allowed to move in and out. All other creatures are magically barred from passing through the walls or door, and spells and magical effects can’t extend through the edges of the spell’s area or be cast through it. The atmosphere inside the tree is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the inside to become dimly lit or dark, and you can create and dispel one-way windows so that you can see outside but nobody can see inside. If you spend 24 hours casting this spell, the spell becomes permanent and the home will exist until dispelled. If you die, you may designate an heir to be able to control the interior as described, such as by creating and removing windows as if they had cast the spell. Similarly, you can designate heirs for the other nine creatures who are allowed to enter and leave the home. |
Tunneling
| Spell Lists: Druid, Ranger |
| 2nd-level transmutation |
| Casting Time: 1 action |
| Range: Self |
| Components: S, M (a badger claw) |
| Duration: Concentration, up to 1 minute |
| You gain a burrowing speed of 20 feet. |
Veritas
| Spell Lists: Bard |
| 9th-level enchantment |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S, M (a length of string) |
| Duration: 10 minutes |
| You ward against lies, inflicting punishment on any who would deceive you. You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature may not be aware of the spell, but can be evasive in its answers as long as it remains within the boundaries of the truth. Creatures that lie while under this spell’s influence take 7d12 psychic damage each time they tell a direct and deliberate lie. If they fall to zero hit points as a result of this damage, they make death saving throw as usual. Creatures who survive these death saving throws are subject to long term madness. |
Visions of Futures Past
| Spell Lists: Sorcerer, Wizard, Cleric Must be a Monstorian to cast |
| 1st-level divination |
| Casting Time: 1 action |
| Range: 30 feet |
| Components: V |
| Duration: Instantaneous |
| You target one creature within range that you can see. The target must make a Wisdom saving throw. On a failure, they take 1d10 psychic damage. On a success, they take half damage. In addition, if they fail the save, you see a vision of their past, present, or future. The GM will roll a d6. On a 1-2, you see their past. On a 3-4, you see their present, and on a 5-6, you see their future. This roll is done in secret and your character will not know when the vision is from. The GM can choose to use this spell to reveal plot points or roll a d20 to determine the relevance of the vision. On a 1, the vision has nothing to do with the current plot and the target is not paying attention to anything that would reveal important information in the present. On a 2-4, the vision is related to what the target is currently thinking or seeing. On a 5-9, the vision reveals something about the person that could potentially be exploited. On a 10-14, the caster sees acquaintances or locations of importance to the character. On a 15-19, the castor learns information that will help further the campaign of the castor’s personal goals if they are known. On a 20, the castor can specify what they are looking for and will see something at least somewhat related. The vision happens in seconds in real time, but the moment revealed can be up to 1 minute long. If the psychic damage kills the target, the spell ends and no vision occurs. |
Vortex
| Spell Lists: Cleric, Warlock |
| 5th-level conjuration |
| Casting Time: 1 action |
| Range: 60 feet |
| Components: V, S, M (an otherworldly object or representation) |
| Duration: Instantaneous |
| You target one creature or object of no more than medium size. The target must succeed on a Charisma saving throw or blink out of existence for a moment as they are dragged through the elemental chaos, taking 1d8 each of acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, radiant, slashing, and thunder damage, for a total of 12d8 damage. If the target is an object, it is destroyed and does not return. |
Whirlwind
| Spell Lists: Monk |
| 1st-level evocation |
| Casting Time: 1 action |
| Range: 90 feet |
| Components: V, S, M (some water or a pinch of salt) |
| Duration: 1 minute |
| You create a small tunnel of wind that projects towards your target, hitting them forcefully. The target must make a Dexteriity saving throw against your spell save DC, taking 2d10 cold damage and being knocked back 15 feet. On a failure, they take no damage and are not knocked back. Objects automatically fail this saving throw. |
| At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 1d10 cold damage for each slot level above 1st. |
Wind Wave
| Spell Lists: Monk |
| 4th-level evocation |
| Casting Time: 1 reaction when targeted with an attack |
| Range: 90 feet |
| Components: S |
| Duration: 1 minute |
| You swoop dramatically out of the way of an attack, assailing a nearby target with a gust of wind as you move. Make a Dexterity saving throw against the attack roll. On a success, you move out of the way and take no damage. On a failure, you take half damage as the blow glances you. Next, make a spell attack against your target’s AC. On a hit, the target takes 1d10 cold damage. |
Windstorm
| Spell Lists: Wizard |
| 5th-level evocation |
| Casting Time: 1 action |
| Range: Self (30-foot radius sphere) |
| Components: V, S |
| Duration: Concentration, Up to 1 minute |
| You agitate the air around you, swirling and turning it in different directions. This storm does not affect you and up to 3 creatures you designate. As the storm grows, it has the following effects: When you first cast the spell, any objects of tiny or smaller size are throw in the air. Any creatures in the area must make a Dexterity saving throw against your spell save DC. On a failure, small or larger creatures are knocked off balance and have disadvantage on their next attack roll. Tiny creatures who fail this saving throw are hurled into the air and cannot attack until they use an action to grab ahold of something, allowing them to return to the ground. On each subsequent turn, the winds increase and become more erratic. Creatures must repeat this saving throw, but creatures and objects of greater size will be thrown in the air on a failure. Increase the size of the creatures that are tossed in the air by one size at the start of each of your turns. For example, on the beginning of your first turn after casting, small sized creatures may be thrown in the air. Creatures in the air will take 3d8 bludgeoning damage at the start of their turn. The spell ends if the caster loses concentration. If this spell is cast outdoors during windy weather, it deals twice as much damage. |
| At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, roll an additional 1d8 bludgeoning damage for each slot level above 5th. |