TEXT:  
   
   
   
   
   
  
   
  1 
  CREDITS 
  Designer: Kyle Wagner-Totty 
  Editor: Ryan Langr 
  Template: Simple Microsoft Word Template by Laura 
  Hirsbrunner 
  Cover Illustrator: Ripley 
  Interior Illustrators: Roselysium (Scribe headshot), Kyle Wagner-
  Totty (Scribbles) 
  Playtesters: Kooper Totty, Charles Krupa, Outfoxedraider, Kevin 
  Totty, Aria 
   
  ON THE COVER 
  Currently in the process of taking a break from taking notes, 
  Scribe the kenku wizard draws a stick figure in an empty book to 
  order to clear his mind by candlelight. 
  This beautifully drawn hand is done by Ripley, who did an 
  amazing job helping to contrast the poorly drawn magic staff with 
  the amazingly lit and well-drawn hand.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Disclaimer: The bending of spells as shown within this product, while possible, is not recommended unless you are an expert in such matters. Spell warping can result in many 
  serious and unintended results, the most important of which is death. Scribe is not responsible for the misuse of spells but unprepared spell casters. 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product 
  names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  pp 
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2020 by Kyle Wagner-Totty and published under the Community Content Agreement for Dungeon Masters Guild. 
   
  
   
  2 
   
  TABLE OF CONTENTS  
  Credits .................................................................................... 1 
  Table of Contents.................................................................. 2 
  Introduction .......................................................................... 3 
  Spells by Class ................................................................................3 
   
   
   
  WHO IS SCRIBE? 
  Scribe is a kenku wizard who, through the study of 
  transmutation and magic items, has gained the ability to 
  talk and create. He is currently researching how to gain 
  wings as well and wants to share the information he has 
  found with the rest of the kenku race.  
   
  He also discovered the Lost Vaults, a vast underground 
  vault filled with magical items from a lost age that  he 
  studies and sells to fund his research. He uses what he has 
  found to help the world and protect it from the more 
  dangerous items he finds there.  
   
  He also needs to take a break every now and then, so he 
  scribbles and writes in his free time, leading to these 
  footnotes! Scribe is more of a writer than an artist, but that 
  does not stop him from scribbling to help relax.  
   
   
  
   
  3 
  INTRODUCTION 
  This is a collection of fourth edition spells, originally 
  called “powers” that have been converted into fifth 
  edition. These spells have been pulled from The Players 
  Handbook which only covers the cleric, paladin, warlock, 
  and wizard. Fourth edition was very combat oriented, so 
  the fifth edition spells are similarly so. This gives classes 
  like cleric more options for dealing damage, wizards 
  access to different damage types, and rangers ACTUAL 
  melee spells.  
   
  SPELLS BY CLASS 
   
  This section provides information on which classes can 
  cast what spells that are found in Scribes Recovered 
  Spellbooks. Spells are provided by spell level first, then in 
  alphabetical order. 
   
  TRIGGER WARNING: SOME 
  SPELLS WITHIN THIS PRODUCT 
  DEAL WITH IDEAS SUCH AS 
  BODY HORROR AND MIND 
  CONTROL. 
   
   
  ARTIFICER   
   
  CANTRIPS (0 LEVEL) 
  Acid Orb 
  Static Shock 
   
  1ST LEVEL 
  Dazzling Ray 
  Impelling Force 
  Inspire Competence 
  Reinforce Minion 
  Shielding Cube 
  Spike Wire 
  Stone Breaker 
  Stretch Spell 
   
  2ND LEVEL 
  Arcane Empowerment 
  Aspect of Agility 
  Brittle-leg Missiles 
  Healing Reserve 
  Relentless Harrier 
  Serpentine Blast 
  3RD LEVEL 
  Adamantine Echo 
  Barbed Automaton 
  Blade Step 
  Clockroach Swarm 
  Crushing Sphere 
  Energy Shroud 
   
  4TH LEVEL 
  Channel Endurance 
  Vorpal Edge 
   
  5TH LEVEL 
  Chaos Weapon 
   
   
  BARD   
   
  CANTRIPS (0 LEVEL) 
  Acid Orb 
  Misdirected Mark 
  Static Shock 
   
  1ST LEVEL 
  Dazzling Ray 
  Impelling Force 
  Inspire Competence 
  Quick Friends 
   
  2ND LEVEL 
  Great Shout 
  Serpentine Blast 
  Trickster’s Healing 
  Wellspring of Renewal 
   
  3RD LEVEL 
  Crushing Sphere 
  Thunderfall 
  Unluck 
   
  
   
  4 
  5TH LEVEL 
  Burst of Storms 
  Mind Hammer 
  Scintillating Starburst 
  Sequestering Word 
  Whirling Blades 
   
  6TH LEVEL 
  Blink Zone 
  Masks of Menace 
   
  7TH LEVEL 
  Prismatic Explosion 
   
  8TH LEVEL 
  Fey lure 
  Mirrored Entourage 
   
  9TH LEVEL 
  Spellbind 
   
  CLERIC    
   
  CANTRIPS (0 LEVEL) 
  Bond of Pursuit 
  Bond of Retribution 
  Grasping Shards 
  Radiant Vengeance 
   
  1ST LEVEL 
  Blades of Astral Fire 
  Blessing of Vengeance 
  Bloodletting 
  Enmity’s Reach 
  Shared Madness 
   
  2ND LEVEL 
  Healing Reserve 
  Trickster’s Healing 
  Wellspring of Renewal 
  Wraith of the Divine 
   
  3RD LEVEL 
  Temple of Shadow 
   
   
  5TH LEVEL 
  Sequestering Word 
  Sigil of Carceri 
   
  6TH LEVEL 
  Astral Fury 
  Vengeful Revenant 
   
  7TH LEVEL 
  Vengeful Revenant 
  Temple of Respite 
   
  9TH LEVEL 
  Final Oath 
   
  DRUID 
   
  CANTRIPS (0 LEVEL) 
  Flame Seed 
  Howling Strike 
  Storm Spike 
   
   
  1ST LEVEL 
  Bloodletting 
  Inspire Competence 
  Poisonous Exhalation 
  Spectral Claws 
  Stone Breaker 
  Tempest Breath 
  Wind Prison 
   
  2ND LEVEL 
  Aspect of Agility 
  Great Shout 
  Wellspring of Renewal 
   
  3RD LEVEL 
  Contagious Curse 
  
   
  5 
  Swirling Wind 
  Thunderfall 
   
   
  4TH LEVEL 
  Channel Endurance 
  Mountain  Grasp 
   
  5TH LEVEL 
  Burst of Storms 
  Devouring Ice 
  Primal Instinct 
  Scintillating Starburst 
   
  6TH LEVEL 
  Poisonous Evasion 
   
  8TH LEVEL 
  Fey lure 
  Unyielding Roots 
   
  9TH LEVEL 
  Leechlife Thorns 
   
   
  PALADIN    
   
  1ST LEVEL 
  Blades of Astral Fire 
  Blessing of Vengeance 
  Enmity’s Reach 
  Shared Madness 
  Stone Breaker 
   
  2ND LEVEL 
  Executioner’s Cloak 
  Healing Reserve 
  Wellspring of Renewal 
  Wraith of the Divine 
   
  3RD LEVEL 
  Barbed Automaton 
  Blade Step 
  Energy Shroud 
   
   
   
  4TH LEVEL 
  Channel Endurance 
  Mountain Grasp 
   
  5TH LEVEL 
  Fatal Strike 
  Sequestering Word 
  Sigil of Carceri 
   
   
  RANGER   
   
  1ST LEVEL 
  Bloodletting 
  Enmity’s Reach 
  Wind Prison 
   
  2ND LEVEL 
  Aspect of Agility 
  Executioner’s Cloak 
   
  3RD LEVEL 
  Barbed Automaton 
  Energy Shroud 
  Swirling Wind 
   
  4TH LEVEL 
  Channel Endurance 
  Vorpal Edge 
   
  5TH LEVEL 
  Fatal Strike 
   
  SORCERER 
   
  CANTRIPS (0 LEVEL) 
  Acid Orb 
  Chaos Shard 
  
   
  6 
  Flame Seed 
  Grasping Shards 
  Misdirected Mark 
  Radiant Vengeance 
  Storm Spike 
   
  1ST LEVEL 
  Bloodletting 
  Dazzling Ray 
  Flame Spiral 
  Poisonous Exhalation 
  Quick Friends 
  Shielding Cube 
  Spectral Claws 
  Spike Wire 
  Stretch Spell 
  Tempest Breath 
   
  2ND LEVEL 
  Acidic Implantation 
  Arcane Empowerment 
  Aspect of Agility 
  Great Shout 
  Serpentine Blast  
   
  3RD LEVEL 
  Adamantine Echo 
  Contagious Curse 
  Crushing Sphere 
  Swirling Wind 
  Temple of Shadow 
  Thunderfall 
   
  4TH LEVEL 
  Chaos Link 
  Devour Magic 
   
  5TH LEVEL 
  Burst of Storms 
  Devouring Ice 
  Mind Hammer 
  Primal Instinct 
  Scintillating Starburst 
  Whirling Blades 
   
  6TH LEVEL 
  Astral Fury 
  Blink Zone 
  Chaos Sanctuary 
  Poisonous Evasion 
   
  7TH LEVEL 
  Prismatic Explosion 
   
  8TH LEVEL 
  Black Breath 
  Twin Step 
  Words of Chaos 
   
  9TH LEVEL 
  Endless Acid 
   
  WARLOCK 
   
  CANTRIPS (0 LEVEL) 
  Bond of Pursuit 
  Bond of Retribution 
  Chaos Shard 
  Grasping Shards 
  Howling Strike 
  Storm Spike 
   
  1ST LEVEL 
  Blessing of Vengeance 
  Bloodletting 
  Flame Spiral 
  Impelling Force 
  Poisonous Exhalation 
  Quick Friends 
  Spectral Claws 
   
  2ND LEVEL 
  Acidic Implantation 
  Brittle-leg Missiles 
  Executioner’s Cloak 
   
   
  
   
  7 
  3RD LEVEL 
  Barbed Automaton 
  Blade Step 
  Contagious Curse 
  Energy Shroud 
  Temple of Shadow 
  Unluck 
   
  5TH LEVEL 
  Mind Hammer 
  Scintillating Starburst 
  Sequestering Word 
  Whirling Blades 
   
  6TH LEVEL 
  Masks of Menace 
   
  8TH LEVEL 
  Black Breath 
  Mirrored Entourage 
  Twin Step 
   
  9TH LEVEL 
  Leechlife Thorns 
  Spellbind 
   
  WIZARD 
   
  CANTRIPS (0 LEVEL) 
  Acid Orb 
  Chaos Shard 
  Flame Seed 
  Grasping Shards 
  Misdirected Mark 
  Static Shock 
  Storm Spike 
   
  1ST LEVEL 
  Bloodletting 
  Flame Spiral 
  Quick Friends 
  Shielding Cube 
  Spike Wire 
  Tempest Breath 
   
  2ND LEVEL 
  Aspect of Agility 
  Relentless Harrier 
  Serpentine Blast 
   
  3RD LEVEL 
  Blade Step 
  Crushing Sphere 
  Temple of Shadow 
   
  5TH LEVEL 
  Burst of Storms 
  Chaos Weapon 
  Devouring Ice 
  Mind Hammer 
  Scintillating Starburst 
  Whirling Blades 
   
  6TH LEVEL 
  Blink Zone 
  Masks of Menace 
  Poisonous Evasion 
   
  7TH LEVEL 
  Prismatic Explosion 
   
  8TH LEVEL 
  Black Breath 
  Fey lure 
  Mirrored Entourage 
  Twin Step 
   
  9TH LEVEL 
  Endless Acid 
  Spellbind 
   
   
   
   
   
   
   
  
   
  8 
  ACID ORB  
  Evocation cantrip  
  Class: Artificer, Bard, Sorcerer, Wizard  
  Casting Time: 1 action 
  Range: 120 feet  
  Components: V, S 
  Duration: Instantaneous 
   
  With the quick flick of the wrist, you can quickly release a 
  small orb of burning acid. Choose a creature in range. As an 
  action, the chosen creature must succeed on a Dexterity 
  saving throw or take 1d6 acid damage. This ranged spell 
  does not suffer disadvantage against attacking creatures 
  within 5 feet of you.   
     At Higher Levels. The spell's damage increases by 1d6 
  when you reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
   
   
  BOND OF PURSUIT 
  Abjuration cantrip 
  Class: Cleric, Warlock 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: Instantaneous 
  As you strike a foe with your weapon, you recite a magic 
  oath to follow your foe to the ends of the earth. As part of 
  the action used to cast this spell, you must make a melee 
  attack with a weapon against one creature within the 
  spell's range, otherwise the spell fails. On a hit, the target 
  suffers the attack's normal effects. If the damaged creature 
  does not end its next turn within 5 feet of you, on your next 
  turn you gain a bonus to your movement speed equal to 5 
  times your spellcasting modifier until the end of your next 
  turn. 
     At Higher Levels. At 5th level, the melee attack deals an 
  extra 1d6 radiant or necrotic damage to the target. The 
  damage rolls increase by 1d6 at 11th (2d6) level and 17th 
  level (3d6). 
   
   
   
  BOND OF RETRIBUTION 
  Evocation cantrip 
  Class: Cleric, Warlock 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: Instantaneous 
  As you strike a foe with your weapon, you recite a magic 
  oath that punishes your foe for being outside assistance. 
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  target suffers the attack's normal effects. Until the start of 
  your next turn, if a hostile creature other than the 
  damaged one hits or misses you with an attack or spell, the 
  damaged creature takes an amount of radiant or necrotic 
  damage equal to your spellcasting modifier. 
     At Higher Levels. At 5th level, the melee attack deals an 
  extra 1d6 radiant or necrotic damage to the target, and the 
  amount of damage to the damaged creature takes 
  increases to 1d6 + your spellcastingability modifier. Both 
  damage rolls increase by 1d6 at 11th level (2d6) and 17th 
  level (3d6). 
   
   
  CHAOS SHARD  
  Evocation cantrip  
  Class: Sorcerer, Wizard, Warlock  
  Casting Time: 1 action 
  Range: 60 feet  
  Components: V, S 
  Duration: Instantaneous 
   
  You release a small shard of chaotic energy towards the foe 
  as it assumes a form that suits your needs. Choose a 
  damage type other than slashing, piercing, or 
  bludgeoning. Make a ranged spell attack against a creature 
  in range. On hit, the creature takes 1d6 damage of the 
  chosen damage type.  
     At Higher Levels. The spell's damage increases by 1d6 
  when you reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
   
   
  FLAME SEED 
  Evocation cantrip 
  Class: Druid, Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: 60 feet (5-foot radius) 
  Components: V, S 
  Duration: Instantaneous 
  You hurl a small bead of fire energy at the creature, which 
  explodes and set the ground alight around the creature. 
  Make a range spell attack against a creature in range. On 
  hit, the creature takes 1d6 fire damage and all spaces 
  within 5 feet of the creature are set of fire until the end of 
  the creature’s next turn. Whenever a creature starts their 
  turn in the fire, or enters it, they take must succeed on a 
  Constitution saving throw or take fire damage equal to 
  your spellcasting modifier.  
  At Higher Levels. The spell's damage increases by 1d6 
  when you reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
   
   
   
   
  
   
  9 
  GRASPING SHARDS 
  Evocation cantrip  
  Class: Cleric, Sorcerer, Wizard, Warlock 
  Casting Time: 1 action 
  Range: 60 feet  
  Components: V, S, M (a small glass orb) 
  Duration: Instantaneous 
   
  You launch a small crystal-light sphere of energy at a foe, 
  which has the ability to shatter into many pieces if they 
  have harmed an ally. Make a ranged spell attack against a 
  creature in range. On hit, the creature takes 1d8 radiant 
  damage. If the damaged creature dealt damage to an allied 
  creature during their last turn, the damaged creature also 
  takes an additional amount of slashing damage equal to 
  your spellcasting modifier. 
     At Higher Levels. The spell's damage increases by 1d8 
  when you reach 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8). 
   
   
  HOWLING STRIKE 
  Transmutation cantrip 
  Class: Druid, Warlock 
  Casting Time: 1 action 
  Range: Special 
  Components: V, S, M (a weapon) 
  Duration: Instantaneous 
  You dash forward, releasing a scream that empowers you 
  to move further than normal. As part of the action used to 
  cast this spell, you move your full movement. As a part of 
  this movement, you can move an additional 10 feet until 
  the end of your turn. You then must make a melee attack 
  with a weapon against one creature. On a hit, the target 
  suffers the attack's normal effects.  
     At Higher Levels. At 5th level, you can move an addition 10 
  feet until the end of your turn and the melee attack deals 
  an extra 1d6 thunder damage to the target. The damage 
  rolls increase by 1d6 and movement speed increased by 10 
  feet at 11th level (2d6, +30 feet) and 17th level (3d6; +40 
  feet). 
   
   
  MISDIRECTED MARK 
  Evocation cantrip 
  Class: Bard, Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  A bolt of force shoots forth from an ally’s location, letting 
  the attacked creature misperceive the source of the attack. 
  Make a ranged spell attack roll against a target in range. On 
  hit, they take 1d4 force damage. Then choose an allied 
  creature in range. The damaged creature must succeed on a 
  Wisdom saving throw or believes the attack came from the 
  allied creature. The damaged creature suffers disadvantage 
  on attack rolls made against creatures other than the 
  chosen ally until the end of their next turn. 
     At Higher Levels. The spell's damage increases by 1d4 
  when you reach 5th level (2d4), 11th level (3d4), and 17th 
  level (4d4). 
   
  RADIANT VENGEANCE 
  Abjuration cantrip 
  Class: Cleric, Sorcerer 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You utter a curse of radiant energy on a foe and drain 
  power from their wounds. Target a creature you can see in 
  range. The targeted creature must succeed on a Charisma 
  saving throw. On a failed save, the creature takes 1d4 
  radiant damage and you gain temporary hit points equal to 
  1d4 plus your spellcasting modifier until the end of your 
  next turn. 
     At Higher Levels. The spell's damage increases by 1d4 
  when you reach 5th level (2d4), 11th level (3d4), and 17th 
  level (4d4). 
   
   
   
   
   
   
   
   
   
   
   
   
  STATIC SHOCK 
  Evocation cantrip 
  Class: Artificer, Bard, Wizard 
  Casting Time: 1 action 
  Range: Varies 
  Components: V, S, M (a weapon) 
  Duration: Instantaneous 
  You use your weapon to transmit a static shock to a 
  creature. As part of the action used to cast this spell, you 
  must make a weapon attack against one creature, 
  otherwise the spell fails. On hit, the target suffers the 
  attack's normal effects and takes an additional 1d4 lighting 
  damage. Additionally, until the end of their next turn, the 
  creature suffers a penalty to their next damage roll equal 
  to your spellcasting modifier. 
     At Higher Levels. The spell's damage increases by 1d4 
  when you reach 5th level (2d4), 11th level (3d4), and 17th 
  level (4d4) 
   
   
  
   
  10 
  STORM SPIKE 
  Evocation cantrip 
  Class: Druid, Sorcerer, Wizard, Warlock 
  Casting Time: 1 action 
  Range: 60 feet  
  Components: V, S 
  Duration: Instantaneous 
  You attempt to imbed a shard of lightning that charges the 
  air around you into a foe, punishing them for not moving 
  away. Make a ranged spell attack against a creature in 
  range. On hit, the creature takes 1d8 lighting damage. 
  Additionally, if the damaged creature does not move at 
  least 10 feet by the end of their next turn, they take an 
  additional amount of lighting damage equal to your 
  spellcasting modifier.  
     At Higher Levels. The spell's damage increases by 1d8 
  when you reach 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8). 
   
   
  BLADES OF ASTRAL FIRE 
  1st-level abjuration 
  Class: Cleric, Paladin 
  Casting Time: 1 action 
  Range: 30 feet (10-foot cube) 
  Components: V, S, M (a small glass orb) 
  Duration: 1 round 
    
  You summon blades of light that stab into foes then turn 
  into shields for your allied. Choose a location in range. 
  That location becomes the center of a 10-foot-cubed rain 
  of holy light swords from above. All hostile creature in the 
  cube must succeed on a Dexterity saving throw or take 2d4 
  radiant damage. All allied creatures in the cube gain a +1 
  bonus to their AC until the start of your next turn.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d4 for each spell slot used above 1st level. 
   
   
   
  BLESSING OF VENGEANCE 
  1st-level abjuration 
  Class: Cleric, Paladin, Warlock 
  Casting Time: Special 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
  You recite a quick word to your higher powers and they 
  grant you a reward for taking down a foe. As a reaction 
  when you kill a Medium or larger hostile creature, you gain 
  3d4 temporary hit points for the duration of the spell.  
     At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the temporary hit points 
  increases by 1d4 for each spell level above 1st. 
   
   
   
   
   
   
   
   
   
  BLOODLETTING 
  1st-level necromancy 
  Class: Ranger, Druid, Cleric, Sorcerer, Warlock, Wizard 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (an empty vial) 
  Duration: Instantaneous 
  You draw out the blood from the wounds of a creature. 
  Choose a creature in range. The chosen creature must 
  make a Constitution saving throw. The creature takes 2d8 
  necrotic damage on a failed save or half as much on a 
  success. If the creature is missing any of its hit points, the 
  creature takes 2d12 necrotic damage instead, or half as 
  much on a successful save.  
     At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 
  1d8/1d12 for each spell level above 1st. 
   
   
  DAZZLING RAY 
  1st-level evocation 
  Class: Artificer, Bard, Sorcerer 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a magnifying glass)  
  Duration: Instantaneous 
    
  You point toward the face of a creature and release a beam 
  of light form your finger that burns the eyes and reduces 
  eyesight. Choose a creature in range. The chosen creature 
  must succeed on a Constitution saving throw or take 3d4 
  radiant damage, and has a penalty to their attack rolls 
  equal to your spellcasting modifier until the end of your 
  next turn.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  2d4 for each spell slot used above 1st level. 
   
   
   
   
  
   
  11 
  ENMITY’S REACH 
  1st-level evocation 
  Class: Ranger, Cleric, Paladin, 
  Casting Time: 1 action 
  Range: Self (10-foot radius) 
  Components: V, S  
  Duration: Instantaneous 
  You unleash a clash of thunder behind foes and draw them 
  closer toward you. All creatures within a 10-foot radius 
  must make a Dexterity saving throw. On a failed save, they 
  take 2d8 thunder damage and are pulled to be within 5 feet 
  of you.  
     At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 1d8 for 
  each spell level above 1st. 
   
   
  FLAME SPIRAL 
  1st-level evocation 
  Class: Sorcerer, Wizard, Warlock 
  Casting Time: 1 action 
  Range: Self (20-foot-radius sphere) 
  Components: V, S, M (a dry leaf, twig of wood, or any other 
  flammable material for kindling of a fire) 
  Duration: 1 round 
    
  You release a massive burst of fire around you that causes 
  lingering heat that burns foes who stick around. You 
  release a 20-foot-radius sphere of flames centered on 
  yourself. All creatures in the sphere, excluding yourself, 
  must make a Dexterity saving throw. taking 4d4 fire 
  damage on a failure or half as much on a success. 
  Additionally, the heat from the fire lingers in the area 
  around you. Until the start of your next turn, whenever a 
  creature starts their turn or comes within 20 feet of you, it 
  takes an amount of fire damage equal to your spellcasting 
  modifier.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  2d4 for each spell slot used above 1st level. 
   
   
  IMPELLING FORCE 
  1st-level evocation  
  Class: Artificer, Bard, Warlock 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S 
  Duration: Instantaneous 
  You release a bolt of magnetic force that can draw an 
  enemy closer to an ally. Make a spell attack roll against a 
  creature in range. On hit, the creature takes 1d8 force 
  damage and is pulled 15 feet toward an allied creature of 
  your choice that you can see.  
     At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 1d8 
  and the distance pulled is increase by 5 feet for each spell 
  level above 3rd.  
   
   
   
   
   
   
   
  INSPIRE COMPETENCE 
  1st-level enchantment 
  Class: Artificer, Bard, Druid 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (an object or page of information 
  related to the chosen skill, which the spell consumes) 
  Duration: Concentration, up to 1 minute 
  You magically enhance your speech, allowing you and 
  others around you to fully grasp the nuances of a particular 
  skill. When you use the Help action for a skill check during 
  the spell’s duration, the creature can make the skill check 
  as if they were proficient in that skill. 
   
   
  POISONOUS EXHALATION 
  1st-level evocation 
  Class: Druid, Sorcerer, Warlock 
  Casting Time: 1 action 
  Range: Self (15-foot cone) 
  Components: V, S, M (any poisonous plant) 
  Duration: Instantaneous 
    
  You release a breath of poisonous gas from your mouth. 
  Each creature in a 15-foot cone must succeed on a 
  Constitution saving throw or take 2d6 poison damage and 
  become poisoned. A poisoned creature can repeat the 
  Constitution saving throw at the end of each of their turns, 
  ending the effect on itself on a success. 
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d6 for each spell slot used above 1st level. 
   
   
  QUICK FRIENDS 
  1st-level enchantment 
  Class: Bard, Sorcerer, Wizard, Warlock 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You make a magically enhanced convincing argument 
  against a creature attacking you or an ally. The targeted 
  creature must be able to hear you and understand your 
  language. The targeted creature makes a Wisdom saving 
  throw. On a failed save, choose yourself or an allied 
  creature in sight. The affected creature cannot attack or 
  cast spells at the chosen creature until the end of your next 
  turn. This effect ends early if they receive damage from 
  your chosen creature.  
   
   
   
  
   
  12 
  REINFORCE MINION 
  1st-level abjuration 
  Class: Artificer, Wizard 
  Casting Time: Special 
  Range: 60 feet 
  Components: V, S 
  Duration: 1 round 
    
  You send out a wave of force to protect a summoned or 
  created companion. As a reaction whenever a creature you 
  have summoned or created is targeted by an attack or 
  spell, you can give that creature a +5 bonus to AC, 
  including against the triggering attack, and they take no 
  damage from magic missile. 
   
   
  SHARED MADNESS 
  1st-level illusion 
  Class: Cleric, Paladin 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  You call upon the wrath of your god to sear into the mind 
  of your foe, which can echo into the minds of nearby foes. 
  Choose a creature in range. The creature must make a 
  Wisdom saving throw, taking 1d10 psychic damage on a 
  failure, or half as much on a success. Then choose another 
  creature within 15 feet of the original target. The second 
  creature takes 1d6 psychic damage on a failure, or half as 
  much on a successful save. 
     At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 
  1d10/1d6 for each spell level above 1st. 
   
   
  SHIELDING CUBE 
  1st-level abjuration 
  Class: Artificer, Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a iron cube inscribed with runes) 
  Duration: Instantaneous 
    
  A small cube of force inscribed with runes flies out and 
  bashes into the foe, warding allies against attacks from the 
  creature. Make a ranged spell attack. On hit, the creature 
  takes 1d4 force damage and has disadvantage on melee 
  attacks made against allied creatures until the end of their 
  next turn.   
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d4 for each spell slot used above 1st level.  
   
   
   
   
   
   
   
   
   
   
  SPECTRAL CLAWS 
  1st-level conjuration  
  Class: Druid, Sorcerer, Warlock 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You summon a set of invisible spectral claws that can rend 
  a foe while dragging them away. Make a ranged attack 
  against a creature in range. On hit, the creature takes 2d6 
  slashing damage. Additionally, for every even number you 
  roll on the damage dice for this attack, you can push  the 
  damaged creature 5 feet in any direction you choose.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d6 for each spell slot used above 1st level. 
   
   
  SPIKE WIRE 
  1st-level evocation 
  Class: Artificer, Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a small crystal) 
  Duration: Instantaneous 
    
  You throw out a bundle of barbed wire made of force, 
  wrapping around the target that digs into their skin. Make 
  a ranged spell attack. On hit, the creature takes 1d8 force 
  damage, and until the start of your next turn, they take an 
  additional 1d4 force damage from weapon attacks that hit 
  them. 
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 2nd level or higher, the initial damage 
  increases by 1d8, and the additional damage by 1d4 for 
  each spell slot used above 1st level. 
   
   
  STONE BREAKER 
  1st-level transmutation 
  Class: Artificer, Druid, Paladin 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You enchant yourself to more easily take down things that 
  are standing in your way. For the duration of the spell, 
  your weapons and spells deal double damage to objects, 
  walls, and structures. 
   
   
  
   
  13 
  STRETCH SPELL 
  1st-level evocation 
  Class: Artificer, Sorcerer 
  Casting Time: Special 
  Range: Self 
  Components: S 
  Duration: Instantaneous 
    
  You quickly modify your spell to to hit a creature at longer 
  distances. As a reaction when you cast a spell of 1st level or 
  higher that has a range of 5 feet or greater, you can 
  increase the range of the spell by an amount equal to 5 
  times your spellcasting modifier (minimum of +1)  
   
   
  TEMPEST BREATH 
  1st-level evocation 
  Class: Druid, Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: Self (15-foot cone) 
  Components: V, S 
  Duration: 1 round 
    
  You exhale a burning mist that burns foes and lingers in 
  the air. Each creature in a 15-foot cone must make a 
  Dexterity saving throw, taking takes 3d6 acid damage on a 
  failed save, or half as much damage on a success. 
  Additionally, the area the cone covers becomes lightly 
  obscured until the end of your next turn.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d6 for each spell slot used above 1st level. Additionally, 
  when you use a 4th-level or higher spell slot with this 
  spell, the area the cone covers becomes heavily obscured.  
   
   
  WIND PRISON  
  1st-level conjuration  
  Class: Druid, Ranger 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You summon a swirling gust of wind that surrounds a foe 
  that punishes them when they move from a location. 
  Choose a creature in range. That creature must succeed on 
  a Dexterity saving throw or a spiral gust of wind surrounds 
  the creature. While surrounded by this wind, melee attacks 
  against the creature have advantage and ranged attacks 
  against the creature suffer disadvantage. If the creature 
  moves from their current location while surrounded by the 
  winds, the spell ends early, and they fall prone and cannot 
  use the rest of their movement for the rest of their turn. 
   
   
   
   
   
   
   
   
   
   
  ACIDIC IMPLANTATION 
  2nd-level evocation 
  Class: Sorcerer, Warlock 
  Casting Time: 1 action 
  Range: 60 feet  
  Components: V, S, M (a vial of acid, which the spell 
  consumes) 
  Duration: Instantaneous 
    
  You attempt to implant a bubble of acid in a foe and hurl 
  the foe into its allies, hopefully dousing them all in acid. 
  Choose a creature in range. The chosen creature must 
  succeed on a Constitution saving throw or become 
  implanted with an acid-containing bubble and dragged 15 
  in any direction of your choosing. After being dragged, the 
  chosen creature is the center of a 10-foot-radius sphere of 
  acid. The target creature takes 5d8 acid damage and every 
  creature in the sphere must make a Dexterity saving 
  throw, taking 2d8 acid damage on a failure, or half as 
  much on a success.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d8 for each spell slot used above 2nd level. 
   
   
  ARCANE EMPOWERMENT 
  2nd-level evocation 
  Class: Artificer, Sorcerer 
  Casting Time: Reaction, when you cast an area-of-effect 
  spell 
  Range: Self 
  Components: S 
  Duration: Instantaneous 
    
  As you cast a spell, you weave signs and burn additional 
  energy in order to increase the size of the spell. As a 
  reaction whenever you cast a spell that has a cone, cube, 
  sphere, or radius, you can increase the size of the cone, 
  cube, sphere, or radius by 5 feet.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 3rd level or higher, the size of the cone, cube, 
  sphere, or radius increases by 5 feet for each spell slot used 
  above 2nd level. 
   
  IDEAL METAMAGIC  
  This spell would also work great as a metamagic option for 
  sorcerers as well. If you want to implement them for your Sorcerers, 
  grant them access to this new metamagic option:  
   
  Widen Spell 
  When you cast a spell that has a cone, cube, sphere, or radius, you 
  can spend 3 sorcerery points to double the size of the spell.  
   
   
   
   
   
  
   
  14 
  ASPECT OF AGILITY 
  2nd-level transmutation  
  Class: Artificer, Druid, Ranger, Sorcerer, Wizard 
  Casting Time: Reaction, when an opponent makes an 
  opportunity attack against you 
  Range: Self 
  Components: V, S, M (a small bundle of leaves wrapped in 
  thread) 
  Duration: Instantaneous 
  You enhance your body to move with increased speed to 
  avoid being hit. As a reaction when a creature makes an 
  opportunity attack against you, you can cause the 
  opportunity attack to have disadvantage. You gain a 15-
  foot bonus to your movement speed until the end of your 
  turn. In addition, you gain a +2 bonus to your AC and 
  Dexterity saving throws until the start of your next turn.  
   
   
  BRITTLE-LEG MISSILES 
  2nd-level transmutation 
  Class: Artificer, Warlock 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You release three darts of transmutation force that help 
  hinder a foe. Each dart hits a creature of your choice that 
  you can see within range. A dart deals 1 force damage to its 
  target and reduces their movement speed by 5 feet until 
  the end of their next turn. The darts all strike 
  simultaneously and you can direct them to hit one creature 
  or several. 
      At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the spell creates one more dart 
  for each slot level above 2nd. 
   
   
  EXECUTIONER’S CLOAK 
  2nd-level illusion  
  Class: Ranger, Paladin, Warlock 
  Casting Time: bonus action 
  Range: Special  
  Components: V, M (a weapon) 
  Duration: Instantaneous 
  A cloak of shadows descends on your body as you strike a 
  foe with your weapon, hiding you from their sight. As part 
  of the action used to cast this spell, you must make a 
  weapon attack with against one creature within the 
  weapon's range, otherwise the spell fails. On a hit, the 
  target suffers the attack's normal effects and you become 
  invisible to the damaged creature. The damaged creature 
  must make a Wisdom saving throw at the end of its turn, 
  ending the effect on itself on a success. 
     At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the weapon attack deals an extra 
  1d4 necrotic damage to the target for each spell level above 
  2nd. 
   
   
   
   
   
   
   
   
   
   
   
  GREAT SHOUT 
  2nd-level evocation 
  Class: Bard, Druid, Sorcerer 
  Casting Time: 1 action 
  Range: Self (15-foot radius) 
  Components: V 
  Duration: 1 round 
  You release a massive cry of fury that empowers your allies 
  and frightens your foes. Each hostile creature in range 
  must succeed on a Wisdom saving throw or be frightened 
  of you until the end of your next turn. Until the end of your 
  next turn, any allied creatures in range gain a bonus to 
  their next attack roll equal to your spellcasting modifier.  
   
   
  HEALING RESERVE  
  2nd-level evocation 
  Class: Artificer, Cleric, Paladin 
  Casting Time: reaction, when a creature in range regains 
  hit points 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You draw upon your power to allow an ally who is healing 
  to draw upon their body’s reserves in additional to their 
  healing. As a reaction whenever a creature in range regains 
  hit points, you can allow that creature to expend and roll 
  up to 2 of their Hit Die and increase the amount hit points 
  regained equal to the amount rolled.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 3rd level or higher, the creature can expend an 
  additional Hit Die for each spell slot used above 2nd level. 
   
   
  RELENTLESS HARRIER 
  2nd-level transmutation 
  Class: Artificer, Wizard 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
    
  You boost the abilities of a summoned or created 
  companion. Choose a summoned or created creature in 
  range. For the duration of the spell, the chosen creature 
  increases their movement speed by 10 feet and gains a +2 
  bonus to their AC and saving throws.  
   
   
  
   
  15 
  SERPENTINE BLAST 
  2nd-level evocation 
  Class: Artificer, Bard, Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (the skin of a snake) 
  Duration: Instantaneous 
    
  You release a bolt of thin lightning that deftly worms 
  through the air, ignoring your foes attempts to hide from 
  it. Choose a creature in range that you can see. The chosen 
  creature must make a Dexterity saving throw.  Due to the 
  nature of the spell, the chosen creature does not gain any 
  bonus from half or three-quarters cover when making the 
  Dexterity saving throw. The creature takes 2d10 lighting 
  damage on a failed save, or half as much on a success.  
      At Higher Levels. Whenever you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d10 for each spell slot used above 2nd level. 
   
   
   
   
   
   
   
   
   
   
   
  TRICKSTER’S HEALING 
  2nd-level evocation  
  Class: Bard, Cleric 
  Casting Time: reaction, when a hostile creature misses 
  with an attack 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You release a special healing magic that is formed from the 
  misfortune of an enemy.  As a reaction, when a hostile 
  creature misses with melee or spell attack against an allied 
  creature in range, you can heal the allied creature 1d8 hit 
  points.  
     At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the amount of hit point healed is 
  increased by 1d8 for each spell level above 2nd.  
   
   
  WELLSPRING OF RENEWAL 
  2nd-level evocation 
  Class: Bard, Druid, Cleric, Paladin 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
  You call upon a well of internal energy to push yourself 
  forward and cure yourself of harmful effects. You gain a 
  number of temporary hit points equal to your level plus 
  your spellcasting modifier for 1 minute. Additionally, if you 
  are poisoned, you are no longer poisoned.  
   
   
   
   
   
  WRAITH OF THE DIVINE 
  2nd-level transmutation  
  Class: Cleric, Paladin 
  Casting Time: reaction, when you are hit with a spell or 
  attack 
  Range: Self (30-foot radius) 
  Components: V, S 
  Duration: Instantaneous 
  After suffering a grievous blow, you call upon your deity to 
  summon forth your pain toward another foe. As a reaction 
  when you are hit with a spell or attack, you can choose a 
  creature other than one who dealt the damage to you 
  within a 30-foot radius. The chosen creature must make a 
  Dexterity saving throw. They take 3d8 radiant damage on a 
  failed save, or half as much on a success. If the damage you 
  receive is from a critical hit, the chosen creature makes the 
  saving throw at disadvantage.  
     At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the weapon attack deals an extra 
  1d8 radiant damage to the target for each spell level above 
  2nd. 
   
   
  ADAMANTINE ECHO 
  3rd-level abjuration 
  Class: Artificer, Sorcerer 
  Casting Time: 1 action 
  Range: Self (15-foot cube) 
  Components: V, S, M (a piece of adamantine) 
  Duration: 1 round 
    
  You unleash a massive echoing blast from your body that 
  hardens it for further battle. Each creature in a 15-foot 
  cube centered on you must succeed on a Constitution 
  saving throw take 3d6 thunder damage and an additional 
  amount of thunder damage at the start of their turn equal 
  to 1d6 plus your spellcasting modifier. Additionally, you 
  gain a +1 bonus to AC until the end of your next turn for 
  each creature that takes damage from this blast.   
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d6 for each spell slot used above 3rd level. 
   
   
  BARBED AUTOMATON  
  3rd-level evocation 
  Class: Artificer, Ranger, Paladin, Warlock 
  Casting Time: 1 action 
  Range: 60 feet  
  Components: V, S, M (A piece of barbed wire) 
  Duration: 1 round 
    
  You create a wound ball of barbed-wire energy that can 
  spring to life in a location within range. The ball of wire 
  lasts until the end of your next turn. Whenever a creature 
  starts their turn or moves inside or adjacent to the ball of 
  energy, make a spell attack against the target (no action 
  required). On hit, they take 4d10 force damage and their 
  speed is reduced by half until the end of their next turn 
   
   
  
   
  16 
  BLADE STEP 
  3rd-level conjuration 
  Class: Artificer, Paladin, Warlock, Wizard 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (a weapon)  
  Duration: Instantaneous 
  You swing a weapon down on a foe, which then rips a hole 
  in space you  can use to move closer to the fray. As part of 
  the action used to cast this spell, you must make 2 weapon 
  attacks against one creature within the weapon's range, 
  otherwise the spell fails. Regardless of whether the attacks 
  hit or not, you teleport up to 50 feet away to an unoccupied 
  location that you can see. The unoccupied location must be 
  as close to another hostile creature as possible. 
     At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the weapon attack deals an extra 
  1d4 force damage to the target for each spell level above 
  3rd. 
   
   
  CLOCKROACH SWARM  
  3rd-level conjuration  
  Class: Artificer 
  Casting Time: 1 action 
  Range: 60 feet (10-foot cube) 
  Components: V, S, M (a small mechanical or clockwork 
  bug) 
  Duration: Concentration, up to 1 minute 
   
   You replicate a massive swarm of clockwork bugs that 
  crawl over foes that you can control from a distance. 
  Choose a location in range. That location becomes the 
  center of a 10-foot cube of clockwork bugs that crawl along 
  the floor. As a bonus action on each of your turns, you can 
  move the 10-foot cube of bugs up to 30 feet.  
   
  Whenever a creature starts their turn inside of the cube or 
  enters the cube, they immediately take an amount of 
  piercing damage equal to your spellcasting modifier. If a 
  creature ends their turn inside the cube, all melee and spell 
  attacks against the creature have advantage.  
   
   
  CONTAGIOUS CURSE  
  3rd-level conjuration 
  Class: Druid, Sorcerer, Warlock 
  Casting Time: 1 action 
  Range: 60 feet (15-foot sphere) 
  Components: V, S, M (a vial of poison, which the spell 
  consumes) 
  Duration: Concentration, up to 1 minute 
   
  You curse an enemy to emit a toxic cloud of gas from their 
  body, which has the ability to spread to nearby foes. 
  Choose a creature in range. The chosen creature must 
  succeed on a Constitution saving throw or the creature’s 
  body becomes the center of a 10-foot-radius sphere of 
  poisonous gas that moves with the creature.  
   
  Any creature that starts their turn inside of the sphere or 
  enters the sphere must make a Constitution saving throw, 
  taking 3d6 poison damage on a failure, or half as much on 
  a success. Additionally, whenever a creature takes poison 
  damage from this spell by failing the saving throw, they 
  become the center of their own 15-foot-radius sphere of 
  poisonous gas that moves with them. Whenever a creature 
  makes a successful save against this spell, they end the 
  effect on themselves. You can only curse a total number of 
  creatures equal to 3 plus your spellcasting modifier 
  (minimum of 1) with this spell.  
   
  The effects of these spheres overlap with one another. 
  When a creature starts their turn inside of, or enters 
  multiple overlapping spheres of gas, they are only required 
  to make a single Constitution saving throw, but they take 
  an amount of poison damage equal to 3d6 times the 
  number of spheres they are inside. Additionally, when 2 
  spheres overlap, the area they overlap becomes lightly 
  obscured. When 4 or more spheres overlap, the area they 
  overlap becomes heavily obscured.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 4th level or higher, you can curse an additional 
  2 creatures and the damage increases by 1d6 for each spell 
  slot used above 3rd level. 
   
   
  CRUSHING SPHERE 
  3rd-level evocation 
  Class: Artificer, Bard, Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (Small glass orb) 
  Duration: Concentration, up to 1 minute 
    
  You summon a sphere of force around a creature that 
  attempts to collapse on them, crushing and restraining 
  them. Choose a creature in range. The chosen creature 
  must make a Strength saving throw. On a failed save, they 
  take 3d10 bludgeoning damage and are restrained. On a 
  successful save they take half as much damage and are not 
  restrained. While you are concentrating on this spell, you 
  can use a bonus action to crush the creature further, 
  dealing 2d6 bludgeoning to them. The restrained creature 
  can succeed on a Strength (Athletics) or Dexterity 
  (Acrobatics) check against your spell save DC to escape the 
  sphere as an action on their turn.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 4th level or higher, the initial damage 
  increases by 1d10 for each spell slot used above 3rd level. 
   
   
   
   
  
   
  17 
  DISTRACTING SHOUT 
  3rd-level evocation  
  Class: Bard 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You shout at a creature with such force that their attention 
  is focused on you. The targeted creature must make a 
  Wisdom saving throw. On a failed save, they suffer 4d8 
  thunder damage and have disadvantage on opportunity 
  attacks until the start of their next turn. They take half as 
  much damage on a successful save and suffer no penalty. 
      At Higher Levels. Whenever you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d8 for each spell slot used above 3rd level. 
   
   
  ENERGY SHROUD  
  3rd-level evocation 
  Class: Artificer, Ranger, Paladin, Warlock 
  Casting Time: 1 action 
  Range: Self (10-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
    
  You summon a shroud of arcane energy that punishes 
  those who get too close to you. For the duration of the 
  spell, whenever a creature within a 10-foot radius of you 
  makes an attack against you or casts a spell against you, 
  they must make a Dexterity saving throw. They take 3d12 
  force damage on a failure, or half as much on a success.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d12 for each spell slot used above 3rd level. 
   
   
  SWIRLING WIND  
  3rd-level conjuration  
  Class: Druid, Ranger, Sorcerer 
  Casting Time: 1 action 
  Range: 15-foot cone 
  Components: V, S, M (a fan) 
  Duration: Concentration, up to 1 minute 
  You conjure a cone of wind that can pull foes toward you. 
  You summon a 15-foot cone from your hands. Each 
  creature in the cone must succeed on a Strength saving 
  throw or take 3d8 bludgeoning damage and be pulled 15 
  toward you. If you successfully pull more than one 
  creature, each creature that is pulled takes an additional 
  amount of bludgeoning damage equal to your spellcasting 
  modifier time the number of creatures pulled.  
      At Higher Levels. Whenever you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d8 and the range of the cone increases by 5 feet for each 
  spell slot used above 3rd level. 
   
   
   
   
   
   
   
   
   
   
  TEMPLE OF SHADOW 
  3rd-level illusion 
  Class: Cleric, Sorcerer, Warlock, Wizard 
  Casting Time: 1 action 
  Range: 60 feet (5-foot radius) 
  Components: S, M (coal powder, ink, tar, or any other 
  black substance smeared on the back of your hand)  
  Duration: Concentration, up to 1 minute 
  You create an odd illusion on a creature that pulls the 
  shadows from underneath the creature, creating walls that 
  allows one to see but not touch your allies. Choose a 
  creature in range. The creature must succeed on a 
  Charisma saving throw or a 5-foot radius of shadowed 
  walls surround the creature. The walls are incorporeal, do 
  not hinder movement of the creature, and moves with the 
  creature.  The affected creature considers all creatures 
  outside of the shadowed walls to have three-quarters 
  cover. The affected creature can repeat the Charisma 
  saving throw at the end of each of their turns, ending the 
  effect on themself on a success.   
   
   
  THUNDERFALL 
  3rd-level evocation 
  Class: Bard, Druid, Sorcerer 
  Casting Time: 1 action 
  Range: 90 feet (20-foot radius) 
  Components: V, S, M (a small drum) 
  Duration: Instantaneous 
  You call down a bead of force into a location in range that 
  explodes in a 20-foot-radius sphere with massive 
  thunderous energy. Each creature in range of the explosion 
  must make a Dexterity saving throw, taking 6d8 thunder 
  damage on a failure, or half as much on a successful save. 
  Additionally, when a creature fails the saving throw, it is 
  pushed 15 feet away from the center of the 20-foot radius 
  and knocked prone.  
     At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the damage increases by 1d8 for 
  each spell level above 3rd. 
   
  UNLUCK 
  3rd-level enchantment  
  Class: Bard, Warlock 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a black four-leaf clover) 
  Duration: Instantaneous 
  You say a short phrase of the worst-case scenario for the 
  creature you point at, warping the fate of the creature. The 
  targeted creature must succeed on a Wisdom saving throw 
  or take 4d8 necrotic damage. You then roll a d20 and save 
  the result. You can use this result to replace any one attack 
  roll, saving throw, or skill check the damaged creature 
  makes before the end of their next turn. 
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d8 for each spell slot used above 3rd level. 
   
   
  
   
  18 
   CHANNEL ENDURANCE 
  4th-level transmutation 
  Class: Artificer, Druid, Ranger, Paladin 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (an acorn or other hard seed or nut)  
  Duration: Concentration, up to 1 hour 
  You magically enhance your own body to be tougher, more 
  resilient, and harder to bring down. For the duration of the 
  spell, you gain 6d8 temporary hit points, have advantage 
  on Constitution saving throws, and are immune to being 
  poisoned. 
   
   
  CHAOS LINK 
  4th-level abjuration 
  Class: Sorcerer 
  Casting Time: reaction, when you are targeted by a spell or 
  magical effect 
  Range: 120 feet 
  Components: V 
  Duration: Instantaneous 
    
  You magically bind yourself to a foe or ally in an instant, 
  sharing your experience of your body and mind with them. 
  As a reaction when you are targeted with a spell or a 
  magical effect, you can choose a creature in range that you 
  can see other than yourself. The effect or spell also affects 
  the chosen creature. If the spell requires concentration, the 
  spell stops for both creature when concentration drops or 
  the spell ends.  
   
   
  DEVOUR MAGIC 
  4th-level abjuration 
  Class: Sorcerer 
  Casting Time: reaction, when targeted by a 1st-4th-level 
  spell 
  Range: 120 feet 
  Components: S, M (a small empty jar, bottle, or vial) 
  Duration: Instantaneous 
    
  You pull the arcane force of a spell out of the air as it flies 
  toward you, drawing its power into yourself and 
  weakening the spell. As a reaction when you are targeted 
  by a spell of 1st through 4th level, you can draw out the 
  power of the spell. If it is casting a spell of 5th level or 
  higher, make an ability check using your spellcasting 
  ability. The DC equals 10+ the spell’s level. On a success, if 
  the spell requires an attack roll, it is made with 
  disadvantage. If the spell requires a saving throw, you have 
  advantage on the saving throw. Additionally on a success, 
  you regain a spell slot equal to half the spell slot level of 
  the spell rounded down. You are unable to regain the spell 
  slot if you have not expended a spell slot of the level you 
  are regaining. 
     At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the spell is devoured if its level is 
  less than or equal to the level of the spell slot you used. 
   
   
   
   
  MOUNTAIN GRASP 
  4th-level transmutation 
  Class: Druid, Paladin  
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a stone from a mountain) 
  Duration: Concentration, up to 1 minute 
  You enhance your strength to make it even harder to foes 
  to escape your grasp. For the duration of this spell, you 
  have advantage on Strength (Athletics) checks made to 
  make and maintain grapples. Additionally, while you have 
  a creature grappled, you can use a bonus action to crush 
  them, dealing 4d6 bludgeoning damage. 
     At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the damage increases by 1d8 for 
  each spell level above 3rd. 
   
   
  VORPAL EDGE 
  4th-level transmutation 
  Class: Artificer, Ranger 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a diamond worth at least 300 gp, 
  which the spell consumes) 
  Duration: 1 hour 
    
  You touch a weapon and draw out its hidden abilities. For 
  the duration, the enchanted weapon scores a critical hit on 
  a roll of 17-20.  
   
   
   
   
   
   
   
   
   
   
  BURST OF STORMS 
  5th-level evocation  
  Class: Bard, Druid, Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: Self (20-foot radius)  
  Components: V, S, M (a lightning rod) 
  Duration: 1 round 
  You release a large burst of lightning bolts around 
  yourself, damaging foes and empowering your allies with 
  lightning. All hostile creatures within a 20-foot radius of 
  you must make a Dexterity saving throw, taking 5d8 
  lighting damage on a failure, or half as much on a success. 
  All allied creatures in range deal an additional 2d6 lighting 
  damage to their next melee attack until the start of your 
  next turn. 
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 6th level or higher, the damage increases by 
  1d8 and the bonus for allies increases by 2d6 for each spell 
  slot used above 7th level. 
   
   
  
   
  19 
  CHAOS WEAPON 
  5th-level transmutation 
  Class: Artificer, Wizard 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
    
  You touch a weapon and allow its wielder to pull energy 
  from the Elemental Chaos. Whenever the wielder of the 
  weapon makes an attack, they can choose from the 
  following damage types; acid, cold, fire, force, lighting, or 
  thunder damage. Whenever the enchanted weapon deals 
  damage, it deals an additional 4d6 damage of the chosen 
  type.  
   
   
  DEVOURING ICE   
  5th-level evocation  
  Class: Druid, Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You instantly encase the foe in ice, which slowly freezes 
  before shattering and imbedding ice shards in them. 
  Choose a creature in range. The creature must succeed on a 
  Constitution saving throw or become encased in ice, 
  causing them to be restrained. At the end of each of the 
  creatures turns, it must repeat the saving throw, ending 
  the effect on itself on a success. Whenever the creature 
  fails the saving throw at the end of their turn, it takes 3d6 
  cold damage. Additionally, when the spell ends, the ice 
  shatters, dealing 3d6 piercing damage to the creature.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 6th level or higher, the cold damage increases 
  by 1d6 for each spell slot used above 5th level. 
   
   
  FATAL STRIKE  
  5th-level necromancy  
  Class: Ranger, Paladin 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (a weapon) 
  Duration: 1 round  
  You empower your weapon with a dark energy that 
  prevents the body from healing. As part of the action used 
  to cast this spell, you must make a weapon attack against 
  one creature within the weapon's range, otherwise the 
  spell fails. On a hit, the target suffers the attack's normal 
  effects, plus an additional 5d6 necrotic damage. 
  Additionally, the creature is unable to recover any hit 
  points until the start of their next turn. 
   
   
   
   
   
   
   
   
   
   
   
   
  MIND HAMMER 
  5th-level evocation 
  Class: Bard, Sorcerer, Wizard, Warlock 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S  
  Duration: Instantaneous 
    
  You release the sounds of howling chaos directly into the 
  mind of a creature, knocking them down and possibly even 
  preventing them from standing up. Choose a creature in 
  range. The chosen creature must make an Intelligence 
  saving throw. On a failed save, the creature takes 6d10 
  psychic damage and is knocked prone. On a success, the 
  creature takes half damage and is not knocked prone. 
  When a creature fails the saving throw by 5 or more, it is 
  unable to use their movement on its next turn to stand up.  
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 6th level or higher, the damage increases by 
  1d10 for each spell slot used above 5th level. 
   
   
  PRIMAL INSTINCT  
  5th-level transmutation 
  Class: Druid, Sorcerer 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 8 hours 
  You touch a creature and enhance their senses to an 
  extremely heightened level.  For the duration, the target 
  creature has blind sight out to 60 feet. 
   
   
  SCINTILLATING STARBURST 
  5th-level evocation 
  Class: Bard, Druid, Sorcerer, Wizard, Warlock 
  Casting Time: 1 action 
  Range: 240 feet 
  Components: V, S  
  Duration: Instantaneous 
    
  You release a series of streaking motes of light that can 
  blind a foe when enough hit. Choose a creature in range. 
  Make 4 ranged spell attack rolls against the creature. Each 
  mote of light deals 5d4 radiant damage on hit. If at least 2 
  motes of light hit the creature, the creature must also 
  succeed on a Constitution saving throw or be blinded for 1 
  minute. If at least 4 motes of light hit the creature, the 
  creature makes the save at disadvantage. The creature can 
  repeat the save at the end of each of their turns, ending the 
  effect on themselves on a success. 
     At Higher Levels. Whenever you cast this spell using a 
  spell slot of 6th level or higher, you release another mote 
  of light for each spell slot used above 5th level. 
   
   
   
   
  
   
  20 
   
  SEQUESTERING WORD 
  5th-level conjuration 
  Class: Bard, Cleric, Paladin, Warlock 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V  
  Duration: Instantaneous 
  You utter a word of challenge to a foe, which teleports 
  them and you to a location to duel. Choose a creature in 
  range. The creature must succeed on a Charisma saving 
  throw or take 4d8 psychic damage and teleports to a 
  location you can see within 25 feet of you. You then 
  teleport to be within 5 feet of the creature.  
   
   
  SIGIL OF CARCERI 
  5th-level abjuration 
  Class: Cleric, Paladin 
  Casting Time: 1 action 
  Range: 30 feet  
  Components: V, S, M (a stone with the Sigil of Carceri on 
  it) 
  Duration: Concentration, up to 1 minute 
  You attempt to mark the creature with sigil of Carceri, a 
  prison realm of the gods, binding them with spectral 
  chains. Choose a creature in range. The creature must 
  succeed on a Constitution saving throw or their movement 
  speed is reduced to zero as they’re bound with spectral 
  chains. If the creature is flying, they remain mid-air and 
  do not fall. Additionally, if the creature targets a creature 
  more than 30 feet away with an attack or spell, the attack 
  or spell automatically fails. The creature can repeat the 
  saving throw at the end of their turns, ending the effect on 
  itself on a success.  
   
   
  WHIRLING BLADES 
  5th-level evocation 
  Class: Bard, Sorcerer, Warlock, Wizard 
  Casting Time: 1 action 
  Range: Self (10-foot radius)  
  Components: V, S, M (a sword handle) 
  Duration: Instantaneous 
  You summon a collection of swirling force blades to spin 
  around you and protect you, allowing you to focus in on a 
  single target more easily. Make a single melee spell attack 
  against all creatures within a 10-foot-radius around you. 
  On hit, the creature takes 8d6 slashing damage. If there is 
  only creature within the 10-foot-radius, you can make the 
  melee spell attack with advantage.  
   
   
   
   
   
   
   
   
   
   
   
  ASTRAL FURY 
  6th-level conjuration  
  Class: Cleric, Sorcerer, Warlock 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a vial of mist from the Astral Sea) 
  Duration: Instantaneous 
  You attempt to force a creature to hurtle through the Astral 
  Sea for a few moments, psychically draining them and 
  leaving them vulnerable. Choose a creature in range. The 
  chosen creature must make a Charisma saving throw. On a 
  failed save, they take 5d10 psychic damage and are stunned 
  until the end of their next turn. On a succes, the creature 
  takes half damage and is not stunned.  
   
   
  BLINK ZONE 
  6th-level transmutation  
  Class: Bard, Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: 60 feet (20-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You create a localized distortion of space that bleeds into 
  the Ethereal Plane. Choose a location in range. That 
  location is the center of a 20-foot-radius sphere of 
  distorted ethereal energy. Whenever you or an allied 
  creature is standing in the sphere, they gain a +2 bonus to 
  their AC, and can teleport to any other unoccupied location 
  in the sphere as a bonus action. As a bonus action on your 
  turn, you can move the sphere to any other location in 
  range that you can see. When you do, willing allied 
  creatures within the sphere are relocated along with the 
  sphere, appearing in an unoccupied location within the 
  sphere’s new location.  
   
   
  CHAOS SANCTUARY 
  6th-level abjuration 
  Class: Sorcerer 
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V, S  
  Duration: Concentration, up to 1 minute 
    
  You weave the powers of magic around your allies, 
  protecting them from collateral damage from your spells. 
  Choose any number of creatures within range. For the 
  duration of this spell, the chosen creatures automatically 
  succeed on any saving throws against any of your spells. 
  Additionally, whenever when they would take half damage 
  from a successful saving throw, they instead take no 
  damage.  
   
   
   
  
   
  21 
  MASKS OF MENACE 
  6th-level illusion  
  Class: Bard, Wizard, Warlock 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a mask) 
  Duration: Concentration, up to 1 minute 
  You warp the mind of a creature, psychically damaging 
  them and causing them to perceive all but one ally as a 
  monstrous creature. Choose a creature in range. The 
  chosen creature must make a Wisdom saving throw, taking 
  6d6 psychic damage on a failure, or half as much on a 
  success. Additionally, for the duration the damaged 
  creature is frightened of all creatures in range. The 
  damaged creature can repeat the saving throw at the end of 
  their turn, ending the effect on themself on a success.  
   
   
  POISONOUS EVASION 
  6th-level abjuration 
  Class: Druid, Sorcerer, Wizard 
  Casting Time: reaction, when an attack against you misses 
  Range: Self (20-foot sphere) 
  Components: V, S 
  Duration: 1 minute 
    
  You leave a massive cloud of poisonous smoke where you 
  previously were, leaving your foes behind to choke. As a 
  reaction when an attack targeted at you misses, you 
  teleport up to 50 feet away to a location you can see. Your 
  previous location becomes the center of a 20-foot-radius 
  sphere of poisonous smoke that lasts for 1 minute. 
  Whenever a creature enters the smoke or starts their turn 
  there, they must make a Constitution saving throw, taking 
  10d6 poison damage on a failed save, or half as much on a 
  success. The sphere spreads around corners, and its area is 
  heavily obscured. It lasts for the duration or until a wind of 
  moderate or greater speed (at least 10 miles per hour) 
  disperses it. 
   
   
  VENGEFUL REVENANT 
  6th-level abjuration 
  Class: Cleric 
  Casting Time: reaction, when you are stabilize from death 
  Range: Self 
  Components: V, S 
  Duration: 1 round 
  You help to empower yourself to come back from the brink 
  of death. Whenever you either successfully makes your 
  third death saving throw or are healed from zero hit 
  points, you can use a reaction to cast this spell and come 
  back with a boost to defense. You can expend up to 3 Hit 
  Dice, regaining hit points equal to the total rolled, and gain 
  a +5 bonus to your AC and saving throws until the end of 
  your next turn.   
   
   
   
   
   
   
   
   
   
   
  PRISMATIC EXPLOSION 
  7th-level evocation 
  Class: Bard, Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: 120 feet (20-foot sphere) 
  Components: V, S, M (a piece of stained glass) 
  Duration: Instantaneous 
    
  A multicolor bead of energy shoots from your pointing 
  finger to a point you choose within range then blossoms 
  into an explosion of color and elemental chaos. Each 
  creature in a 20-foot radius must make a Dexterity saving 
  throw. For each target, roll a d8 to determine which color 
  explosion affects it. 
   
  1. 
  Red. The target takes 7d6 fire damage on a failed 
  save, or half as much on a success. Additionally, 
  on a failed save the creature is set on fire for 1 
  minute. The creature must spend an action to put 
  out the fire, otherwise they take 2d8 fire damage 
  at the end of their turns.  
  2. 
  Orange. The target takes 7d6 acid damage on a 
  failed save, or half as much on a success. 
  Additionally, on a failed save, if the creature 
  moves on their next turn, they take an additional 
  2d8 acid damage.  
  3. 
  Yellow. The target takes 7d6 radiant damage on a 
  failed save, or half as much on a success. 
  Additionally, on a failed save, the creature is 
  blinded until the end of their next turn.  
  4. 
  Green. The target takes 7d6 poison damage on a 
  failed save, or half as much on a success. 
  Additionally, on a failed save the creature is 
  poisoned for 1 minute. They can make a 
  Constitution saving throw at the start of each of 
  their turns to end the effect on themself. 
  5. 
  Blue. The target takes 7d6 cold damage on a failed 
  save, or half as much on a success. Additionally, 
  on a failed save the creature’s speed is reduced by 
  10 feet for 1 minute.  
  6. 
  Turquoise. The target takes 7d6 lighting damage 
  on a failed save, or half as much on a success. 
  Additionally, on a failed save the creature is 
  knocked prone.  
  7. 
  Violet. The target takes 7d6 psychic damage on a 
  failed save, or half as much on a success. 
  Additionally, on a failed save the creature suffers 
  a 1d6 penalty to their attack rolls for 1 minute. 
  They can make a Wisdom saving throw at the 
  start of each of their turns to end the effect early. 
  8. 
  Special. The target is struck by two explosions. 
  Roll twice more, rerolling any 8. 
   
   
   
  
   
  22 
  TEMPLE OF RESPITE 
  7th-level abjuration   
  Class: Cleric 
  Casting Time: 1 action 
  Range: Self (20-foot radius) 
  Components: V, S, M (a blessed holy symbol worth at least 
  1,000 gp, which the spell consumes) 
  Duration: Concentration, up to 1 minute 
  You create a zone of protection that gives allies breathing 
  rooms while making it harder for foes to approach. You 
  create a 20-foot-radius aura around you that follows you 
  as you move. For the duration, any allied creatures who 
  ends their turn inside of the aura gains a +2 bonus to their 
  saving throws and gains a 2d4 bonus to any hit points they 
  recover while inside the sphere. Hostile creatures consider 
  the affected area difficult terrain.  
   
   
  BLACK BREATH 
  8th-level conjuration 
  Class: Sorcerer, Wizard, Warlock 
  Casting Time: 1 action 
  Range: Self (60-foot cone) 
  Components: V, S  
  Duration: Instantaneous 
    
  You exhale a massive cone of pitch-black mist that burns 
  the flesh off bones, similar to that of black dragons. Each 
  creature in the cone must make Dexterity saving throw, 
  taking 12d10 acid damage on a failed save, or half as much 
  on a success. 
   
   
  FEY LURE 
  8th-level enchantment  
  Class: Bard, Druid, Wizard 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S  
  Duration: Concentration, up to 1 minute 
   
  You emit a bolt of strange glowing light that sears foes 
  while enchanting them to follow it. Choose a creature that 
  you can see in range. The targeted creature must make a 
  Wisdom saving throw. On a failed save, the creature takes 
  4d12 radiant damage and is charmed. While charmed by 
  this spell, the creature has no control over its movement 
  action, and is instead controlled by you. The creature can 
  repeat the save at the end of their turn, ending the effect 
  on themselves on a success. On a failed save at the end 
  their turn, the creature also takes an additional 4d4 
  radiant damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MIRRORED ENTOURAGE 
  8th-level illusion  
  Class: Bard, Wizard, Warlock 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S, M (a silver mirror worth at least 500 gp, 
  which the spell consumes) 
  Duration: 1 hour 
  You create multiple illusionary copies of those around you, 
  making it much harder for you and your allies to be hit by 
  conventional means. Choose any number of creatures in 
  range. You create 2 illusionary copies of the chosen 
  creatures. The copies share the same space as the original 
  creature and follow the creature around. For each 
  illusionary copy the creature has, their AC is increased by 
  +4. Whenever a spell or melee attack misses a creature 
  with illusionary copies, one of the illusionary copies 
  disappears.  
   
   
  TWIN STEP 
  8th-level conjuration    
  Class: Sorcerer, Warlock, Wizard 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 round 
  You cloak yourself in a thin spatial rift that allows you to 
  move great distances instantly. You teleport to an 
  unoccupied location that you can see within 90 feet. At the 
  end of your turn, you teleport up to an additional 90 feet to 
  another unoccupied location that you can see.  
   
   
  UNYIELDING ROOTS    
  8th-level evocation  
  Class: Druid 
  Casting Time: 1 action 
  Range: 60 feet (10-foot radius) 
  Components: V, S, M (a root from the feywild) 
  Duration: Concentration, up to 1 minute 
   
  You summon a group of roots that wrap around the legs of 
  allies, healing them overtime and helping them stand their 
  ground. Choose a location in range. The location is the 
  center of a 10-foot radius burst of vines that wrap around 
  the legs of any allied creatures within before breaking off 
  the ground. While under the effects of this spell, each 
  allied creature regains an amount of hit points equal to 2d4 
  +your spellcasting modifier at the start of each of their 
  turn. Additionally, if the allied creature is subjected to a 
  spell or effect that pushes, pulls, or drags them 
  unwillingly, the vines root themselves to the ground, 
  preventing the effect or spell.  
   
   
   
   
   
  
   
  23 
  WORDS OF CHAOS 
  8th-level conjuration 
  Class: Sorcerer 
  Casting Time: 1 action 
  Range: 120 feet (20-foot sphere) 
  Components: V, S, M (some material for the Elemental 
  Chaos) 
  Duration: 1 minute 
    
  You warp the plane around you to bleed into the elemental 
  chaos, warping all spells that area. Choose a creature in 
  range. That creature becomes the center of a 20-foot-
  radius sphere of chaos magic, which follows the creature. 
  Whenever a creature within that sphere casts a spell of any 
  level, they must roll on the Wild Magic Surge table (Players 
  Handbook).  
   
   
  ENDLESS ACID 
  9th-level conjuration 
  Class: Sorcerer, Wizard 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a vial of acid, which the spell 
  consumes) 
  Duration: Instantaneous 
    
  You cause acid bubbles to begin to boil within a creature’s 
  body, searing them inside and out. Choose a creature in 
  range. The chosen creature must make a Constitution 
  saving throw taking 20d10 acid damage on a failure, or half 
  as much on a success.  
   
  When a creature fails the first saving throw, they must 
  make a Constitution saving throw at the end of their next 
  turn. On a failed save, they take 10d10 acid damage, or half 
  as much on a success.  
   
  When a creature fails the second saving throw, they must 
  make a Constitution saving throw at the end of their next 
  turn. On a failed save, they take 5d10 acid damage, or half 
  as much on a success.  
   
  When a creature fails the third saving throw, they must 
  make a Constitution saving throw at the end of their next 
  turn. On a failed save, they take 2d10 acid damage, or half 
  as much on a success.  
   
   
  FINAL OATH 
  9th-level abjuration 
  Class: Cleric 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You call upon extremely sacred words to help bring down a 
  foe. Chose a creature in range. The chosen creature must 
  succeed on a Charisma saving throw have disadvantage on 
  saving throws against your spells and abilites (except for 
  this spell), and you gain advantage on attack rolls against 
  the chosen creature. Additionally, whenever you roll 
  damage against the chosen creature, you can roll the 
  damage result twice and use the higher result. The creature 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.  
   
   
  LEECHLIFE THORNS 
  9th-level conjuration  
  Class: Druid, Warlock 
  Casting Time: 1 action 
  Range: 120 feet (15-foot radius)  
  Components: V, S, M (a thorn from the Shadowfell) 
  Duration: Concentration, up to 1 minute 
   
  You summon a mass of black thorned roots that dig into 
  your enemies, draining their life and transferring it to 
  yourself. Choose a location in range that you can see. That 
  location becomes the center of a 15-foot radius sphere of 
  black thorns. Each creature in the sphere must make a 
  Dexterity saving throw. On a failed save, the creature takes 
  4d8 piercing and 4d8 necrotic damage and is retrained, or 
  half as much damage on a success and is not restrained. 
  Additionally, whenever you restrain a creature, you regain 
  hit points equal to half the amount of necrotic damage 
  done to them. A restrained creature can make a Strength 
  (Athletics) check against your spell save DC in order break 
  out of the vines as an action. However, whenever they do 
  so, they take an additional 2d8 piercing and 2d8 necrotic 
  damage for each attempt, and you regain hit points equal 
  to half the amount of necrotic damage done to them. The 
  spell ends early if all creature break from the restrains.  
   
   
  SPELLBIND 
  9th-level enchantment  
  Class: Bard, Wizard, Warlock 
  Casting Time: 1 minute 
  Range: None (Unlimited) 
  Components: V, S, M (an object that the creature you are 
  targeting owns, or a part of the creature you are 
  targeting) 
  Duration: Concentration, up to 12 hours 
  You create the ultimate enchantment on a creature you 
  have a token of, which allows you to control them like a 
  puppet from any distance. Choose a creature that you have 
  the related material components for. The chosen creature 
  must make a Wisdom saving throw. The creature has 
  disadvantage on the saving throw if you destroy the 
  material component as a part of casting this spell. On a 
  failed save, the creature is charmed by you for the duration 
  of the spell. 
   
  While charmed in this way, you are able to see through 
  their and share their senses with a bonus action. During 
  this time, you are deaf and blind with regards to your own 
  senses. You can psychically issue commands to the 
  creature for the duration of the spell. You can issue any 
  command you choose, short of an activity that would 
  result in certain death. Should you issue a suicidal 
  command, the spell ends. You can end the spell early by 
  using an action to dismiss it. A remove curse, greater 
  restoration, or wish spell also ends it. 
   
   
  
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Scribe's Miscellaneous Footnotes/Scribe's Miscellaneous Footnotes - Spells 2.pdf