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18 Spells To Add To Your Spellbooks For Your Next Adventure

23/4/2018

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Editor’s note: There are always wheels turning here at High Level Games. I have been involved in a small handful of the many little projects we are undertaking. I have been creating new player character races for 5th edition, and have also released a small document on Time Demons. There are also one page adventures, and much much more coming to high level games. Help us grow by supporting our patreon, and get access to cool stuff! It’s a win win.

Ever wanted to add a theme to the spells that your player character, NPC, or villain has up their sleeves? I have created 18 new spells for 5th edition Dungeons and Dragons to help make your spellcasters feel unique. You can either use these as a player character (DM permission required obviously) or a DM can use these spells as either treasure (scrolls) or have their NPCs or villains use them.

1) Aftershock
(Level 1 Transmutation)
Cast Time: 1 bonus action
Duration: Instant
Components: VS


Choose one creature within 60 feet of you that has taken thunder damage during your turn. They take a further 2d8 Thunder Damage.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 2nd level or higher, increase the maximum number of targets by 2 for each level above first. All targets must have taken thunder damage from you during your turn.   

2) Arcane Blast
(Level 1 Evocation)
Cast Time: 1 action
Duration: Instant
Components: VS


Choose a target within 45 feet of you. The target takes 2d10 force damage, and must pass a Strength saving throw or they are pushed up to 10 feet. A successful save halves damage.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 2nd level or higher, increase the damage by 1d10 for each level above first.

3) Arcane Pocket
(Level 2 Conjuration)
Cast Time: 1 reaction, when a creature moves next to you, or when you are forced to make a dexterity saving throw against a spell or ability.
Duration: Instant
Components: S


You teleport up to 15 ft to an unoccupied space you can see. If the triggering target attacks you this turn, they have a penalty to hit you equal to your spellcasting ability modifier.  If the trigger was a Dexterity saving throw, you take half damage on a fail and no damage on a success.

4) Blaze
(Level 2 Evocation)
Cast Time: 1 action
Duration: Instant
Components: VS


You create a blaze in a 45ft long cone with a 180 degree arc from you. All creature in the area must make a Dexterity saving throw. Creatures take 3d6 fire damage on a failed save, and half on a successful one.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 3rd level or higher, increase the length of the cone by 15ft for each level above second.
 
5) Cone of Acid
(Level 3 Evocation)
Cast Time: 1 action
Duration: Instant
Components: VS


All creatures and objects in a 20ft cone area from you are blasted with a torrent of burning acid. Targets take 5d10 acid damage. A successful Constitution saving throw halves damage.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 4th level or higher, increase the damage by 1d10 for each level above third.

6) Death Coil
(Level 1 Necromancy)
Cast Time: 1 action
Duration: 1 round (concentration)
Components: VSM (A wilted flower or a rotten vegetable)


You steal the essence of an enemy and then slowly claim it for yourself. A target within 20ft takes 3d6 Necrotic damage. A successful Con save halves damage. At the start of your next turn, if this spell hasn’t ended, you gain temporary hit points equal to the damage you dealt.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 2nd level or higher, increase the damage by a further 1d6 for each level above first.
 
7) Divine Glow
(Level 2 Conjuration)
Cast Time: 1 action
Duration: 1 round
Components: VS


Target a 15ft by 15ft area that is no further than 60 feet from you. All enemies in the area take 2d10 Radiant damage. A successful Wisdom saving throw halves damage. All allies in the area are under the effects of the Bless spell until the start of your next turn.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 3rd level or higher, increase the damage by a further 1d10 for each level above second.


8) Feedback Bolt
(Level 1 Abjuration)
Cast Time: 1 reaction
Duration: Instant
Components: None


You can cast this spell as a reaction after another creature casts a spell. You must be able to see this creature, and it must be within 120ft of you. After the triggering creature’s spell has been resolved, deal 2d6 psychic damage to the target, plus an extra 1 psychic damage for each level the triggering spell was.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 2nd level or higher, increase the damage by 1d6 for each level above first.

9) Focus
(Level 1 Abjuration)
Cast Time: 1 reaction
Duration: Instant
Components: S


You can cast this spell as an immediate reaction when you fail a concentration test. You pass instead.

10) Forked Lightning
(Level 2 Evocation)
Cast Time: 1 action
Duration: Instant
Components: VS


Choose a target within 30 feet of you. Choose a second target within 10 feet of the first target. Both targets take 3d10 lightning damage, but a successful Dexterity saving throw halves damage.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 3rdlevel or higher, increase the damage by 1d10 for each level above 2nd.

11) Healing Wave
(Level 3 Evocation)
Cast Time: 1 action
Duration: Instant
Components: VS


A target within 15 feet regains hit points equal to 3d8+ your spellcasting ability modifier. You can choose for a second target, within 15ft of the first target, to regain hit points equal to 2d8+ your spellcasting ability modifier. From here, you can continue choosing additional targets, provided that each target is within 15 feet of the previous target. Each target after the second regains hit points equal to 1d8+ your spellcasting ability modifier. No creature can be targeted by this spell more than once.  Once the healing wave heals three targets, the spell ends and it cannot bounce to any more targets.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 4th level or higher, increase the maximum number of bounce targets by 2 for each level over third.

12) Ice Lance
(Level 4 Evocation)
Cast Time: 1 action
Duration: Instant
Components: VS


Line 20ft, 5ft wide. Creature in the spell’s area must pass a Dexterity saving throw or are restrained until the start of your next turn. Targets take 5d8 cold damage on a failed save, and half on a successful one.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 5th level or higher, increase the damage by 1d8 for each level above fourth.
 
13) Mitigate
(Level 1 Abjuration)
Cast Time: 1 reaction
Duration: Instant
Components: VS


You can cast this spell when you are to take an instance of damage. Reduce that instance of damage by 2d10 + your spellcasting ability modifier.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1d10 for each level above first.
 
14) Phantasm Blast
(Level 3 Illusion)
Cast Time: 1 action
Duration: Instant
Components: VSM (A small handful of sand)


You create an illusionary cone 25 feet long from your position. This illusionary cone is one that represents a spectral charging horde of a creature you decide (ghosts, stampeding elks, etc) All targets in the vicinity of the cone must pass an Intelligence save or take 4d8 psychic damage and fall prone.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 4th level or higher, increase the psychic damage by a further 1d8 for each level above third.
 
15) Pillar of Radiance
(Level 4 Evocation)
Cast Time: 1 action
Duration: 1 minute (concentration)
Components: VS


A pillar of searing radiance is channelled into a cylindrical area with a 10ft radius and a height of 120ft, centred on a position you can see within 60ft. Creatures in the area must take a Charisma saving throw, they take 5d8 radiant damage on a failed save, and half damage on a successful one. They also have disadvantage on attack rolls while in this area. On your subsequent turns, you can use your bonus action to deal a further 2d8 radiant damage to all creatures in the pillar’s area. Affected creatures who succeed on a Charisma saving throw halve damage.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 5th level or higher, increase the radius of the cylinder by 5ft, for each level above fourth.  
 
16) Searing Ray
(Level 1 Evocation)
Cast Time: 1 action
Duration: Instant
Components: VS


Line 5ft x 15ft. Creatures in the area take 3d6 radiant damage. A successful Con save halves damage. This deals an extra 1d6 damage to fiends and undead.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 2nd level or higher, increase the radiant damage by 1d6 for each level above third.
 
17) Skeletal Expulsion
(Level 3 Necromancy)
Cast Time: 1 action
Duration: 1 minute (Concentration)
Components: VSM (The dust of a crushed human skull)


You choose a living creature within 45ft who you can see, and attempt to rip their skeleton out of their body. The target takes 3d8 Necrotic damage. A successful Constitution saving throw halves damage. At the start of each of your next turns, you may use your bonus action to deal a further 1d8 Necrotic damage to the target (no save). If the target drops to 0 hit points while under the effect of this spell, their body is ripped open and their skeleton leaps out. If the creature is a humanoid, this skeleton is under your control for the next 10 turns (1 minute) as a basic skeleton (CR 1/4), after which it crumbles to dust. It acts on your initiative, but must wait until the start of your next turn to act. If the creature is not a humanoid, the skeleton is not animated, and it crumples to the floor.

AT HIGHER LEVELS: When you cast this spell using a spell slot of 4th level or higher, increase the initial damage by 1d8.

18) Timeshift
(Level 1 Enchantment)
Cast Time: 1 bonus action
Duration: 1 round
Components: VS


You get one extra reaction this round. If you do not use it by the start of your next turn, it is lost.

I hope that these spells have spurred you into wanting to try one, or more of them out, either as a Player or a Dungeon Master. Do you have a favourite spell in this list? Let me know!

What custom spells do you use in your campaign?



Peter is an avid dungeon master, role-player, and story teller. When he's not running homebrew campaigns, he is creating new worlds, or he is reading and writing fantasy stories, forever immersing himself in the gaping black-hole known as the fantasy genre.

Picture Reference: https://www.walldevil.com/artwork-fantasy-hunter-magic-wallpaper-11538/


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