---
# System prepended metadata

title: Spells VI
tags: [E5E, spells, Core D20 RPG]

---

# Spells VI

###### tags: `E5E`, `spells`

[toc]


### Poisonstar

2nd-level evocation

Casting Time: 1 action

Range: Self

Components: V,S

Duration: 1 minute or until stars are discharged

This spell creates six vivid purple winking stars around one of your hands. At any time within the duration, you may cause a number of these stars to race after a target of your choice, deploying either a number equal to your Intelligence bonus as a standard action, or a single star as a bonus action. Targets may make a Dexterity saving throw to resist being struck; success on this save causes the star to also wink out of existence. This save is at disadvantage if the target is attacked with a number of stars equal to or greater than the target's Dexterity bonus.

A living creature struck by one of these stars takes 1 point of poison damage, or 2 points if the creature is undead. Living creatures must also make a Constitution save or become Intoxicated for one minute \(though at the end of each of their rounds, they may attempt to throw off the remaining effects with another Constitution save\).

Higher Levels: For every level above 2nd this spell is cast at, it creates three additional stars. Increasing numbers of these stars limn the caster's arm and course up around the head like a vivid purple halo.

### Portal Well

2nd-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M \(silver wire tied into a knot\)

Duration: Concentration, up to 10 minutes

You alter the operation of a portal you target with this spell. Upon entering it, accompanied by up to five others, you are transported into an extradimensional pocket instead of the other side of the portal. This only functions on a portal which you can use.

The extradimensional space created by this spell is similar to that created by rope trick. While within it, you can see both ends of the portal, although it is murky and indistinct, as viewed through a fog. When the spell ends, you exit the space at either end of the portal, according to your choice.

A successful dispel magic or other magic that inhibits the functioning of the portal traps you in the space for the duration of that effect, although creatures within the space may make an Intelligence save at the casting of the spell to be ejected from their choice of portal end to avoid being so trapped. Any effects that destroy the portal ejects all creatures within from a random end of the portal, inflicting 5d6 points of force damage to them; each creature is ejected out of a different end of the portal.

## At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you increase the duration of spell. It becomes "Concentration, up to 30 minutes" at 3rd level, and "Concentration, up to 1 hour" at 4th level. At 5th level, the Concentration component ends, the duration simply becoming "1 hour", and then doubling for each spell slot level above 5th.# At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you increase the duration of spell. It becomes "Concentration, up to 30 minutes" at 3rd level, and "Concentration, up to 1 hour" at 4th level. At 5th level, the Concentration component ends, the duration simply becoming "1 hour", and then doubling for each spell slot level above 5th.
## 
## Protection from Missiles

2nd-level abjuration

Casting Time: 1 action

Range: Touch Components: V, S, M \(piece of tortoise shell\)

Duration: Concentration, up to 1 minute

The touched target of this spell gains resistance to bludgeoning, slashing, and piercing damage that derives from non-magical ranged weapons.

At Higher Levels: For every level above 2nd this spell is cast at, it protects one additional target touched as part of the action spent casting it.

Repair Undead

1st level necromancy

Casting Time: 1 minute

Range: Touch

Components: V, S, M \(meat pieces or bone fragments, which the spell consumes\)

Duration: Instantaneous

An undead creature you touch regains a number of hit points equal to 1d6+your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.

Gods Granted: Any gods that grant the Death or Grave Domains.

Rockburst

2nd-level transmutation

Casting Time: 1 action

Range: 60 feet

Duration: Instantaneous

You cause a selection of stone to suddenly explode in all directions, spraying jagged stone shrapnel in a 20' radius of it. Damage inflicted is based on how much stone is destroyed by the casting: for each 1 cubic foot of rock, it inflicts 1d4+1 die of piercing damage. The spell may destroy up to four cubic feet of rock, giving it a maximum damage of 4d4+4 piercing damage, but only if sufficient stone exists to be affected.

This spell destroys the structural integrity of the stone in question, and so can do damage to structures, caverns and the like as well. If intending to inflict such damage towards a specific purpose, you must make a successful Intelligence check with a DC determined by your DM, based on how difficult your goal is.

At Higher Level: For each spell level above the 2nd used to cast this spell, you may affect one additional cubic foot of stone.

Rune of Power

1st-level evocation

Casting Time: 1 action

Range: Touch

Duration: 1 day

You touch a surface of stone or metal, leaving behind a dwarven rune-sigil. You may cause the rune to discharge on the round following its creation, or it may "wait" for a trigger. The baseline rune triggers when a living or undead creature moves within five feet of it, though you may give it exceptions to this. You determine the situations under which the rune does not discharge its power, establishing a number of these exemptions equal to three plus your proficiency bonus. A rune disappears once its duration has passed, or once it is discharged.

The effects of this rune is based on what specific rune is wrought through its use. When learned, you know how to create a Basic rune. Research and discovery can reveal other such runes of power.

Basic \(1st level\): If not employing one of the known runes of dwarfkind, you can create a runic symbol that communicates a simple concept to anyone who sees it. When created, compose a sentence of no more than six words. Reading the rune does not cause it to disappear, however; these runes remain for their entire duration. \(You may extend the duration by casting it with higher levels than 1st - 2nd level lasts a tenday, 3rd lasts a month, 4th level lasts a season, 5th level lasts a year, 6th level lasts a decade, 7th level lasts a century, 8th level lasts a millennium, and 9th level is permanent\)

Velurndyn \(1st-level\): This rune, when triggered, activates an effect like that of thunderwave. \("At Higher Level" effects for thunderwave apply to this rune as well.\)

Faerindyl \(2nd level\): This rune generates a flaming sphere \(as the wizard spell\), which rolls in a straight line up to thirty feet away from the surface protected by the rune. You may choose where the sphere stops at the casting. \(You may increase the damage inflicted, as per the flaming sphere spell, by casting this rune as a higher level spell.\)

Material Component: Casting a rune of power requires the sacrifice of a gemstone of some quality. Ornamental gemstones are required for effects of up to 3rd level, and semiprecious for higher levels than that. There are thought to be runes or techniques for casting a rune of power with precious stones that may imbue them with greater power or even permanency, but those secrets may be lost.

Scatterspray

1st-level transmutation

Casting Time: 1 action

Range: 60 ft

Duration: 1 round

Choose a point within range that has a number of small, unsecured objects - rocks, marbles, dinnerware, caltrops and the like. There is a sudden flash from the center of those objects, which go flying in all directions, literally rebounding back into the field when they hit the edge of the spell's effect, filling it with flying projectiles. Each creature \(other than the caster himself\) in a 10-foot-radius cloud centered on that spot must make a Dexterity saving throw or take 1d4 bludgeoning damage. Spellcasters caught in the area must make a Constitution save for suffering from severe distractions. The caster may also choose non-injurous articles, such as fruit, eggs or rag dolls, which fly around as normal, but inflict no damage.

Material Component: The material components of the spell are the items themselves and a flint and steel or tinderbox.

Scintillating Sphere

3rd-level evocation

Casting Time: 1 action

Range: 150 ft

Components: V, S, M \(copper shavings and a silver of amber\)

Duration: Instantaneous

A darting streak of lightning flashes from your pointing finger to a point you choose within range and then rapidly expands in all directions into a sphere of arcing blue-white electrical bolts. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The electricity spreads around corners.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Seasight

2nd-level divination

Casting Time: 1 action

Range: Touch

Components: V, S, M \(eye of a sea creature\)

Duration: 8 hours

You touch a willing creature to grant it the ability to see through water. For the duration, that creature has darkvision 60 feet while underwater, can see twice as far as the water’s visibility would normally allow, and suffers no penalties for making attacks in or into the water with a piercing or slashing weapon. In addition, the target can see through fog and mist \(even magical varieties\) without penalties \(though without the benefits of darkvision granted by this spell\).

Shadow Bolt

3rd-level illusion

Casting Time: 1 action

Range: 90 ft

Components: V, S

Duration: 1 round

You select a target within the spell's range. This target suddenly perceives a small mote of darkness that quickly grows larger, appearing as though it were coming from some far distance behind you. It rushes in with a frightening moaning sound and rushing of air during the round in which it is cast. It does not strike the target until the end of the target's next turn. Like a magic missile, this projectile strikes unerringly, even following the target around corners.

When this spell is cast, the target is permitted a Wisdom save against your spell save DC. If the target fails this save, the target believes that the attack has come from somewhere else, and receives 5d8 psychic damage when struck, and falls prone. If the save is successful, the target takes half damage and comprehends the true source of the spell.

At Higher Levels.' When you cast this spell using a spell slot of 4th level or higher, its damage is increased by 1d8 ft for every level above the 3rd.

Shadow Skeleton

4th-level illusion

Casting Time: 1 action

Range: 120 ft

Components: V, S, M \(piece of bone\)

Duration: Concentration, up to 1 minute

You create a small cluster of three skeletons that are semi-real phantasms. They can be of any appearance you wish for them, though they always appear as skeletal humanoids. They cannot be turned, and though they appear solid, they are not. As a bonus action, you can impel any number of your skeletons to attack a target. This attack uses your spell attack bonus, and if successful causes the skeleton to pass through the target, inflicting 2d6 necrotic damage. Additionally, a target must make a Constitution save against your spell DC or take the Stunned Condition until the end of its next turn.

The skeletons have an AC 14, and though they do not take damage, any successful attack against them forces the caster to make a concentration check to avoid the spell being disrupted. If this damage is radiant, the concentration check is made at disadvantage.

Snilloc's Snowball

1st-level evocation

Casting Time: 1 action

Range: 120 ft

Components: V, S

Duration: Instantaneous

You create a mystical snowball in your hand, which is thrown immediately. It strikes automatically \(as a magic missile - the snowball is considered a magic missle with regards to its interaction with effects or spells that affect them\), inflicting 1d3 cold damage, or 1d6 damage against fiery creatures. Snillocs snowball is considered by most mages to be a lesser form of magic missile, though it has the advantage in range at higher levels \(as opposed to multiple strikes\) and can be directed against an object as well as a creature. It is also more effective against firey creatures.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, its range is increased by 20 ft for every level above the first.

Spell Phylactery

5th-level transmutation

Casting Time: 10 minutes

Range: Touch

Components: V, S

Duration: Permanent until triggered or wears away

You imbue a spell scroll with a set of conditions that will trigger the casting of that spell scroll automatically. The spell on the scroll must be one that affects your person, and cannot be higher than 2nd level.

The conditions that trigger the spell must be clear, although they can be as specific or general as the caster wishes. Only phenomenon which the caster can perceive are viable triggering phenomenon, even if the caster is not aware of them at the time of triggering.

These scrolls must be worn around the head or wrists, often by creating small boxes or folded cloth around the paper scroll proper. As such, you can only wear up to three such phylacteries, and you of course may not be wearing other items at head and wrists. This spell remains in place for up to 24 hours after the phylactery is removed; if it is not put back on before then, the magic dissipates.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the level of the spell that can be on the scroll to 3rd level with a 6th level spell slot, and one more level for every other level of spell slot thereafter \(so 3rd for a 6th level spell slot, 4th for a 7th level spell slot, and 5th for a 9th level spell slot\).

Gods Granted: Any with the Arcana, Knowledge, or Logos Domains.

Spell Shield

3rd-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 minute

This spell protects the target of the spell from all magic in the following ways:

Target gains advantage on saves against all spells;

Target is immune to all illusion and enchantment spells of 2nd level or lower

The shield generates a pool of 25 points of damage. Half of all magical damage is taken by the shield instead. The spell ends if this damage pool is depleted.

At Higher Levels. If this spell is cast using a higher level spell slot, the defended target is rendered immune to illusion and enchantment spells of the level below that for the duration of the protection, and the pool of absorbed damage is increased by 10 per level above 3rd.

Spellmantle

6th-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 2 hours

You place a magical aura around the target of the spell, a single creature that must be touched as the spell is cast. As part of casting, you may designate any combination of warded or activated spells.

Warded spells are spells of 4th level or lower that you can prepare \(wizards may choose any spell in their spell books, for instance\) that you wish to protect the target from. When the target of the spell is subject to one of the designated spells, the spellmantle absorbs the incoming spell's energy completely without any action.

Activated spells are spells of 4th level or lower that you currently know or have prepared that will be cast on the target when a warded spell of at least equal level is absorbed. This spell is cast on the target of the spell as a reaction, triggered by the absorption of a warded spell. Activated spells may even be spells with a Range of Self, allowing the subject of the spell to receive spells a caster couldn't normally cast on them. Warded spells cannot be used to trigger activated spells higher in level than the warded spell.

For example, Evendur casts spellmantle on Glim. He chooses fireball and lightning bolt as the warded spells, and blink and magic weapon as the activated spells. When Glim is targeted by a fireball or a lightning bolt, she may choose - as a reaction - to immediately be targeted by a casting of blink or magic weapon.

At Higher Levels. When you cast this spell using a spell slot of 7th or higher level, gain one additional spell to your allotment of spells that can be designated as warded or activated spells for each spell level beyond the 6th. Additionally, the spells' maximum level becomes two less than the spell slot used, rather than 4th.

Stars of Mystra

4th-level conjuration

Casting Time: 1 action

Range: 60 ft.

Components: V, S

Duration: 1 hour

You create six twinkling stars that orbit your head like ioun stones, casting light in a 10' radius, and dim light out another 10'. Beginning on the turn you cast the spell, you can launch one star as a bonus action at a target you designate within range, making a spell attack roll to hit.

Each time a target is struck by a star, they must make a Charisma save at your spell save DC or lose a 4th level spell slot as if the target had used it to cast a spell. If the target has no 4th-level spell slots, they lose a spell slot of their next highest spell level. If they have no spell slots of 1st through 4th levels, the star instead inflicts 2d4 radiant damage and bursts in a distinctive way, communicating this fact to you.

Gods Granted: Mystra, Azuth

Storm Imbuement

1st-level evocation

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: 1 round or until activated

Rather than constantly reverse engineer damaging evocations into the lightning magics he favored, Rogaster Stormson \(considered "ingeniously lazy" by Wyara's margin notes\) developed this spell. When cast, it creates a field of unseen magic that transmutes the next spell cast by the caster which creates damaging magic. As that second spell is cast, it transmutes the damage type of the second spell to lightning, replacing whatever the original damage type is. This spell is explicitly exempt from the normal limitations around casting two non-cantrip spells in the same action. If the caster does not follow up the casting of this spell with another damaging spell, its effects end by the end of the next turn, the spell slot spent and the magic wasted.

Sunbolt

2nd-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

A ray of burning sunlight springs from your hand. Make a ranged spell attack to hit your target. A creature struck by the bolt takes 3d8 radiant damage and must make a Dexterity save. On a failed save, the target is also blinded for 1 round. Creatures with sunlight-based limitations take double damage as though they possessed a Damage Vulnerability to radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of blindness is increased by 1 round for each slot level above 2nd.

Tasso's Shriek

1st-level illusion

Casting Time: 1 bonus action

Range: 60 yards

Components: V or S

Duration: Instant

This spell creates an audible sound centered anywhere within the spell's range. This limits on this spell's manifestation is that it must be a sound the caster is himself capable of making - all spoken voices will be those of the caster \(although skilled vocal mimics can be very effective in this regard\). Targets distracted by these sounds are permitted an Intelligence save to not fall for the illusion. The spell is unusual, in that it can be cast with solely a vocal or somatic component, making it a favorite spell for those who are hidden or those who are tied up.

Teleport Object

3rd-level alteration

Casting Time: varies

Range: Touch

Components: V, S, M \(a brass key\)

Duration: Instant

This spell involves the magical teleportation of objects to a prepared receptacle for them. This spell is cast in one of three ways, depending on the purpose of the spell.

Prepare Receptacle. With this, the caster prepares a receptacle to hold items that he sends into it. It is, in effect, the creation of a "landing pad" for those items, and without at least one such receptacle, the other versions of the spell cannot be cast at all. This casting has a longer Casting Time than normal, taking 1 minute to enchant a container the size of a small chest, 10 minutes to enchant a large chest or crate, 1 hour to enchant a cabinet or wardrobe, and 10 hours to enchant a small room, of a maximum of 20' x 20' in size. A caster may have one such receptacle per point of his Proficiency Bonus. The casting of this spell burns a circular rune-pattern similar to those created by the teleportation circle spell, but on a smaller scale. These patterns are often hidden on the object or room, for if another caster with access to this spell learns the pattern, he may choose to make that receptacle one of his own with a simple casting of this spell.

Banish Item. This has a Casting Time of 1 action. With it, the caster may banish any single item of 10 pounds or less to one of his prepared receptacles, as long as that item will conceivably fit in it. The item must be held by the caster when he casts it, and no one may be contesting his physical possession of it at the time. A bag or container can be banished as a single item, and all its contents will transfer, as long as it does not weigh more than 10 pounds. Items that themselves contain extradimensional space \(such as bags of holding\) cannot be affected by this spell.

Summon Item. This has a Casting Time of 1 action. With it, the caster may summon any single item of 10 pounds or less from one of his prepared receptacles. The caster must know that the item is in that receptacle, and the item appears in his hand, which must be free and unbound to cast the spell.

At Higher Levels: When this spell is cast at higher levels, it increases the weight and/or number of items that may be summoned or banished. \(It has no effect on the Prepare Receptacle function of this spell.\) At 4th level, the spell may affect up to two items of no more than 20 lbs in total weight. For each spell level thereafter, the spell may affect one additional item, and 10 additional pounds, allowing a 6th level casting of the spell to affect four items of up to 40 total lbs, as an example.

Wardaway

1st-level evocation

Casting Time: Swift action, or Reaction

Range: 60 feet

Components: V, S

Duration: 2 rounds

You hurl a small, shimmering sphere of twisting magical force at a single opponent in range, striking them unerringly and inflicting a -1 penalty to all attack rolls during the duration of the spell. The character also goes last in initiative order during that time as well. Additionally, the target must make a Wisdom save. Failure on this check inflicts 1d4+4 force damage to the target.

This spell is cast as a Swift action. The spell may be cast as a Reaction if an enemy charges. If the target fails the Wisdom save, not only do they take damage, but their charge is interrupted and they must stop movement after half of their movement has been completed in the charge.

Water Form

7th-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 hour

You turn into an amorphous puddle of water that resembles an ooze. Your water form uses all of your ability scores, but has 40 hit points and AC 13 + your Dexterity modifier. You revert back to your original form if reduced to 0 hit points. While in water form you are invisible if you are in water \(whether a body of water, a puddle, or a wet surface\), you gain resistance to slashing, bludgeoning, and piercing damage, you are immune to cold damage and the prone condition, and are restrained until the end of your next turn if you would take cold damage. You may squeeze through tiny openings as small as one inch without penalty. You retain your normal vision and speed, but gain a swim speed equal to your normal movement. You may not attack or cast spells as an amorphous puddle of water. As an action, however, you may cause your watery form to become humanoid, which resembles your normal shape, or revert from humanoid shape to a puddle. While in humanoid form you can talk, attack, cast spells, etc., though you are visible unless completely immersed in water.

At Higher Levels. When you cast this spell with a spell slot of 8th level or higher, your watery form gains an additional 20 hit points per slot level used over 7th.

Wind Carpet

5th-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S, M \(a scrap of cloth\)

Duration: 1 hour

You call forth a 3 ft. × 5 ft. carpet of flying \(see DMG page 157\) made of glowing force that only the target can control. The carpet emits dim light in a 10-foot radius. You can dismiss the spell as a free action on your turn or as a reaction.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you may increase the carpet’s dimensions up to 4 ft. × 6 ft. using a 6th level slot, 5 ft. × 7 ft. using a 7th level slot, or 6 ft. × 9 ft. using an 8th level slot.

Bestial Form
3rd-level transmutation
Secret Spell: Faithful of Saluwé or val’Dellenov bloodline
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
With a whisper, you transform yourself into a primal 
humanoid, summoning forth the aspects of several beasts 
and incorporating them into your physical form. For the 
duration, you gain the following benefits:
   Animal Endurance: You have advantage on all 
Constitution saving throws to maintain concentration on 
your spells.
   Bestial Traits: You gain one of the traits from the 
following list: 
• Eyes of the Eagle: You gain advantage on all Wisdom 
(Perception) skill checks that rely on sight.
• Ferocity of the Tiger: When you take the Attack 
action you can make an extra attack with your natural 
weapon as a bonus action.  
• Hide of the Boar: You possess natural armor class 

of 12 + proficiency bonus + your spellcasting ability 
modifier.
• Might of the Bear: You gain 2d6 temporary hit 
points, which are lost when the spell ends.
• Nose of the Wolf: You gain advantage on all Wisdom 
(Perception) skill checks that rely on smell scent. 
• Swiftness of the Cat: Your base speed increase by 10 
feet. 
   Natural Weapons: You grow claws, fangs, spines, horns, 
or a different natural weapon of your choice and you 
gain proficiency with whatever you choose. Your natural 
weapons are magical and deal 1d6 slashing, bludgeoning 
or piercing damage. You must choose the type of damage 
dealt when you cast this spell and you cannot change it 
unless you cast this spell again.
At Higher Levels: When you cast this spell using a spell 
slot of 4th level or higher, you may choose an additional 
Bestial Trait for each level slot above 3rd. You cannot 
choose the same trait more than once.


Ebon Blade
Conjuration cantrip
Secret Spell: Elder Tradition 
Casting Time: 1 bonus action 
Component: V, S 
Range: Self 
Duration: 1 minute
You conjure forth a blade of dark, crackling energy. Your 
blade can take the form of any simple or martial weapon 
with a blade that doesn’t have the heavy or two-handed 
property. 
For the duration, you can use your spellcasting 
ability instead of Strength for attack and damage rolls 
you make with your blade. Your ebon blade deals 1d8 
slashing damage and counts as magical for the purpose of 
overcoming resistance and immunity to nonmagical attacks 
and damage. The spell ends if you cast it again or if you 
release the blade, causing it to instantly dissipate.


Empowered Strike
Evocation cantrip
Casting Time: 1 action 
Component: V, M (a weapon) 
Range: 5 feet 
Duration: Instantaneous
You envelop your weapon with energy that empowers your 
strike and it slams into an adjacent foe. As part of casting 
this spell, make a melee weapon attack against one creature 
within range, otherwise the spell fails. On a hit, the target 
suffers the attack’s normal effects, and crackling black force 
leaps from the target to a different creature of your choice 
that you can see within 5 feet of it. The second creature takes 
force damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach higher 
levels. At 5th level, the melee attack deals an extra 1d8 
force damage to the target, and the force damage to the 
second creature increases to 1d8 + your spellcasting ability 
modifier. Both damage rolls increase by 1d8 at 11th level 
and 17th level.

Resonant Blade Strike
Evocation cantrip
Secret Spell: Eldritch Tradition 
Casting Time: 1 action 
Components: V, M (a weapon) 
Range: 5 feet 
Duration: Instantaneous

You sheath your blade in humming energy that is 
violently released when you strike. 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, and all other creatures within 
5 feet of you must make a Dexterity saving throw or 
take thunder damage equal to your spellcasting ability 
modifier.
This spell’s damage increases when you reach higher 
levels. At 5th level, the melee attack deals an extra 1d6 
thunder damage to the target, and the thunder damage 
to the other creatures increases to 1d6 + your spellcasting 
ability modifier. Both damage rolls increase by 1d6 at 
11th level and 17th level. 


Smith’s Hammer 
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling force streaks toward a construct or 
unattended object within range. Make a ranged spell 
attack against the target. On a hit, the target takes 1d10 


Arc anis 5e • Chap ter 6: Magic 282

force damage, which bypasses any damage resistance or 
immunities. 
This spell’s damage increases by 1d10 when you reach 5th 
level (2d10), 11th level (3d10), and 17th level (4d10). 

Spiritcraft
Transmutation cantrip
Casting Time: 1 action 
Range: 30 feet 
Components: V, S 
Duration: Instantaneous
Whispering to the spirits, you create one of the following 
effects within range: 
• Spirits of wind and rain whisper to you what the 
weather will be at your location for the next 24 hours. 
• You whisper to the spirit of a tree or plant to instantly 
make a flower blossom, a seed pod open, or a leaf bud 
bloom. 
• You whisper to a lesser spirit to create an instantaneous, 
harmless sensory effect, such as falling leaves, a puff of 
wind, the sound of a small animal, or the faint odor of 
skunk. The effect must fit in a 5-foot cube. 
• You whisper to a lesser spirit of flame to instantly light 
or snuff out a candle, a torch, or a small campfire.
• If you have the Boon feature you can create harmless 
sensory effects as appropriate to that spirit, such as the 
loud howl of a wolf.
Rapid Armament
Prerequisite: Elder Sorcerer Tradition: Magi When you cast ebon blade (or any spell which summons an ebon blade, such as witch blade) or invoke your Ebon Armor class feature, you may spend 1 arcane point to cast either ebon shield or false life as part of the same action. You can use Rapid Armament even if you have already used a different Metamagic option during the casting of the spell.
Circle of Elemental Focus
When you cast any spell that deals an elemental damage type, you may spend 1 arcane point to create a circle of crackling elemental energy of that same damage type at your feet. This circle remains stationary for 1 minute. As long as you are standing within the circle any spell you cast of the same elemental damage type deals additional damage equal to your spell casting attribute modifier (minimum of one). If you choose to create another circle of elemental focus while one is still active that circle dissipates as you enact a new one.
Elemental Admixture
Prerequisite: Elorii
When you cast any spell that deals an elemental damage type you may spend 1 arcane point to change half of the spell’s damage type to the damage type akin to your elemental bloodline. For example, if you cast a fireball and are an Osalikene (Bloodline of Air) you may spend 1 arcane point to change half of the damage dealt to lightning damage.
SP€LL Lists
Spells marked with f are found in the Arcanis 5e Campaign Setting and spells marked with a * are new spells found later in this chapter
Elder Sorcerer Spell List
IST LEVEL SPELLS Earth-Spikes*
Ebon shield*
Witch Blade*
3RD LEVEL SPELLS
Inner Sprit*
5TH LEVEL SPELLS
Elemental Crown*
6TH LEVEL SPELLS Cloak of Life*
Elemental Soul*
Elder Warlock Spell List
CANTRIPS (O LEVEL)
Dancing Lights Ebon bladej Empowered Strikej Light
Mage Hand Minor Illusion Poison Spray Prestidigitation Spell-Bane Bladej True Strike
IST LEVEL
Charm Person Color Spray
Comprehend Languages Detect Magic Disguise Self Elemental Rebuke*
Expeditious Retreat Illusory Script
Protection from Evil and Good Unseen Servant
2ND LEVEL
Alter Self
Blindness/Deafness Call to Armsj Darkness Enhance Ability Forceful Repositioning^ 
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Silence
Slip Sidewaysj Spider Climb Suggestion Web
3RD LEVEL
Counterspell
Daylight
Dispel Magic
Fear
Fly
Hypnotic Pattern Inner Spirit*
Magic Circle Major Image Phantom Steed Protection from Energy Tongues Vampiric Touch
4TH LEVEL
Arcane Eye
Banishment
Black Tentacles
Conjure Minor Elementals
Dimension Door
Fabricate
Greater Invisibility Stoneskin
5TH LEVEL
Conjure Elemental Contact Other Plane Dream
Elemental Crown*
Hold Monster Insect Plague Mind Fogj Planar Binding Scrying
Scrying Inscription^
6TH LEVEL
Circle of Death Contingency Disintegrate Elemental Soul*
Eyebite
Globe of Invulnerability Guards and Wards Instant Summons Irresistible Dance Magic Jar Mass Suggestion
 
Programmed Illusion Repulsion^
Sunbeam True Seeing
7TH LEVEL
Etherealness Finger of Death Forcecage
Magnificent Mansion Plane Shift Prismatic Spray Project Image Sequester S,mbol
8TH LEVEL
Antimagic Field
Antipathy/Sympathy
Clone
Demiplane
Dominate Monster
Feeblemind
Maze
Mind Blank Power Word Stun Sunburst
9TH LEVEL
Foresight
Gate
Imprisonment
Implosion!
Power Word Kill Prismatic Wall Shapechange Time Stop True Polymorph Weird
New Spells Cloak of Life
6th-level transmutation (ritual)
Casting Time: 10 minutes Range: self Components: V, S Duration: 24 hours
Created by the Archmage Telas for his travels through the Inner Realms, this spell weaves a protective cocoon of life- sustaining energy around the caster.
While this spell is active, you are sustained without air and become immune to all damaging effects from environments while on planes of existence other than Arcanis. For example, you would be immune to damage from the incredible water pressures in the realm of the Crushing Deep. 
While you are immune from environmental effects, they are not necessarily immune to all environmental hazards. For example, if traversing the Realm of the Burnished Flame, you could withstand the intense heat of the environment without taking damage. But, if a volcanic geyser were to throw him into the air, he would still take falling damage as normal.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you may affect one other creature within 10 feet of you for every spell level slot above the 6th.
Earth-Spikes
1st level Evocation Secret Spell: Marokene Elorii Casting Time: 1 action Range: Self (15-foot cube)
Components: V, S Duration: Instantaneous
A seismic force emanates from you causing spikes of stone to erupt from the earth. Each creature in a 15- foot cube originating from you and which must extend at least five feet into solid ground (i.e. not aboard a ship, while flying or on the sea) must make a Dexterity saving throw. On a failed save, a creature takes 2d8 piercing damage from the spikes and is knocked prone by the tremor. On a successful save, the creature takes half as much damage and isn’t knocked prone.
In addition, any buried objects less than five feet beneath the earth and completely within the area of effect are automatically uncovered and brought to the surface.
At Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.
Ebon Shield
1st-level evocation
Secret Spell: Elder Sorcerer Tradition: Magi
Casting Time: 1 bonus action
Range: self
Components: V, S
Duration: 1 minute
You summon forth a small disk of dark cracking energy. This disk floats in front of you, defending you from incoming attack.
You may only cast this spell if you are not wearing armor or wielding a shield. For the spell’s duration you gain your spellcasting attribute bonus to your Armor
Class. This spell instantly ends if you ready a shield or don armor.
While this spell is active, if you are successfully damaged by a creature within 5 feet you my use your reaction to shatter your shield forcing that creature make a Dexterity saving throw. It takes 3d6 thunder damage on a failed save, or half as much damage on a successful one, ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases dealt by shattering your shield increases by 1d6 for each slot level above 1st.
Elemental blast
Evocation Cantrip
Secret Spell: Elder Warlock
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, 1 minute
Reaching deep within yourself you bring forth your
elemental nature with devastating results.
A beam of crackling elemental energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 damage of a type determined by the caster’s Ancient Pact (see the Ancient Pacts section on page 8).
The spell creates more than one beam when you reach higher levels; two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam
Elemental Crown
5th-level evocation
Casting Time: 1 action
Range: self
Components: V, S
Duration: Concentration, 1 minute
Gathering an element close at hand you forge it into a
crown that floats inches above your head.
Choose one of the elemental damage types (Acid, Lightning, Fire, or Cold); you must have access to some of the element (an open flame or standing next to a puddle of water) or be a spell focus for the appropriate elemental type to use that particular element.
As long as this spell is active, any spell you cast that deals the same damage type as your crown is cast as if you had used a spell slot one level higher. Additionally, 
Duration: Instantaneous As a reaction taken in response to being damaged by a creature within 60 feet of you that you can see, you summon the element associated with your Ancient Pact to engulf the creature that damaged you. The creature must make a Dexterity saving throw. It takes 2d10 damage of the same type as your Ancient Pact defines for your elemental blast (see the Ancient Pacts section on page 8).
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Elemental Soul
6th-level evocation
Secret Spell: Elorii Only
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, 1 minute
With a few arcane words you bring forth
and enhance your elemental nature,
empowering it for a short time.
Ardakene (Life): Your body begins to rapidly regenerate, become immune to radiant damage. Additionally, for the duration of the spell you regain 5 hit points at the beginning of every turn (50 hit points per minute).
 
Berokene (Water): You gain some of the properties of water. You gain immunity to bludgeoning damage and resistance to slashing and piercing damage. Additionally, if swimming your base swim speed is increased by 30 feet.
Kelekene (Fire): You become an avatar of destruction. All melee, ranged, and spells that deal damage have that damage increased by an additional 1d6 fire damage, regardless of the spell’s or effect’s initial damage type. Additionally, while under the effects of this spell you may cast firebolt as a bonus action.
Marokene (Earth): You gain some of the qualities of earth. You gain immunity to piercing damage and resistance to bludgeoning and slashing damage. Additionally, while standing upon solid earth any attempt to shove you automatically fails. 
Osalikene (Air): You gain some of the qualities of air. You gain immunity to slashing damage and resistance to bludgeoning and piercing damage. Additionally, you may use your bonus action to jump 30 feet and are immune to damage caused by falling, regardless of the distance fallen.
Fist of the Crushing Deep
3rd-level evocation
Secret Spell: Elder Warlock, Elorii only.
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, 1 minute
The caster invokes the Vizier of the Mad King to allow
one of his favorite spells to form in the petitioner’s mind.
The spell manifests a giant fist made of water, as an action you may use it to do one of two things.
 
•	 Smashing Fist of the Deep: You may have it attack a single creature within range, dealing 3d10 + your spell casting modifier doing bludgeoning damage.
•	The Crushing Fist of the Deep: Alternately, you may choose to use it to grab and crush a single creature. That creature must make a Dexterity saving throw or become restrained suffering 3d8 bludgeoning damage. At the beginning of each of its turns, the target can make Strength saving throw. If they fail this saving throw they suffer an additional 3d8 bludgeoning damage.
On a successful save, they break free of the spell, ending it by causing the fist to burst into a shower of water.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1 damage die (either d10 or d6 respectively) for each slot level above 3rd. 

 
Inhale 

 

4th-level evocation
Secret Spell: Elder Warlock, Elorii only. Casting Time: 1 action Range: Self (30 foot cone)
Components: V, S
Duration: Instantaneous
The Seneschal temporarily grants the summoner
the ability to cast this spell. The caster then
positions herself before her foes and begins to
inhale, drawing in all the air within the affected
area.
You take in an imposable amount of air forcing all creatures within a 30 foot cone to make a Strength Saving throw. Creatures which fail their saving throw suffer 7d6 bludgeoning damage as they are forced prone and roll 10 feet closer to you. Creatures who succeed in their saving throw only suffer half damage and remain standing but are still moved 5 feet closer to you. Flying creatures are especially susceptible to this spell and fall from the sky upon a failed saving throw, suffering additional falling damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. 
Inner Sprit
3rd-level evocation Secret Spell: Elorii Only Casting Time: 1 action Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous
Elorii possess an inner elemental spark, which they
can tap and unleash to impressive effect.
A burst of elemental energy erupts from your hands, each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 8d6 damage of the element corresponding to the elorii casting the spell, for example, an Osalikene would deal lightning damage, on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Mirage
5th-level enchantment Secret Spell: Elder Warlock, Elorii only.
Casting Time: 1 action Range: 30 feet
Components: V, S, M (20gp in crushed diamonds)
Duration: Concentration, up to 1 minute
Once invoked, the Mistress of the Burning will allow one of her favorite spells to form in the summoner’s mind. The caster of this spell causes fevered delusions to appear in the mind of his victims.
Select a single creature within range. That creature is forced to make a Wisdom saving throw of suffer 8d8 psychic damage as they see the object of their heart’s greatest desire (or most imminent need) in the distance.
At the beginning of their next turn the affected creature will do nothing but move in a direction of your choosing, avoiding opportunity attacks if able, while they attempt to reach the object of their desire. If the creature suffers any damage the spell ends. Additionally, at the end of every turn the creature may attempt a new Wisdom saving throw to end the spells effect.
 
Suckled by the Earth 5th-level evocation
Secret Spell: Elder Warlock, Elorii only.
Casting Time: 1 action Range: 30 feet
Components: V, S, M (300gp in crushed precious stones)
Duration: 6 Hours
You cause the very plants of the earth to grow into the target, providing healing and nourishment.
You may only cast this spell upon a willing creature within range that must be upon solid ground on which plants may grow (i.e. not aboard a ship, while flying or on the sea). The creature is instantly cocooned in plants that spring out of the ground enwrapping and protecting it from all harm. For the spell’s duration the target creature is unconscious but is immune from all damage. The cocoon cannot be moved by any means. A creature affected by this spell recovers a number of hit points equal to 5d8+your spellcasting 
ability modifier, are cured of disease, and poison. Additionally, if that creature died within the last 4 hours, that creature is returned to life. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Witch Blade
1st-level evocation
Secret Spell: Elder Sorcerer Tradition: Magi
Casting Time: 1 bonus action
Range: self
Components: V, S
Duration: 10 minutes
You summon forth a blade of pure darkness.
With this spell you summon forth an enhanced ebon blade (as the spell, ebon blade in the Arcanis Campaign Setting, pg. 268). However, unlike its lesser version, your witch blade deals d8 damage or the equal the type of weapon you choose to manifest, whichever is greater, and acts as an arcane spell focus for the spell’s duration.
Also, when you are the target of a harmful cantrip or spell cast using a 1st level spell slot that does not possess 
an area of effect, you may, as a reaction, absorb that spell into the blade causing it to shatter, and ending the spell. When using your blade to absorb a spell, you may choose to either simply allow the spell to dissipate harmlessly or attempt to capture and store the power of that spell for your own use. Capturing a spell’s power in this way requires a successful intelligence saving throw against the caster’s spell save DC and you recover 1 arcane point. Upon failed saving throw you suffer the full effects of the spell, as if you were successfully hit with or failed the spells saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you may use the witch blade to absorb a spell cast with a spell level slot equal to or lower than the spell slot used.
Wrath of Stone
4th-level evocation
Secret Spell: Elder Warlock, Elorii only. Casting Time: 1 action Range: Self (50-foot line)
Components: V, S Duration: Instantaneous When invoked, Korred will allow one of his favorite spells to form in the summoner’s mind, allowing them to order spikes of stone erupt from the ground, impaling those who dare stand against them.
With a wave of your hand you force spikes of stone the size of great swords to burst from the earth in a line 50 feet long and 5 feet wide out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw.
A creature takes 8d6 piercing damage on a failed save, or half as much damage on a successful one. The wall of stone remains in place for 1 minute after which it crumbles to dust, leaving the earth below it undisturbed. Anyone wishing to cross the wall of spikes treats it as difficult terrain and must make another Dexterity saving throw or suffer 2d6 piercing damage.
The wall is an object made of stone that can be damaged and thus breached. Each 5 foot section has an AC 13 and 20 hit points. Reducing section to 0 hit points destroys it creates a 5 foot wide safe passage though the wall.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level
above IIIi. 
