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The following spells are usable in your Fifth Edition campaigns.

Avoidance

5th-level abjuration

Cast Time: 1 action

Range: 30 feet

Components: V, S, M (a magnetized needle)

Duration: Until dispelled

You target an object. Any creature that attempts to come within 1 foot of the object is physically repulsed by it. If the creature is the same size category or smaller than the object, the creature is pushed back 5 feet to an unoccupied space. And if the creature is one or more size categories larger than the object, the object moves 5 feet out of reach of the creature. Fixed objects such as doors, walls, hung paintings, etc. repulse the creature even if the creature is larger than the object.

If the target of this spell is an object worn or carried by another creature, that creature may make a Wisdom saving throw. On a successful saving throw, the spell fails to enchant the object.

This spell cannot be used to target living creatures.


Directed Shout

1st-level transmutation

Casting Time: 1 action

Range: Self (30-foot line)

Components: V, M (a short piece of copper wire)

Duration: Instantaneous

Your voice reaches destructive decibels as you emit a shout in a 30 feet long and 5 feet wide line that balsts out from you in a direction you choose.  Each creature in the area must make a Constitution saving throw. A creature takes 2d6 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

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


Glassteel

4th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a pinch of salt)

Duration: Instantaneous

You transform non-magical glass measuring no more than 10 feet by 10 feet and weighing no more than 40 pounds into a transparent substance that has the tensile strength and unbreakability of actual steel. The glass gains an AC of 19 and 100 hit points.


Flesh to Glass 

7th-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a pinch of lime, water, and earth)

Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into glass. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to haraden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to glass and subjected to the petrified condition for the duration. In addition to the normal effects of the petrified condition, the creature is also vulnerability to thunder damage.

If the creature is physical broken while turned to glass, it suffers from similar deforminites if it reverts to its original state. 

If you maintain your concentration on this spell for the entire possible duraion, the creature is turned to glass until the effect is removed.


Leomund's Trap

2nd-level illusion

Casting Time: 1 action

Range: Touch

Components: V, S, M (iron pyrite worth 200gp)

Duration: Until dispelled

You cast an illusion on an object, making creatures believe that the object is trapped. Any creature that makes an Intelligence (Investigation) check or Wisdom (Perception) check or uses a spell or magical effect to detect for traps is 100% certain a trap exists. The spell is illusory, and nothing happens if the trap is sprung.

A second Leomund's trap spell cannot be cast within 50 feet of another casting; otherwise, the second spell fails.


Phase Door

7th-level conjuration

Casting: 1 hour

Range: 30 feet

Components: V

Duration: Until dispelled

An invisible passage is created at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. 

While the passage exists only you can pass through it and see it. Others observing you only see you disappear into the space. If you desire, another creature can pass through the wall with you.

The passage creates no instability in a structure surrounding it. The door does not pass light, sound, or magic effects, nor can you see through it without using it. A true seeing spell or similar effect can see the door, but does not allow the caster or user to pass through.


Sepia Snake Sigil

3rd-level conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a scale from a snake, powered mushroom spores, and powdered amber worth 100gp which is consumed)

Duration: until dispelled or triggered

You imbue a written text such as a book or scroll with a small written symbol. When written, the so-called sepia snake springs into being and strikes the nearest living creature (but won't attack you). The snake makes an attack roll using your spell attack modifier. On a successful strike, the target is engulfed in a shimmering field of force for 24 hours or until a successful dispel magic spell is cast on the target. While contained in the forcefield, the target is paralyzed, does not age, require air, food, drink, or sleep, and it has a +5 bonus to its AC. 

The creature is very difficult to move. A creature can use an action to make a DC 30 Strength check, moving the creature up to 10 feet on a success.

If the snake misses its attack, it dissipates in a flash of brown light, with a loud noise and a puff of harmless, dun-colored smoke.

The spell cannot be detected by normal observation, and detect magic only reveals that the entire text is magical. A dispel magic spell removes it as normal.


Summon Shadow

3rd-level necromancy

Casting Time: 1 minute

Range: 90 feet

Components: V, S, M (a drop of black paint)

Duration: Concentration, up to 1 hour

You call forth a shadow servant. A shadow (reference the MM for its stat block) appears in an onuccupied space that you can see within range and it gains temporary hit points equal to half your spellcaster level. In addition, it gains a special bonus to its attack rolls and armor class equal to your spellcasting modifier (minimum of +0). The shadow disappears when it drops to 0 hit points or when the spell ends. 

The shadow is friendly to you and your companions. Roll initiative for the shadow individually, and it has its own turns. The shadow obeys any verbal command that you issue to it (no action required by you). If you don't issue any command to it, it defends itself from hostile creatures, but otherwise takes no actions.

At Higher Levels. When you cast this spell using a higher level spell slot, you can summon one additionial shadow for each spell slot level you use above 3rd. You roll initiative for all the shadows as a group and they have their own turns.


Temporal Stasis

9th-level transmutation (ritual)

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (powdered diamond dust worth 100 gp, which the spell consumes)

Duration: until dispelled

You place a creature in a state of suspended animation. While in this state, the creature is unconscious. It does not suffer from the effects of aging, nor does it require air, food, or drink.


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Comments

Anonymous

could you make this into a PDF?

John Thomas

I remember most of these.....