Tools

 

Here, you will find some useful tools and links that will help you as a DM and/or player.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Starting with 2nd ed. DnD, the amount of supplemental books that were disgorged onto the public was mind-boggling. Everyone wanted a piece of that fantasy role playing retail pie. TSR and then WOTC were more than happy to see the material go out the door so long as they got their share. Most of it was solid, but some was weak cheese. Anything that made a class or race unique saw a book come out with something that sidestepped the limitations that kept things compartmentalized. Need a cleric to be able to cast divine spells? Sure, there's an optional rule for it. Drove me nuts.

With 5th edition, we're back to a manageable level . . . for now. Still, there will be players who will wish to incorporate that cool spell that they've created or seen put out there by someone else. This is where my group and myself will step in and scrutinize those spell submitted for consideration. Of course, I'll have final veto power for what's in my world.

I'll be using the PH spells as an anchor when considering any spell submitted. If the submitted spell does more damage or is obviously more powerful than the closest spell of that level listed in the PH, I'll ask that it gets toned down or I won't allow it. Anyone who's DMed using the Spell Compendium knows exactly what my conern is here. I like the SC. It has a lot of cool spells in it and I'll be going through it to include in my game. Again, I'm all about variety . . . the carefully-controlled variety, that is.

In the future, I'll put a document on here that will show all the new allowed spells and their descriptions.

**Variant: Spell Points*** The rules regarding spell points as laid out on page 288 in the 5th ed. DMG are fine with me. You can use this system in place of the spell slot system laid out in the PH.


Complete 5th Edition Spell Lists/Descriptions

NOTE: The link below will give you a .pdf file that includes all spells from the 5th edition PH, Xanathar's Guide, and Homebrew spells that have been Curtis approved for use in his world. I will still continue to put spells on this page that are not in the PH or Xanathar's Guide but are approved for use in Irith.

Please be sure to check back regularly, for I am always tinkering with adding new spells and updating this list.

Complete 5th Ed. Spells

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Homebrew Spells

Below are spells that are either taken from other editions/sources and modernized to 5th edition, current 5th edition spells that have been tweaked to make them more or less powerful or whatever it takes to make Curtis happy, or spells created by people like a female sheep (ewe).

 

*=5th edition spells that have been tweaked for Irith

 

Arcane Mark (sorcerer/warlock/wizard)

(no slot required) transmutation

 

Casting Time: 1 action

Range: 0'

Components: V, S

Duration: Permanent

 

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

 

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Chaos Shield (wizard/sorcerer)

3rd level abjuration

 

Casting Time: 1 action

Range: Self

Components: V, S, M (25 gp sapphire, venom from phase spider)

Duration: Concentration, up to 1 minute

 

This spell creates a shimmering light of translucent colors that cling to the caster’s body. Any magic directed at the caster will have one of the following effects (determined by roll):

 

1.

2-5.

6-7.

8-9.

10-11.

12.

 

Spell works as normal

Spell works at half effect

Spell fails completely

Spell is redirected at a random creature within spell range

Spell is redirected back at caster

Spell is absorbed into chaos shield and adds 1 more minute to its duration

 

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Command Undead (warlock/wizard)

2nd level necromancy

 

Casting Time: 1 action

Range: 25' + 5'/2 levels

Components: V, S, M (shred of raw meat and a splinter of bone)

Duration: 1 day/level

 

This spell allows you some degree of control over and undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts You can try to give the subject orders, but you must win an opposed charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are no allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

 

A non-intelligent undead creature (such as a skeleton or zombie) gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as "come here," go there," "fight," "stand still," and so on. Non-intelligentt undead won't resist suicidal or obviously harmful orders.

 

Any act by you or your apparent allies that threatens the commanded undead (regardless of its intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you.

 

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Conjure Instrument (bard)

0 level conjuration

 

Casting Time: 1 action

Range: 0'

Components: V, S

Duration: 1 min/level

 

This spell summons one handheld instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands (such as a harp, piano, harpsichord, alphorn, or pipe organ).

 

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Daze (bard/sorcerer/warlock/wizard)

0 level enchantment

 

Casting Time: 1 action

Range: 25' + 5'/2 levels

Components: V, S, M (pinch of wool or similar substance)

Duration: 1 round

 

This enchantment clouds the mind of a humanoid creature with 4 or fewer hit dice so that it takes no actions. A wisdom save negates. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

 

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Deathwatch (cleric)

1st level necromancy

 

Casting Time: 1 action

Range: 30'

Components: V, S

Duration: 2 min/level

 

Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). The deathwatch sees through any spell or ability that allows creatures to feign death.

 

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Detect Snares and Pits (druid/ranger)

1st level divination

 

Casting Time: 1 action

Range: 60'

Components: V, S

Duration: concentration, up to 1 minute per level

 

You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.

 

Detect snares and pits does detect certain natural hazards, such as quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially danggerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring), nor mechanically complex ones, nor those that have been rendered safe or inactive.

 

The amount of information revealed depends on how long you study a particular area.

 

1st round: presence or absence of hazards.

2nd round: number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.

Each additional round: The general type and trigger for one particular hazard closely examined by you.

 

Each round, you can turn to detect snares and pits in a new area. the spell can penetrate barriers, but 1' foot of stone, 1" of common metal, a thin sheet of lead, or 3' of wood or dirt that blocks it.

 

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Disrupt Undead (sorcerer/wizard)

0 level necromancy

 

Casting Time: 1 action

Range: 25' + 5'/2 levels

Components: V, S

Duration: Instantaneous

 

You direct a ray of positive energy at an undead target. You must make a ranged touch attack to hit. If the ray hits the undead creature, it dead 1d6 points of damage to it.

 

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 

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Doom (cleric)

1st level necromancy

 

Casting Time: 1 action

Range: 100' + 10'/level

Components: V, S, DF

Duration: concentration, 1 min

 

This spell fills a single subject with a feeling of horrible dread. A wisdom save negates the spell. If the subject fails the save, then they are shaken and have disadvantage on all attack rolls. The target may reroll a save at the end of their turn.

 

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Erase (bard/sorcerer/wizard)

1st level transmutation

 

Casting Time: 1 action

Range: 30'

Components: V, S

Duration: Instantaneous

 

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

 

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Flare (bard/druid/sorcerer/wizard)

0 level evocation

 

Casting Time: 1 action

Range: 25' + 5'/2 levels

Components: V

Duration: instantaneous

 

This cantrip creates a burst of light in front of a single creature of the caster's choice that is within range. The target must make a constitution check or be blinded for 1 round. Sightless creatures, as well as creatures already blinded, are not affected by this spell.

 

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Glitterdust (bard/sorcerer/wizard)

2nd level conjuration

 

Casting Time: 1 action

Range: 100' +10'/level

Components: V, S, M (ground mica)

Duration: concentration, 1 round/level

 

A cloud of golden particles covers everyone and everything in a 10' area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

 

Any creature covered by the dust takes a -20 on stealth checks to hide.

 

 

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Halt Undead (sorcerer/wizard)

3rd level necromancy

 

Casting Time: 1 action

Range: 100' + 10'/level

Components: V, S, M (pinch of sulfur and powdered garlic)

Duration: 1 round/level

 

The spell renders as many as three undead creatures immobile. No two of the undead can be more than 30' apart. A non-intelligent undead creature (such as a skeleton or zombie) gets no saving throw; an intelligent undead creature does. The save is a wisdom based. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.

 

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Healing Spirit (sorcerer/wizard)

2nd level conjuration

 

Casting Time: 1 bonus action

Range: 60'

Components: V, S

Duration: Concentration, up to 1 minute

 

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6) for each slot level above 2nd.

 

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Hold Portal (sorcerer/wizard)

1st level abjuration

 

Casting Time: 1 action

Range: 100' + 10'/level

Components: V

Duration: 1 minute/level

 

This spell magically holds shut a door, gate window, or shutter of wood, metal or stone (up to 20 square ft./level). The magic affects the portal just as if it were securely closed and normally locked. A knock spell or successful dispel magic spell can negate a hold portal spell. For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

 

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Mummy Breath (wizard)

3rd level necromancy

 

Casting Time: 1 action

Range: Up to 20’

Components: V, S, M (2 oz. of crushed scarabs consumed upon casting)

Duration: Instantaneous

 

This spell allows the caster to breathe a stream of horrid withering breath. The breath is a 5’ wide stream that can go up to 20’ from the caster. Any living creature caught in the area of effect must make a constitution save or take 3d6 points of necrotic damage and lose 1 point of constitution for 1 minute.

 

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Obscuring Mist (cleric/druid/sorcerer/warlock/wizard)

1st level conjuration

 

Casting Time: 1 standard action

Range: 20'

Components: V, S

Duration: 1 minute

 

A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5'.

 

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph), disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

 

The spell does not function underwater.

 

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Rusting Grasp (druid)

4th level transmutation

 

Casting Time: 1 action

Range: Touch

Components: V, S, DF

Duration: See Text

 

Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. There is no saving throw. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.


You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.


Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.


Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
 

Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.

 

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Sectional Shield (sorcerer/wizard)

4th level abjuration

 

Casting Time: 1 action

Range: Up to 20’

Components: V, S, M (small crystal pyramid, 50 gp of diamond dust consumed upon casting)

Duration: 1 minute or until destroyed

 

This spell allows the caster to create a shield of invisible force to come into existence that can withstand a total of 10 hit points of physical or magical damage per level of the caster. The height of any section is 10’ tall and 5’ wide. The shield can be made into one, two, three, or four sections. If there are multiple sections, they all must be linked and can be shaped at right angles or in a straight line. So for two sections, the caster can create a 5’ section in front of him and have the second section bend at a 90 degree angle to his right or left or extended outward. A third section can again be added and extend one or more of the current sections in a straight line or at yet another 90 degree angle, and so on. Sections cannot be placed above or below a wizard unless there are anchor points to support them.

 

Each time a section is added, the number of physical damage each section is able to withstand is divided into the number of sections. For example, an 8th level wizard can create a shield that can withstand 80 hit points of damage. If he splits it into two sections, then each section would have 40 hit points. Adding a third section would cause an uneven division, so the section of the wizard’s choice would receive the higher odd number.

 

Once a section has taken its damage allotment, it fades away. Once the section(s) of shield are in place, they cannot be moved until destroyed, dissipated by the caster, or fade away once the duration of the spell has been reached.

 

The shield stops physical and magical penetration from both directions. The caster cannot cast through the shield. The shield only stops objects and spells that have to travel in a straight line through the shield to have an effect.

 

For this spell, the caster spreads the diamond dust on the ground an puts the crystal pyramid on the dust.

 

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Sepia Snake Sigil (bard/wizard/sorcerer)

3rd level conjuration

 

Casting Time: 10 minutes

Range: Touch

Compoments: V, S, M (500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom 

                                        spores)

Duration: Permanent or until discharged; until released or 1d4 days + one day/level; see text)

 

When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.

Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

A dispel magic can remove the sigil. An erase spell destroys the entire page of text.

Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.

 

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Transmute Rock (druid/cleric/wizard)

3rd level transmutation

 

Casting Time: 1 action

Range: 120’

Components: V, S, M (clay and water)

Duration: Until dispelled

 

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.


Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.


The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
 

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
 

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface to an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

 

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Undead Connection (sorcerer/wizard)

3rd level necromancy

 

Casting Time: 1 action

Range: Up to 240’

Components: V, S

Duration: Concentration, up to 1 minute

 

This spell allows the caster to connect with a single undead that the caster has control over. The caster can see and hear through the undead as if they were the undead. The spell is effective up to 240’. After that, the connection is broken and a new spell must be cast.

 

The caster must concentrate on this spell and cannot do anything else but move while connected. If the caster takes damage or attempts anything other than a move action, the connection is broken. If the undead is destroyed, the connection is lost.

 

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Ventriloquism (bard/sorcerer/wizard)

1st level illusion

 

Casting Time: 1 action

Range: 25' + 5'/2 levels

Components: V, M (a parchment rolled up into a cone)

Duration: 1 minute/level

 

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful wisdom save recognizes it as illusory (but still hears it).

 

 

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