Kibbles' Generic Spells - GM Binder
Kibbles' Generic Spells - GM Binder
Kibbles' Generic Spells - GM Binder
1
Acid
Elemental Spells 1.2 Widely features damage over time, acid deals damage with
One of the common things I see folks at my table and across smaller initial damage and typically deals its damage in
the D&D Community looking for all the time is spells that consistent d4s. Generally features Dexterity saving throws.
better fit elemental archetypes beyond fire. It feels as if the
fire spell list was completed, and everything else got a few Level Spells
leftovers. This is the complete list that gives each element it's
own buffet. Cantrip acid splash, primal savagery
You can simple reflavor fire spells suit your needs - if that 1st caustic brewTCE
works for and your table, great! However, in my experience
over the years of doing exactly that, it tends to rob the 2nd acid arrow
elements of the last vestige of unique flavor, subtle 3rd erodeK
differences, and as consequent the world setting which
should feel deep, mysterious, and magical, starts to feel more 4th vitriolic sphere
game-like, more formulic. 5th acid rainK
In providing this wave of new spells and their possibilities,
this document can help a world have that mystifying depth of Cold
magic that represents the true scope of elemental magic and
the touch of the thousands of wizards that have come before Cold spells deal less than other types of spells, often using d8
leaving behind the research, a true basis and complete damage dice they tend to debuff the target, slowing them,
system of generic elemental magic. restraining them, or leaving difficult terrain. They most often
feature Constitution saves for cones and lines, and Dexterity
saves for spells that burst from a point.
Open Content
The new spells (marked with K) presented here are Level Spells
Open Content are meant to be as universal and Cantrip frostbite XGE
, ray of frost
generally useful as possible, and consequently are
created with the intention of open and free use. 1st arctic breath , entombK, ice knife,
K
Earth
This is a list of spells that do straight forward effects of the In the unusual position of dealing a physical damage type
elements and only includes damaging effects. Some types of (bludgeoning) this type most often uses d10 damage and
spells have control effects beyond their damaging application, targets Dexterity saves, often having secondary elements
but those are not recorded here, as this just focuses on an knocking targets around, creating difficult terrain, or creating
alternative to retheming the same fire spells for each damage obstacles and cover.
type.
Fire Level Spells
Fire spells are largely complete in the default list, and Cantrips magic stoneXGE
consequently get the fewest new items. Fire spells typically 1st create pitK, earth tremorXGE , stone fistK
deal the most damage, and typically operate with consistent
d6 dice, and sometimes ignite for additional damage. 2nd become stoneK, earth rippleK, stone pillarK
Generally feature dexterity saves. 3rd erupting earthXGE, quicksandK
Level Spells 4th orbital stonesK, stone coffinK
5th fissureK
Cantrips create bonfireXGE, firebolt, produce flame
6th form of stone
1st burning hands, hellish rebuke
2
Force Poison
Force damage brings the ultimate in consistency, with most Offering high damage with high limitations, poison spells
spells offering no save or attack roll, but consequently dealing typically target Constitution and deal high variance d12
only moderate but consistent damage with d4s. damage, some having a chance to poison the target for an
ongoing effect.
Level Spells
Level Spells
Cantrip force boltK
Cantrips poison spray
1st magic missile
2nd seeking orbK, star dustK 1st bad bloodK, nauseating poisonK
2nd poison dartK, vicious vaporsK
3rd aether lanceK
4th force bladeK 3rd spider biteK, stinking cloud
4th stinging swarmK, poison puffK
5th aether stormK,
5th cloudkill
Lightning
Highly volitile damage spells, these often feature d12s with Water
high variance, and sometimes come with powerful status Water spells conjure and forcefully manipulate water, using it
effects, shocking targets or even stunning them, they come in as a medium to transfer kinetic energy, frequently moving
a mix of Constitution and Dexterity saving throws. targets or knocking them prone. They most often feature
strength or dexterity saves, and use reliable d6 damage dice.
Level Spells
Level Spells
Cantrip shocking grasp
1st electrify, lightning tendrilK*, Cantrips
1st crashing waveK, water blastK
2nd crackleK, lightning chargedK
3rd electrocuteK, call lightning, lightning bolt 2nd become waterK, dancing waveK
3rd tidal waveXGE, water cannonK
4th jumping joltK storm sphereXGE
4th geyserK
5th sky burstK
5th pressure cutterK, watery sphereXGE
Thunder 6th form of water
Exclusively area of effect spells, it tends to deal d8 damage
dice, feature Constitution saves, and often have some Wind
element of knockback. Spells that deal damage typically involve manipulating into
intense bursts, blades of compressed force, or manipulating
Level Spells into creating dangerous vortexes. It tends to deal slashing
Cantrips thunderclap damage with d8s and have Dexterity saving throws.
1st thunderpunchK, thunderwave Level Spells
2nd shatter
Cantrips windborne weaponK
K
3rd thunder pulse
1st gale boltK
K
4th echoing lance
become wind, dust cycloneK, hurricane slashK,
2nd
5th sonic shriek K
vacuum pullK
3rd vortex blastK
4th aero barrageK, suffocateK
5th tornadoK
6th form of wind
3
Acid Casting Time: 1 action
Range: 60 feet
Erode Components: V, S
3rd-level conjuration Duration: Concentration, up to 1 minute
Classes: Occultist, Wizard You attempt to encase a Medium or smaller creature you can
Casting Time: 1 action see within ice. The creature must make a Strength saving
Range: 20 feet throw or become restrained by ice for the duration. At the
Components: V, S end of each of its turns, the target takes 1d8 cold damage and
Duration: Instantaneous can make another Strength saving throw. On success, the
You blast a target with a glob of acid. The target must make a spell ends on the target.
Dexterity saving throw. On failure, the target takes 8d4 acid If the creature takes more than 5 fire or bludgeoning
damage immediately and becomes covered in acid. On a damage from a single damage roll while restrained, the ice
success, the target takes half as much damage and is not breaks and the target is freed, ending the spell for the target.
covered in acid. While covered in acid, the target takes 2d4 At Higher Levels. When you cast this spell using a spell
acid damage at the end of each of its turns. The target or a slot of 2nd level or higher, the damage increases by 1d8 for
creature within 5 feet of it can end this damage by using its each slot level above 1st.
action to clear away the acid. Cold Snap
At Higher Levels. When you cast this spell using a spell 2nd-level evocation
slot of 4th level or higher, the damage (both initial and later)
increases by 1d4 for each slot level above 3rd. Classes: Sorcerer, Wizard
Casting Time: 1 action
Acid Rain Range: 90 ft (5 ft radius)
5th-level conjuration Components: S
Classes: Druid, Occultist, Wizard Duration: Instantaneous
Casting Time: 1 action With a snap of your fingers a swirling burst of freezing wind
Range: 300 feet erupts at a point you choose within range. Each creature in a
Components: V, S 5-foot-radius sphere centered on that point must make a
Duration: Concentration, up to 1 minute Constitution saving throw. On a failed save, a creature takes
Acid rain begins falling within a 40-foot-radius 60-foot-high 3d8 cold damage and becomes stuck in the ice, reducing
cylinder centered on a point you choose within range. When their movement speed by 10 feet until the start of your next
a creature moves into the spell's area for the first time on a turn. On a success, the target takes half as much damage and
turn or starts its turn there, the creature must succeed on a is not stuck in ice.
Dexterity saving throw or take 6d4 acid damage, and become The ground in the area is covered with slick ice and snow,
covered in acid. On a successful save, a creature takes half making it difficult terrain until the start of your next turn.
the initial damage and is not covered in acid. At Higher Levels. When you cast this spell using a spell
A creature takes 3d4 acid damage if it ends its turn while slot of 3rd level or higher, the damage increases by 1d8 for
covered with acid. The target or a creature within 5 feet of it each slot level above 2nd.
can end this damage by using its action to clear away the acid. Flash Freeze
Cold 3rd-level evocation
Arctic Breath Classes: Sorcerer, Wizard
Casting Time: 1 action
1st-level conjuration Range: Self (30-foot cone)
Classes: Druid, Sorcerer, Wizard Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Self (30 foot line) A freezing wind ripples outward. Each creature in a 30-foot
Components: V, S cone must make a Constitution saving throw. On a failed
Duration: Instantaneous save, a creature takes 4d8 cold damage and is restrained by
A line of freezing arctic wind 30 feet long and 5 feet wide ice until the start of your next turn. On a successful save, the
blasts out from you in a direction you choose. Each creature target takes half as much damage and isn't restrained.
in the line must make a Dexterity saving throw. On a failed At Higher Levels. When you cast this spell using a spell
save, a creature takes 2d8 cold damage and their movement slot of 4th level or higher, the damage increases by 1d8 for
speed is reduced by 10 feet until the end of their next turn. each slot level above 3rd.
On a successful save, a creature takes half as much damage
and isn't slowed.
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 level above 1st.
Entomb
1st-level transmutation
Classes: Wizard
4
Form of Ice Create Pit
6th-level transmutation 1st-level transmutation
Classes: Druid, Sorcerer, Warlock, Wizard Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet (5 ft radius)
Components: V, S Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You freeze over, taking on a form of elemental ice. Until the You choose a point on the ground in an area of dirt or natural
spell ends, you gain the following benefits: stone you can see. The ground buckles and a 5-foot radius,
10-foot deep pit opens around that point. If the surface is not
You are immune to cold damage. large enough to contain the pit, the spell fails. Creatures in
You can move across difficult terrain created by ice or the area must make a Dexterity saving throw. On success,
snow without spending extra movement. they can move 5 feet outside the radius of the spell. Creatures
The ground in a 10-foot radius around you is icy and is that fail their saving throw fall to the bottom of the bit (taking
difficult terrain for creatures other than you. The radius 1d6 bludgeoning damage and falling prone). The sides of the
moves with you. pit are rough, and can be climbed. The pit remains until filled.
You can use your action to create a 30-foot cone of If a creature saves, but cannot move 5 feet, they fall prone,
freezing wind extending from your outstretched hand in a hanging from the edge of the pit, and cannot stand until they
direction you choose. Each creature in the cone must move out of the pit area or fall into it.
make a Constitution saving throw. A creature takes 4d8 At Higher Levels. When you cast this spell using a spell
cold damage on a failed save, or half as much damage on slot of 2nd level or higher, the pit is 5-feet deeper for each slot
a successful one. A creature that fails its save against this level about 1st (to a maximum of 20 feet deep).
effect has its speed halved until the start of your next turn.
During your turn, if you roll cold damage, you gain
temporary hit points equal to one die rolled (your choice). Limitations
The spell fails if the pit would breach another
Ice Spike opening (such as a room or cavern below) as that
4th-level evocation would be failing to contain the pit. The GM has
wide discretion on what surfaces would qualify for
Classes: Sorcerer, Wizard this spell.
Casting Time: 1 action
Range: 60 feet
Components: V, S Earth Ripple
Duration: Instantaneous 2nd-level transmutation
You create a lance of ice that shoots up from the ground to Classes: Druid, Occultist, Sorcerer, Wizard
impale a creature within range. The target must make a Casting Time: 1 action
Dexterity saving throw. The target takes 4d8 piercing damage
and 4d8 cold damage on a failed save. The target takes only Range: 60 feet
the 4d8 cold damage on a successful save. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
slot of 6th or 7th level, you can create a second spike. When You cause the earth to deform and ripple, a target creature
you cast this spell using a spell slot of 8th or 9th level, you can must make a Dexterity saving throw or suffer one of the
create a third spike. Additional spikes can target the same or following effects (your choice):
different creatures.
It is pulled into the earth, taking 1d8 bludgeoning damage
Earth and reducing its movement speed to zero until a creature
Become Stone spends an action to dig it free.
2nd-level transmutation It is slammed 5 feet in a direction of your choice by a wave
of earth, taking 2d8 bludgeoning damage and being
Classes: Druid, Sorcerer, Warlock, Wizard knocked prone.
Casting Time: 1 bonus action It is impaled by a spike of earth, taking 4d8 piercing
Range: Self damage.
Components: V, S
Duration: 1 round
You solidify into a stone. Until the start of your next turn, you
are petrified. Your AC becomes 20 and you gain 10 temporary
hit points. Any remaining temporary hit points fade when the
spell ends.
5
Fissure Form of Stone
5th-level transmutation 6th-level transmutation
Classes: Druid, Sorcerer, Wizard Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 Action Casting Time: 1 action
Range: Self (60 foot line) Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You rend asunder the earth in a 60-foot-long 5-foot-wide line, You become made of stone. Until the spell ends, you gain the
targeting an area of dirt, sand, or rock at least 10 feet deep. following benefits:
Creatures in that line must make a Dexterity saving throw.
On a failure, a creature falls into a suddenly opened crevice in You have resistance to bludgeoning, piercing, and slashing
the ground, falling into it before it snaps shut, crushing them. damage from nonmagical attacks.
Creatures that fail the saving throw take 6d10 bludgeoning You can move across difficult terrain made of earth or
damage from the fall and crushing. The creature is buried in stone without spending extra movement. You can move
10 feet of rubble, and creatures without a burrowing speed through solid earth or stone as if it was air and without
require 25 feet of movement to extract themselves from the destabilizing it, but you can't end your movement there. If
loose rubble to return to where they failed the saving throw. If you do so, you are ejected to the nearest unoccupied
they end their turn while buried, they take an additional 1d10 space, this spell ends, and you are stunned until the end of
bludgeoning damage. your next turn.
You can use your action to call spikes of stone to raise
Quick Sand from the ground. All creatures of your choice within 15
3rd-level transmutation feet of you must make a Dexterity saving throw. A creature
Classes: Druid, Occultist, Sorcerer, Wizard takes 4d8 piercing damage on a failed save, or half as
Casting Time: 1 action much on a successful one. Their space becomes difficult
Range: 60 feet terrain either way.
Components: V, S, M (a pinch of sand) Orbital Stones
Duration: Concentration, up to 1 minute 4th-level transmutation
You cause the ground in a 20-foot radius centered on a point Classes: Druid, Sorcerer, Wizard
you can see to turn to quicksand for the duration of the spell. Casting Time: 1 action
A creature moving through or out of the area must spend 4 Range: Self
feet of movement for every 1 foot it moves. A creature that
ends their turn must make a Strength saving throw. On Components: V, S
failure, they fall prone. Duration: Concentration, up to 1 minute
Stone Coffin
You lift three inanimate Small or Medium sized rocks or
similar objects from within 10 feet of you, causing them to
4th-level transmutation defy gravity and slowly circle you. With all three stones
Classes: Druid, Occultist, Sorcerer, Wizard orbiting, you have three quarters cover. With at least one
Casting Time: 1 action stone remaining, you have half cover.
Range: 60 feet As a bonus action while at least one stone remains in orbit,
Components: V, S you can magically fling a stone at target within 60 feet. Make
Duration: Concentration, up to 1 minute a ranged spell attack roll. On hit, the target takes 3d10
bludgeoning damage and is knocked backward 5 feet.
You cause a surge of stone to attempt to engulf a Large or
smaller creature in stone. The target must make a Dexterity Stone Fist
saving throw. On a failure, they become restrained and 1st-level transmutation
blinded in the stone coffin. A creature can choose to fail their Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
save. While trapped within the coffin, they have total cover
against all sources. The coffin has an AC of 15 and 50 hit Casting Time: 1 action
points, and resistance to all damage beside bludgeoning and Range: Self
thunder damage. When the spell ends or the coffin is reduced Components: V, S
to 0 hit points, it crumbles to fragments and the creature Duration: 1 round
within is no longer restrained and blinded. You turn your hand and forearm (or similar appendage) to
For the duration of the spell you can use your bonus action stone until the start of your next turn. As part of casting the
to attempt to crush a creature encased in the coffin, dealing spell, you can make a melee spell attack against one creature
1d10 bludgeoning damage. you can reach. On a hit, the target takes 2d10 bludgeoning
At Higher Levels. When you cast this spell using a spell damage.
slot of 5th level or higher, the stone coffin gains 10 additional Until the start of your next turn, you can use your reaction
hit points for each level above 5th. when you take slashing or piercing damage from an attack to
gain resistance to damage from that attack.
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.
6
Fire
Become Fire
2nd-level transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
You become a burst of elemental flames. Until the start of
your next turn, you gain the following benefits:
You are resistant to fire damage and to bludgeoning,
piercing, and slashing damage from nonmagical attacks.
You can move through the space of other creatures and
ignore difficult terrain. The first time you enter the space
of another creature on a turn, it takes 1d6 fire damage.
Once during your turn when you roll fire damage, you can
maximize the value of one die of fire damage.
Form of Fire
6th-level transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You become elemental fire, shedding bright light in a 30-foot
radius and dim light for an additional 30 feet. Until the spell
ends, you gain the following benefits:
You are immune to fire damage.
You can move through the space of other creatures and
ignore difficult terrain. The first time on your turn you
enter the space of another creature, it takes 1d6 fire
damage.
If a creature within 5 feet hits you with a melee attack, it
takes 1d6 fire damage.
You can use your action to create a line of fire 30 feet long
and 5 feet wide extending from you in a direction of your
choice. Each creature in the line must make a Dexterity
saving throw. A creature takes 6d6 fire damage on a failed
save, or half as much damage on a successful one.
During your turn, if you roll fire damage, you can
maximize one die of the fire damage dealt.
7
Force You hurl a mote of arcane energy at a creature or object
within range. Make a ranged spell attack against the target.
Aether Lance On a hit, the target takes 2d4 force damage.
3rd-level evocation This spell's damage increases by 2d4 when you reach 5th
Classes: Sorcerer, Wizard level (4d4), 11th level (6d4), and 17th level (8d4).
Casting Time: 1 Action Force Blade
Range: Self (30-foot line) 4th level evocation
Components: V, S
Duration: Instantaneous Classes: Sorcerer, Wizard
Casting Time: 1 bonus action
You gather raw aether in your hand and expel it in a lance of Range: Self (10 feet)
power forming a line 30 foot long and 5 foot wide. Each Components: V, S
creature in a line takes 8d4 force damage. Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d4 for You create an oversized blade of pure scintillating force
each slot level above 3rd. energy in your hand. For the duration of the spell, as an
action, you can sweep the blade through up to two creatures
Aether Storm within reach, dealing 2d12 force damage to each.
5th-level evocation At Higher Levels. When you cast it using a 5th- or 6th-
Classes: Sorcerer, Wizard level spell slot, the damage increases to 3d12. When you cast
Casting Time: 1 Action it using a spell slot of 7th level or higher, the damage
increases to 4d12.
Range: 120 feet
Components: V, S Star Dust
Duration: Concentration, up to 1 minute 2nd-level evocation
You conjure a storm of aether erupting from a point of your Classes: Sorcerer, Wizard
choice within range. The aether storm fills a 10-foot radius, Casting Time: 1 action
40-foot-high cylinder. When the storm appears, each creature Range: Self (30-foot cone)
within its area takes 8d4 force damage. Components: V, S
A creature takes 1d4 force damage for each 5 feet they Duration: Instantaneous
move through the storm, and if a creature ends their turn
within the aether storm, they take 8d4 force damage. On your You evoke a burst of brilliant particles of force energy
turn, you can move the storm 10 feet in any direction as a sweeping out in a 30-cone originating from you. Creatures in
bonus action. the radius take 3d4 force damage and the next attack roll
At Higher Levels. When you cast this spell using a spell made against them before the start of your next turn has
slot of 6th level or higher, the damage increases by 1d4 for advantage.
each slot level above 5th.
Lightning
Seeking Orb
2nd-level evocation
Shocked
Classes: Sorcerer, Wizard
Casting Time: 1 action Shocked is a pseudo condition used in many
Lightning spells that stuns a target until the start of
Range: 5 feet their next turn. This effectively means they cannot
Components: V, S take reactions, are incapacitated (interrupting some
Duration: Concentration, up to 1 minute effects such as concentration), automatically fail
You create a Tiny orb of pure arcane energy that hovers Strength and Dexterity saves, and attacks against
them have advantage.
within range, and designate a target creature within 120 feet. This is a very powerful condition, but far less
For the duration of the spell, at the end of each of your turns, powerful than stunning them until the end of the
the orb grows larger and moves 30 feet directly toward the turn, which also makes them lose their action.
creature. If the orb reaches the target, it will detonate dealing Shocked will always be described inline (as
6d4 force damage and an additional 1d4 damage for each "shocking the target, stunning them until the start
round since you cast the spell to the target. The spell ends of the next turn").
after it deals damage. If the orb does not reach the target
before the spell ends, it fades away without dealing damage.
Force Bolt
evocation cantrip
Classes: Sorcerer
Casting Time: 1 action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
8
Crackle You channel lightning energy into a creature. The energy is
2nd-level evocation harmless to the creature, but escapes in dangerous bursts to
other nearby creatures.
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard Every time that creature strikes another creature with a
Casting Time: 1 action melee attack, a spell with a range of touch, is struck by
Range: 60 feet another creature with a melee attack, or ends their turn while
Components: V, S grappling or being grappled by another creature, they deal
Duration: Instantaneous 1d6 lightning damage to that creature.
You create three arcs of lightning striking targets in range. Once this spell has discharged 6 times (dealing up to 6d6
You can direct them at one target or several. damage), the spell ends.
Make a ranged spell attack for each arc. On a hit, the target At Higher Levels. The spell can discharge damage 2
takes 1d12 lightning damage. If three or more arcs hit a additional times (dealing 2d6 more total damage) before the
single target, they must make a Constitution saving throw or spell ends for each slot level above 2nd.
become shocked, stunning them until the start of their next Lightning Tendril
turn. 1st-level evocation
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you create one additional arc for Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
each slot level above 2nd. Casting Time: 1 bonus action
Range: Self (20 feet)
Electrocute Components: V, S, M (a twig from a tree that has been struck
3rd-level evocation by lightning)
Classes: Sorcerer, Wizard Duration: Concentration, up to 1 minute
Casting Time: 1 action Crackling beams of blue energy leap from your hands. For
Range: 60 feet the duration of the spell, as an action, you can direct them
Components: V, S toward a creature within range, dealing 1d12 lightning
Duration: Instantaneous damage to that creature.
A massive arc of lightning leaps from your hand to a target At Higher Levels. When you cast this spell using a 3rd- or
you can see within range. The target must make a 4th-level spell slot, the damage increases to 2d12 and the
Constitution saving throw. On a failed save, the target takes range increases to 30 feet. When you cast it using a 5th- or
4d12 lightning damage and is stunned until the start of your 6th-level spell slot, the damage increases to 3d12 and the
next turn. On a successful save, the target takes half as much range increases to 60 feet. When you cast it using a spell slot
damage and isn't stunned. of 7th level or higher, the damage increases to 4d12 and the
At Higher Levels. When you cast this spell using a spell range increases to 120 feet.
slot of 4th level or higher, the damage increases by 1d12 for Jumping Jolt
each slot level above 3rd. 4th-level evocation
Electrify Classes: Sorcerer, Wizard
1st-level evocation Casting Time: 1 action
Classes: Occultist, Ranger, Sorcerer, Wizard Range: 60 feet
Casting Time: 1 bonus action Components: V, S
Range: Self Duration: Instantaneous
Components: V, S You release an arc of lighting at a creature within range.
Duration: 1 round Make a ranged spell attack roll against the target. On hit, the
You channel lightning into your hands. The next time you target takes 4d12 lightning damage, and you can cause the
hit a creature with a melee attack (including a melee spell spell to jump to another target within 20 feet of the first
attack) before the start of your next turn, the target takes target making a new attack roll for each target. The spell
1d12 lightning damage and must make a Constitution saving cannot hit the same target twice, or jump to a target out of
throw. On a failed save, the target becomes shocked, stunned the spells range. The spell can jump a maximum of five times.
until the start of their next turn. On a miss, the target takes half as much damage and the
The spell ends after dealing damage, or at the start of your spell does not jump to a new target.
next turn, whichever occurs first. At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the starting damage increases by
Lightning Charged 1d12 for each slot level above 4th.
2nd-level evocation
Classes: Inventor
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of metal once used in a
lightning rod)
Duration: 10 minutes
9
Sky Burst Casting Time: 1 action
5th-level evocation Range: 60 ft
Components: V, S
Classes: Druid, Sorcerer, Wizard Duration: Instantaneous
Casting Time: 1 action
Range: 120 feet You conjure a dart of pure poison and hurl it at a creature you
Components: V, S can see within range. Make a ranged spell attack. On a hit,
Duration: Instantaneous the target takes 3d12 poison damage and must succeed a
Constitution saving throw or become poisoned until the start
Five bolts of lightning strike five points of your choice that of your next turn.
you can see within range. Each creature within 5 feet of the At Higher Levels. When you cast this spell using a spell
chosen points must make a Dexterity saving throw. A slot of 3rd level or higher, the damage increases by 1d12 for
creature takes 4d12 lightning damage on a failed save, or half each slot level above 2nd.
as much on a successful one. A creature in the area of more
than one lightning burst is affected only once. Poison Puff
At Higher Levels. When you cast this spell using a spell 4th-level transmutation
slot of 6th level or higher, you can call down an additional bolt Classes: Druid, Occultist, Warlock, Wizard
of lightning targeting another point within range for each slot Casting Time: 1 action
level above 5th. Range: Self (30-foot cone)
Poison Components: V, S
Duration: 1 round
Bad Blood
1st-level necromancy You exhale a cloud of poison that magically expands to fill a
30 foot cone. Creatures in that area must make a
Classes: Druid, Occultist, Warlock, Wizard Constitution saving throw. On a failure, they take 4d12
Casting Time: 1 action poison damage and become poisoned until the start of their
Range: 60 feet next turn. On a success, the target takes half as much
Components: V, S, M (a piece of rotten meat) damage and is not poisoned.
Duration: Concentration, up to 1 minute The area is lightly obscured until the start of your turn, and
Targeting a creature you can see within range, you attempt to any creature that ends their turn within the area takes 2d4
corrupt its blood. Creatures without blood are immune to this poison damage.
effect. The target must make a Constitution saving throw. On Stinging Swarm
failure, they take 1d12 poison damage and become poisoned 4th-level conjuration
for the duration.
At the end of each of its turns, the target can make another Classes: Druid, Occultist, Warlock, Wizard
Constitution saving throw. On a success, the spell ends on the Casting Time: 1 action
target, on failure; they take an additional 1d4 poison as the Range: 60 ft
poison continues to ravage them. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Concentration, up to 1 minute
slot of 2nd level or higher, you can target one additional target You conjure a magical swarm of flying insects that fill a 5 foot
for each slot level above 2nd. The targets must be within 30 cube within range. For the duration of the spell, the swarm is
feet of each other when you target them. magically replenished and cannot be destroyed. As a bonus
Nauseating Poison action, you can direct the swarm to move up to 30 feet. If the
1st-level necromancy swarm enters another creature's space, it stops and swarms
them, stinging repeatedly, and cannot be moved until the start
Classes: Druid, Occultist, Warlock of your next turn. The creature takes 2d4 piercing damage
Casting Time: 1 bonus action and must make a Constitution saving throw, taking 2d12
Range: Self poison damage on failure.
Components: V, S
Duration: 1 round
You shroud your hand, a weapon you are holding, or a natural
weapon in dark ichorous miasma. The next time you hit a
creature with a melee attack (including a melee spell attack)
before the start of your next turn, the attack deals an extra
1d12 poison damage and the target must succeed on a
Constitution saving throw or be poisoned until the end of
your next turn.
The spell ends after dealing damage, or at the start of your
next turn, whichever occurs first.
Poison Dart
2nd-level transmutation
Classes: Occultist, Sorcerer, Warlock, Wizard
10
Spider Bite Sonic Shriek
3rd-level transmutation 5th-level evocation
Classes: Druid, Occultist, Warlock, Wizard Classes: Bard, Occultist, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (120-foot cone)
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You prick a target with a tiny magical fang of venom. Make a You emit a sonic blast covering a huge area. Each creature in
melee spell attack against a creature within reach. On a hit, a 120-foot cone must make a Constitution saving throw. On a
the target takes 4d12 poison damage and must succeed on a failed save, a creature takes 6d8 thunder damage. On a
Constitution saving throw or becoming poisoned for 1 successful save, a creature takes half as much damage. A
minute. At the end of each of its turns, the target can make creature automatically succeed on its saving throw if it is
another Constitution saving throw. On a success, the target is more than 60 feet from you.
no longer poisoned. At Higher Levels. When you cast this spell using a spell
If you miss your melee attack roll, you can concentrate (as slot of 6th level or higher, the damage increases by 1d8 for
if concentrating on a spell) to maintain the attack for another each slot level above 5th.
attempt until the end of your next turn. (You may make Thunder Pulse
subsequent attempts until you hit or lose concentration)
At Higher Levels. When you cast this spell using a spell 3rd-level evocation
slot of 4th level or higher, the damage increases by 1d12 for Classes: Bard, Sorcerer, Wizard
each slot level above 3rd. Casting Time: 1 action
Vicious Vapors
Range: Self (15-foot cone)
Components: V, S
2nd-level transmutation Duration: Concentration, up to 1 minute
Classes: Druid, Occultist, Warlock, Wizard You gather sonic energy and can expel as a shockwave in a 15
Casting Time: 1 action foot cone. Each creature in that area must make a
Range: 60 ft Constitution saving throw. On a failed save, a creature takes
Components: V, S 3d8 thunder damage is knocked 10 feet away. On a
Duration: Concentration, up to 1 minute successful save, the creature takes half as much damage and
You fill the air with poisonous vapors in a cube 5 feet on each not being knocked away.
side. A creature must make a Constitution saving throw when You can create a new shockwave as your action on
it enters the spell's area for the first time on their turn or subsequent turn until the spell ends.
starts its turn there. On a failed save, they take 1d12 poison At Higher Levels. When you cast this spell using a spell
damage and become poisoned until the end of their next turn. slot of 3rd level or higher, the damage increases by 1d8 for
On a successful save, they take half as much damage and do each slot level above 2nd.
not become poisoned. Thunder Punch
You can move the cloud of vapors up to 20 feet as a bonus
action during your turn. 1st-level evocation
Classes: Bard, Sorcerer, Wizard
Thunder Spells Casting Time: 1 action
Echoing Lance Range: Touch
4th-level evocation Components: V, S
Duration: Instantaneous
Classes: Bard, Occultist, Sorcerer, Wizard You charge your hand (or similar appendage) with thunder
Casting Time: 1 action power. Make a melee spell attack against a creature. On a hit,
Range: 60 feet there is a thunderous crash audible from up to 300 feet of
Components: V, S you and the target takes 3d8 thunder damage, and is knocked
Duration: Concentration, up to 1 minute 10 feet away from you.
You emit a targeted burst of intense sonic energy at a At Higher Levels. When you cast this spell using a spell
creature within range. The target must make a Constitution slot of 2nd level or higher, the damage increases by 1d8 for
saving throw. On a failure, they take 3d8 thunder damage and each slot level above 1st.
become stunned for the duration by the intense sound. On a
successful save, the target takes half as much damage and
isn't stunned.
At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends, on
failure, they take an additional 1d8 thunder from the echoes
within their mind.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d8 for
each slot level above 4th.
11
Water Form of Water
Become Water
6th-level transmutation
2nd-level transmutation Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Classes: Druid, Sorcerer, Warlock, Wizard Range: Self
Casting Time: 1 bonus action Components: V, S
Range: Self Duration: Concentration, up to 10 minutes
Components: V, S
Duration: 1 round You become a surge of elemental water. Until the spell ends,
you gain the following benefits:
You become a burst of elemental water. Until the start of your
next turn, you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks.
You are resistant to bludgeoning, piercing, and slashing You can move through the space of other creatures and
damage from nonmagical attacks. ignore difficult terrain; the first time you move through a
You can move through the space of other creatures and Large or smaller creature, it must pass a Strength saving
ignore difficult terrain; the first time you move through a throw or be knocked prone.
Large or smaller creature on a turn, it must pass a You can use your action to unleash a blast of water 15 feet
Strength saving throw or be knocked prone. long and 5 feet wide extending from you in a direction
Crashing Wave your choice. Each creature in the line must make a
1st-level conjuration Strength saving throw. A creature takes 5d6 bludgeoning
damage and is knocked prone on a failed save, or half as
Classes: Druid, Sorcerer, Wizard. much and isn't knocked prone on a successful one.
Casting Time: 1 action
Range: Self (20 foot cone) Geyser
Components: V, S 4th-level conjuration
Duration: Instantaneous Classes: Druid, Sorcerer, Wizard
A wave of water sweeps out from you. Each creature in a 20- Casting Time: 1 action
foot cone must make a Strength saving throw. On a failed Range: 120 feet
save, a creature takes 2d6 bludgeoning damage and is Components: V, S
knocked 10 feet away from you. If a creature is knocked into Duration: Instantaneous
a wall, another creature, or fails by 5 or more, it is You cause a massive eruption of water to blast upwards from
additionally knocked prone. On a successful save, the the ground at a point within range. Creatures within 10 feet
creature takes half as much damage and is not knocked back. of the point must make a Dexterity saving throw or take 4d6
If there is a source of water of at least 5 cubic feet within 5 bludgeoning damage and be knocked 60 feet into the air. On
feet of you when you cast the spell, you can displace that a successful save, creatures take half as much damage, and
water, increasing the range of the spell to a 25 foot cone. are instead knocked their choice of 10 feet away from the
At Higher Levels. When you cast this spell using a spell point or 10 feet upward.
lot of 2nd level or higher, the damage increases by 1d6 for At Higher Levels. When you cast this spell using a spell
each level above 1st. slot of 5th level or higher, the damage increases by 1d6 for
Dancing Wave each level above 4th.
2nd-level conjuration Pressure Cutter
Classes: Druid, Occultist, Sorcerer, Wizard 5th-level conjuration
Casting Time: 1 action Classes: Sorcerer, Wizard
Range: 30 feet Casting Time: 1 action
Components: V, S Range: Self (60 foot line)
Duration: Concentration, up to 1 minute Components: V, S
You summon a surging mass of water into existence at a Duration: Instantaneous
point on the ground within range. The mass of water remains You unleash a blast of highly pressurized water in a 60-foot-
cohesive filling a 5 foot radius, though only rises 3 feet from long 15-foot-wide line, slashing through everything in its path.
the ground. The area is difficult terrain for any creature Each creature in the line must make a Dexterity saving throw,
without a swimming speed. taking 10d6 slashing damage on a failure. On a successful
For the duration of the spell, as a bonus action you can save, a creature takes half as much damage.
move the wave of water up to 30 feet along a surface in any At Higher Levels. When you cast this spell using a spell
direction. The first time the wave enters any creature's space lot of 6th level or higher, the damage increases by 1d6 for
during a your turn, they must make a Strength saving throw each level above 5th.
or take 1d6 bludgeoning damage and be knocked prone. A
creature automatically fails this saving throw if they are
prone.
12
Water Blast Become Wind
1st-level conjuration 2nd-level transmutation
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 round
You conjure a ball of water before hurling it at a target. Make You become a burst of elemental wind until the start of the
a ranged spell attack against the target. On a hit, the target next turn. You gain resistance to lightning damage and
takes 3d6 bludgeoning damage and if it is Large or smaller bludgeoning, piercing, and slashing damage from nonmagical
must make a Strength saving throw or be knocked prone. attacks. Additionally; you gain flying speed of 30 feet, can
At Higher Levels. When you cast this spell using a spell move through the space of other creatures, and ignore
lot of 2nd level or higher, the damage increases by 1d6 for difficult terrain, but will fall at the start of your next turn if not
each level above 1st. held aloft.
Water Cannon Dust Cyclone
3rd-level evocation 2nd-level conjuration
Classes: Druid, Sorcerer, Wizard Classes: Druid, Ranger, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self (40-foot line) Range: 60 feet (5 foot radius)
Components: V, S Components: V, S, M (a pinch of dust)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You unleash a spout of water that blasts out in a line 60-foot- Choose a target point on the ground that you can see
long and 5 foot-wide-line. Creatures in the area must make a within range. A small cyclone whips up at the target point
Strength saving throw, or take 6d6 bludgeoning damage and with a radius of 5 feet and a height of 30 feet.
be pushed to an open space at the end of the line away from Any creature that starts its turn within the radius of the
you. If there is no open space to move to (for example they dust devil or enters its radius for the first time during its turn
would move into a wall or another creature), they are pushed must make a Strength saving throw. On a failed save, the
to the closest space and take an additional 2d6 bludgeoning creature takes 1d12 bludgeoning damage is pushed 5 feet
damage and are knocked prone. On a successful save, they away from the center. On a successful save, the creature
take half as much damage and are not pushed. takes half as much damage isn't pushed.
At Higher Levels. When you cast this spell using a spell As a bonus action, you can move the dust devil up 30 feet
slot of 4th level or higher, the damage increases by 1d6 for in any direction. The first time you pass the dust devil's
each level about 3rd. radius through a creature, that creature must make the
saving throw against the dust devils's damage and are pushed
Wind out its way on failure. You can continue to move the dust
Aero Barrage
devil, but its strength is exhausted until the end of your turn
and subsequent creatures an unaffected by it passing through
4th-level transmutation them.
Classes: Sorcerer, Wizard If the dust devil moves over sand, dust, loose dirt, or small
Casting Time: 1 Action gravel, it sucks up the material and heavily obscures its radius
Range: 120 feet until the start of your next turn.
Components: V, S Gale Bolt
Duration: Instantaneous
1st-level evocation
You create four lances of rapidly spinning condensed wind
and hurl them at targets within range. You can hurl them at Classes: Druid, Occultist, Ranger, Sorcerer, Wizard
one target or several. Casting Time: 1 action
Make a ranged spell attack for each lance. On a hit, the Range: 120 feet
target takes 2d8 slashing damage and is knocked 10 feet Components: V, S
backwards. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell A blast of concentrated wind streaks toward a creature of
slot of 5th level or higher, you create one additional lance for your choice within range. Make a ranged spell attack against
each slot level above 4th. the target. On a hit, the target takes 2d8 bludgeoning damage
and if it is Large or smaller is knocked 10 feet away from you.
At Higher Levels. When you cast this spell using a spell
lot of 2nd level or higher, the damage increases by 1d8 for
each level above 1st.
13
Windborne Weapon Suffocate
transmutation cantrip 4th-level transmutation
Classes: Druid, Sorcerer, Wizard Classes: Occultist, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 150 feet Range: 60 feet
Components: V, S, M (a piece of ammunition or weapon with Components: V, S
the thrown property worth at least 1 cp) Duration: Concentration, up to 1 minute
Duration: Instantaneous You create a whirling sphere of air around a creature that
Make an attack using this spell's material component as part causes them to struggle to breathe. The target must make a
of the action used to cast this spell, turning it into a ranged Constitution saving throw. On a failure, the target loses 5d8
spell attack. This attack ignores cover. On hit, it deals 1d8 hit points due to lack of air, has disadvantage on all ability
damage of the weapon's damage type. checks, and cannot speak. On a success, the target takes half
At Higher Levels. This spell's damage increases by 1d8 as much damage and suffers no other effects. For the
when you reach 5th level (2d8), 11th level (3d8), and 17th duration, as an action, you can force the creation to make a
level (4d8). saving throw against the ability again.
If a target fails their saving throw against this spell 3 times
Hurricane Slash in a row, they become incapacitated until they succeed on a
2nd-level evocation save or the spell ends. If you don’t use your action to force the
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard target to make a save, it counts as a success.
Casting Time: 1 action A creature that does not need to breathe is unaffected by
Range: Self (30-foot line) this spell.
Components: V, S Tornado
Duration: Instantaneous 5th-level transmutation
You condense wind into a razor sharp blast that shreds a 30- Classes: Druid, Sorcerer, Wizard
foot-long 5-foot-wide line. Creatures in the area must make a Casting Time: 1 action
Dexterity saving throw. A creature takes 3d8 slashing damage Range: 120 feet
on a failed save or half as much on a success. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Concentration, up to 1 minute
slot of 3rd level or higher, you can create an additional line of
effect. A creature in the area of more than one slash is A whirling tornado erupts, filling a 20-foot-radius, 40-foot-
affected only once. high cylinder centered on a point within range.
Any creature that starts its turn within the tornado must
Form of Wind make a Strength saving throw. On a failed save, the creature
6th-level transmutation takes 4d8 bludgeoning damage and is pushed 10 feet away
Classes: Druid, Sorcerer, Warlock, Wizard and 40 feet up. On a successful save, the creature takes half
Casting Time: 1 action as much damage and isn't pushed.
Range: Self As a bonus action, you can move the tornado up to 30 feet
Components: V, S in any direction. Any ranged weapon attack against a target
Duration: Concentration, up to 10 minutes within 20 feet of the tornado has disadvantage, and any
ranged attack that passes through it automatically misses.
You become a gust of elemental wind. Until the spell ends,
you gain the following benefits: Vacuum Pull
2nd-level evocation
You have a flying speed of 60 feet.
You can move through and occupy the space of other Classes: Druid, Occultist, Ranger, Sorcerer, Wizard
creatures, and you ignore difficult terrain. Casting Time: 1 bonus action
You are invisible. Range: 30 feet
You can use your action to unleash a powerful blast of Components: V, S
wind in a 30 foot cone. Each creature in the cone must Duration: Instantaneous
make a Strength saving throw. A creature takes 4d8 You cause a sudden savage burst of wind to howl toward
bludgeoning damage is knocked 15 feet away from you on you, attempting to pull a Huge or smaller creature within
a failed save, or takes half as much damage and isn't range that you can see toward you. The target must succeed
knocked backward on a successful one. a Strength saving throw or be yanked off their feet and flung
toward you, landing within 5 feet of you and falling prone.
Flying creatures make the Strength save with disadvantage.
At Higher Levels. When you cast this spell using a spell
lot of 3rd level or higher, the range of the spell increases by
10 feet.
14
Vortex Blast
3rd-level evocation
Classes: Druid, Occultist, Sorcerer, Wizard
Casting Time: 1 Action
Range: Self (30-foot cone)
Components: V, S
Duration: Instantaneous
You create a sudden violent vortex that blasts outwards in a
30-foot cone, tossing characters and objects within the area.
Creatures in the area take 4d6 bludgeoning damage and
must succeed a Strength saving throw or be knocked 30 feet
backward and 30 feet upward.
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.
Other
Form of the Elements
9th-level transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration of the spell, you gain the benefits of the form
of fire, form of ice, form of stone, form of water, and form of
wind spells.
15
Larry Eger
Change Log lastnamefirst
Meerkat Manor
1.1 Michael Ramage
For 1.0 version, click here. Micheal Molik
Mitchell Baltosser
Added "Become Element" spells Nannette Groft
Added "Form of Element" spells Nicholas Sherman
OrionSquared
1.1.1 Patrick Hart
Sweeping editing changes. Peter Steil
Elemental Avatar renamed Form of the Elements. Prussi Antique
Robert White
1.1.2 Rory Collier
Quickstand, Stone Coffin, and Create Pit added. Sam B Spivey
Added Vacuum Pull and Dust Cyclone Seffykun
Seranata
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