Steinhardts guide to Acrana
Cantrips
Bestial Roar
Transmutation cantrip (bard, druid, sorcerer, warlock)
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V
Duration: Instantaneous
You release a loud, monstrous roar mimicking those of
ravenous beasts, causing shockwaves around you. Each
creature within 10 feet of you must succeed on a
Strength saving throw or be pushed 10 feet away from
you and knocked prone.
This spell’s radius increases by 5 feet when you reach
5th level (15 feet), 11th level (20 feet), and 17th level
(25 feet).
Brittle Bone Throw
Conjuration cantrip (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (bone powder)
Duration: Instantaneous
You hurl a splintered bone fragment at a creature within
range. Make a ranged spell attack against the target. On
a hit, the target takes 1d8 piercing damage. On a miss,
you can shatter the bone mid-air and redirect the
remnant towards another creature within 15 feet of the
original target. Make another ranged spell attack. On a
hit, the new target takes 1d4 piercing damage.
This spell's damage increases by 1d8 and 1d4,
respectively, when you reach 5th level (2d8, 2d4), 11th
level (3d8, 3d4), and 17th level (4d8, 4d4).
Cosmic Eye
Transmutation cantrip (sorcerer)
Casting Time: 1 action
Range: 150 feet
Components: M (an eldritch parasite)
Duration: Instantaneous
Your eye darkens under the influence of the eldritch
madness, appearing as an endless starry sky. Make a
ranged spell attack against a creature within range as
you fire a projectile of eldritch energy from your eye. On
a hit, the target takes 1d8 necrotic damage. If you score
a critical hit, you can reroll any roll of 4 or lower on the
damage die until you get a higher result.
This spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Gravity Spike
Transmutation cantrip (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create a localized gravitational field that
temporarily shifts the landscape to impale a creature.
Choose a creature on the ground you can see within
range. The creature must make a Dexterity saving throw.
On a failed save, the target takes 1d4 piercing damage
and is knocked prone. On a successful save, the target
takes half as much damage and isn’t knocked prone.
This spell’s damage increases by 1d4 when you reach 5th
level (2d4), 11th level (3d4), and 17th level (4d4).
Gravity Whip
Evocation cantrip (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
You weave gravity in your palm before striking. Make a
melee spell attack against a creature within range. On a
hit, it takes 1d4 bludgeoning damage and is pushed 10
feet in a straight line in a direction of your choice. In
addition, its speed is reduced by 5 feet until the
start of your next turn.
This spell’s damage increases by 1d4
when you reach 5th level (2d4), 11th
level (3d4), and 17th level (4d4).
1st-Level Spells
Bone claws
1st-level transmutation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiger’s claw)
Duration: Concentration, up to 1 minute
Choose a creature you can see within range. You infuse
them with osteomantic energy, growing sharp claws from
their carpal bones. For the duration, the target’s unarmed
attacks deal an extra 1d4 slashing damage on a hit.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases to
1d6 at 2nd level, 2d4 at 3rd level, 2d6 at 4th level, and
3d4 at 5th level.
Bone shield
1st-level abjuration (druid, ranger, warlock)
Casting Time: 1 reaction, which you take when you are
hit by an attack
Range: Self
Components: V, S
Duration: Instantaneous
You generate a barrier of elongated femurs that protects
you. You reduce the incoming damage by 1d12, and if
the attacking enemy is within 10 feet of you, the
osseous barrier explodes, dealing slashing damage to
them equal to the amount reduced.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage reduction
increases by 1d12 for each slot level above 1st.
Electrify
1st-level evocation (ranger, sorcerer, wizard)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
You channel lightning into your hands. The next time
you hit a creature with a melee attack (including a
melee spell attack) before the start of your next turn,
the target takes 1d12 lightning damage and must make
a Constitution saving throw. On a failed save, the target
becomes stunned until the start of its next turn.
The spell ends after dealing damage, or at the start of
your next turn, whichever occurs first.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases
by 1d12 for each slot level above 1st.
Fall
1st-level transmutation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Self
Components: V, M (an elastic band)
Duration: Instantaneous
As an action, you can temporarily change which way
gravity pulls you and immediately fall 200 feet in that
direction. If you hit a solid surface, you take falling
damage based on the distance you have traveled.
Fractured Shell
1st-level transmutation (warlock, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a porcupine's carapace)
Duration: Concentration, up to 10 minutes
You touch a willing creature, forcing spiked bone plates
to grow and pierce through its skin. It takes 1 point of
piercing damage. For the duration of the spell, the first
time each turn that the target is hit with a melee attack,
the attacking creature takes 2d4 piercing damage.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage dealt to
attacking creatures increases by 1d4 for each slot level
above 1st. If you use a spell slot of 5th level or higher,
the spell doesn’t require concentration.
Gravity Leap
1st-level transmutation (druid, ranger, sorcerer)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You enhance the gravitational field around your body,
allowing you to jump higher and farther. For the
duration, your jump distance is tripled. Additionally,
once per turn immediately after you jump, a wave of
gravity is unleashed, and each creature within 5 feet of
the space you left must make a Strength saving throw.
On a failed save, a creature is knocked prone.
Gravity Well
1st-level evocation (cleric, druid, ranger, sorcerer,
warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You fire a projectile of condensed gravitational force
toward a creature you can see within range. Make a
ranged spell attack against the target. On a hit, the
target takes 2d8 force damage and is pulled 20 feet in a
straight line toward you.
Phalangeal Shot
1st-level evocation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S
Duration: Instantaneous
You point your fingers forward and your phalangeal
bones fire outwards, akin to the bullets of a gun. They
regrow immediately, leaving your hand unscathed. All
creatures in a 1-foot-wide, 30-foot-long line in front of
you must succeed on a Dexterity saving throw or take
2d8 piercing damage.
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.
Silvered Shell
1st-level transmutation (paladin, ranger)
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (an empty phantasm shell*)
Duration: 1 minute
You touch a weapon and imbue it with otherworldly
bile. For the duration, it becomes silvered and, while
you are holding it, it deals an additional 1d4 force
damage on a hit.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can increase the
duration to 10 minutes (2nd level), 1 hour (3rd level), 8
hours (4th level), or 24 hours (5th level).
*The hollow corpse of an eldritch being, often
found—or perhaps created—by the Radiant Church.
Spectral Slash
1st-level conjuration (paladin, ranger)
Casting Time: 1 bonus action
Range: 20 feet
Components: V, S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You send forth a spectral copy of yourself to strike
down your foe. Make a melee spell attack against a
creature within 20 feet of you. On a hit, the target takes
1d8 damage of your weapon’s damage type.
You can then use an action to move up to 20 feet in a
straight line towards the target, streaking through a
spectral trail, and take the Attack action against it. To
use this action, you must attack with a melee weapon.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases
by 1d8 and the range and distance you can move
increase by 10 feet for each slot level above 1st.
2nd-Level Spells
Arm Cannon
2nd-level evocation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round
You fire out the bones of your forearm through your
hand, leaving a severe wound that immediately regrows
and heals. Make a ranged spell attack against a creature
within range. On a hit, the target takes 4d8 piercing
damage and must succeed on a Strength saving throw
or be pushed back 15 feet. If pushed into an obstacle,
the target is impaled on it and is restrained by the bone
until the end of its next turn. Creatures that are Large
or larger have advantage on this saving throw.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.
Blind Ambush
2nd-level conjuration (bard, druid, ranger, warlock)
Casting Time: 1 action
Range: 60 feet (10-foot square)
Components: V, S, M (a whistle)
Duration: 1 minute
You blow on a whistle, releasing an inaudible sound.
Choose a point on the ground within range. The first
time a creature moves while within a 10-foot square
centered on that point before the spell ends, an
eldritch maw immediately erupts from beneath the
ground, dealing 2d10 piercing damage to each creature
within the square and knocking them prone. The spell
then ends.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
1d10 for each slot level above 2nd. If you use a spell
slot of 5th level or higher, the spell can trigger a second
time before it ends.
Bone Cocoon
2nd-level abjuration (druid, sorcerer, warlock,
wizard)
Casting Time: 1 reaction, which you take when
you see a creature drop to 0 hit points
Range: 30 feet
Components: V, M (a shrunk and gilded rib
cage worth at least 50 gp)
Duration: Concentration, up to 1 minute
You conjure a cocoon made of cartilage and bones,
which protects the creature that dropped to 0 hit
points. While in the cocoon, the creature can’t be
damaged by attacks or effects originating from outside,
has total cover, is considered restrained, and makes
death saving throws at advantage.
The cocoon has 25 hit points and an AC of 11 + your
spellcasting ability modifier. It has resistance to cold,
fire, and necrotic damage, and immunity to poison and
psychic damage. If you lose concentration or the
cocoon is reduced to 0 hit points, it is destroyed.
Bludgeoning Horror
2nd-level conjuration (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 15 feet
Components: V, S, M (the body part of a Great One)
Duration: Instantaneous
You summon a large number of tentacles and slugs
from your palm to strike a creature within range. Make
a melee spell attack against the target. On a hit, it takes
3d6 bludgeoning damage. If you score a critical hit, the
target is also stunned until the start of your next turn.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
1d6 and range increases by 5 feet for each slot level
above 2nd.
Calcified Memories
2nd-level divination (ritual) (warlock, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch the bones of a deceased creature. When you
do so, a ghostly grey illusion of the fallen creature
appears above its corpse to reenact the last 6 seconds
of its life. The illusion only shows the creature’s actions,
such as reacting to an unseen monster or choking from
poisonous gas, but does not show the monster or effect
causing the behavior. This spell has no effect on undead
creatures. Once a corpse's death has been revealed in
this way, it can’t be shown again for 24 hours.
Graviturgic Smite
2nd-level evocation (paladin)
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack
before this spell ends, you can add energy stolen from
black holes. Your attack deals an extra 2d6 bludgeoning
damage to the target, which must make a Strength
saving throw. On a failure, its speed is reduced to 10 feet
until the spell ends. On a success, its speed is reduced
by 10 feet until the spell ends,to a minimum of 10 feet.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.
Gravity Storm
2nd-level transmutation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 120 feet (20-foot radius)
Components: V, S
Duration: 2 rounds
You create a localized gravitational field that unleashes
a storm of gravity waves. Choose a point within range
that you can see. When you cast this spell and at the
start of each of your subsequent turns for the duration,
each creature within 20 feet of that point must make a
Dexterity saving throw. On a failure, a target takes 2d6
bludgeoning damage and is knocked prone. On a
success, a target takes half as much damage and isn’t
knocked prone.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
1d6, the radius increases by 5 feet, and the duration
increases by 1 round, for each slot level above 2nd.
Lightning Charged
2nd-level evocation (druid, ranger, sorcerer, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of metal once used in a
lightning rod)
Duration: 10 minutes
You channel lightning energy into a creature. The
energy is harmless to the creature, but escapes in
dangerous bursts to other nearby creatures.
Every time that creature strikes another creature with
a melee attack or a spell with a range of touch, is
struck by another creature with a melee attack, or
ends their turn while grappling or being grappled by
another creature, they deal 1d6 lightning damage to
that creature.
Once this spell has discharged 6 times (dealing up to
6d6 total damage), the spell ends.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the spell can discharge
damage 2 additional times (dealing up to 2d6 more
total damage) before the spell ends for each slot level
above 2nd.
Otherworldly Gaze
2nd-level divination (bard, druid, ranger)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You tap into the eldritch forces of the universe, gaining
heightened senses and the ability to see beyond the
veil of reality. For the duration, your eyes turn black and
you gain the following benefits:
● You have advantage on Perception checks.
● You can automatically sense the presence of
eldritch creatures within 120 feet of you, including
aberrations, celestials, and fiends.
● You can see the true form of any shapechanger or
creature that is transformed by magic within 30 feet
of you.
● If you are blind, you regain sight for the duration of
this spell.
Pressure Cage
2nd-level transmutation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet (10-foot-radius sphere)
Components: V, S, M (a shard of ball and chain)
Duration: Concentration, up to 1 minute
Gravity increases within a 10-foot-radius sphere
centered on a point you choose within range, causing
immense pressure to be applied to all within, and the
area is difficult terrain. When a creature enters the
sphere for the first time on a turn or starts its turn
there, it must succeed on a Strength saving throw or its
speed is reduced to 0 until the start of its next turn.
On subsequent turns, as a bonus action, you can move
the sphere up to 20 feet in any direction.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the radius increases by 5
feet for each slot level above 2nd.
Rolling Bones
2nd-level divination (ritual) (cleric, druid, warlock,
wizard)
Casting Time: 1 minute
Range: Self
Components: V,S,M (the bones of a small mammal
worth at least 1 gp)
Duration: Instantaneous
You roll bones, allowing fate to give you an omen of the
future. Roll 1d6.
● On a roll of 5 or 6, you know if you are: not likely,
likely, or very likely to encounter hostile creatures
within the next hour. You also learn the type of creature
you’re most likely to encounter.
● On a roll of 2, 3, or 4, you learn if you are: not likely,
likely, or very likely to encounter hostile creatures
within the next hour.
● On a roll of 1, the material components of the
spell are consumed, and you take 1 psychic damage as
fate rebels. You don’t learn any information and you
can’t cast this spell again until you finish a short rest.
If you cast the spell two or more times before finishing
your next long rest, there is a cumulative 25 percent
chance for each casting after the first that you get a
false reading. The GM makes this roll in secret.
Rupturing Curse
2nd-level evocation (warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You focus your magic to shatter the body of your foe.
Choose one creature you can see within range; it must
succeed on a Constitution saving throw or take 3d6
piercing damage and be knocked prone by the pain.
In addition, if the target takes bludgeoning damage
equal to 5 times its Constitution modifier (minimum of
5) or more in a single turn, its skeleton shatters,
reducing its speed to 0 for the duration of the spell. If
it does not take such damage before the start of its
next turn, the spell ends. A creature without bones is
immune to this effect.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the piercing damage
increases by 2d6 for each slot level above 2nd.
Skeletal Tail
2nd-level conjuration (druid, ranger)
Casting Time: 1 action
Range: Self (20-foot radius)
Components: V, S, M (a scorpion’s tail)
Duration: 1 minute
You grow a long, scorpion-like tail made of sharpened
bones. Whenever a creature moves while within 20 feet
of you centered on you, you can use your reaction to try
and pierce them with your tail. The target must
succeed on a Dexterity saving throw or take 2d4
piercing damage and be pulled to an empty space
adjacent to you as your tail drags them in.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level of or higher, the damage increases
by 2d4 for each slot level above 2nd.
3rd-Level Spells
Astral Barrage
3rd-level conjuration (druid, ranger, sorcerer, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a portal to the cosmos and send asteroids
hurtling through it. A creature of your choice that you
can see within range must succeed on a Dexterity
saving throw or take 7d6 bludgeoning damage. You can
use an action on subsequent turns to keep the portal
open and target another creature, which must make
the same saving throw. The spell ends if you use your
action to do anything else. While concentrating on this
spell, your speed is halved.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, larger asteroids fly
through the portal and the damage increases by 2d6
for each slot level above 3rd.
Dampen gravity
3rd-level transmutation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Self (60-foot-radius sphere)
Components: V, S, M (a feather)
Duration: 1 hour
You focus your powers to lessen the call of gravity in a
60-foot-radius sphere that moves with you, centered on
you. All creatures of your choice in the sphere have
their jump distance doubled and their speed increased
by 10 feet. They also have advantage on Acrobatics
checks and ignore falling damage if they end their fall
within the sphere.
Displacing Maw
3rd-level conjuration (warlock, wizard)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
Your rib cage opens up violently, forming a maw that
attempts to devour a creature within range. The
creature must make a Strength saving throw. On a
failure, it takes 4d8 piercing damage and is transported
through magic to a point of your choice on the ground
within 60 feet of you, where the maw reappears and
regurgitates them. On a success, it takes half as much
damage and is not transported.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by
1d8, and the teleportation range increases by 10 feet,
for each slot level above 3rd.
Malicious Rancor
3rd-level evocation (warlock)
Casting Time: 1 action
Range: 60 feet (10-foot radius)
Components: V, S, M (a skull that belonged to a
creature that succumbed to a curse, worth at least 1
sp, which the spell consumes)
Duration: 1 round
You hurl a deformed skull covered in scratches and
holes and strewn in curses at a creature within range,
where the skull explodes with violent hatred. Make a
ranged spell attack against the creature. On a hit, the
target takes 1d10 necrotic damage. Hit or miss, the
skull then detonates, emitting a psychic wailing from
that point. Each creature within 10 feet of that point
must make a Wisdom saving throw, taking 5d4 psychic
damage on a failed save, or half as much damage on a
successful one. Until the start of your next turn, if a
creature enters the area or ends its turn there, it must
make the saving throw against the skull’s damage.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the psychic damage
increases by 2d4 for each slot level above 3rd.
Osseous cage
3rd-level conjuration (druid, warlock, wizard)
Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S
Duration: 10 minutes
You cause a cage of cartilage and bones to erupt from
the ground that surrounds a 10-foot-radius sphere
centered on you. The bones are thick and provide
three-quarters cover to creatures inside and outside.
When you or any other creature attempts to pass
through the cage, you can use your reaction to let them
through. Large or Larger creatures cannot enter the
cage, and are pushed to the nearest unoccupied space
if they are within the cage’s area when it first appears.
The osseous cage has AC 12, 100 hit points, and
vulnerability to bludgeoning damage. If you cast this
spell again while you already have a cage summoned,
the previous cage turns to dust.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the cage has an
additional 20 hit points for each slot level above 3rd.
Osseous Impalement
3rd-level conjuration (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a calcified bamboo stick)
Duration: Concentration, up to 1 minute
Massive bone spikes sprout under up to four creatures
on the ground of your choice you can see within range.
They must succeed on a Dexterity saving throw or take
3d10 piercing damage and be impaled by the spike,
becoming restrained and held aloft 5 feet in the air for
the duration. A creature restrained in this way takes
1d10 piercing damage at the start of each of its turns.
A creature can use its action to make an Athletics check
contested by your spell save DC, breaking the bone
spike and freeing itself on a success.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage (both
initial and ongoing) increases by 1d10 for each slot
level above 3rd.
Radiant Bell
3rd-level abjuration (bard, cleric)
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a silvered choir bell* worth at
least 5 gp, which the spell consumes)
Duration: Instantaneous
You ring an arcane, silver bell, imbuing it with healing
magics that cure the afflicted. Choose any number of
creatures within 30 feet. For each target, you can end
one of the following conditions: charmed, frightened,
poisoned, petrified, or stunned. This cure does not
work if a target is deafened.
*It is rumored that the soft ringing carries its energies
across planes.
Radiant Slaughter
3rd-level conjuration (cleric, paladin, warlock)
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (the petrified fetus of a Great One)
Duration: Instantaneous
You summon a small nova of eldritch power in this
secret technique from the Obitus Scholare. Each
creature within 30 feet of you must make a Dexterity
saving throw. On a failure, a creature takes 2d6 force
damage, 3d6 radiant damage, and is knocked prone. On
a success, it takes half as much damage and isn’t
knocked prone. Creatures within 5 feet of you make this
saving throw with disadvantage.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the force and radiant
damage both increase by 1d6 for each slot level above 3rd.
Rubber bones
3rd-level transmutation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 minutes
You touch a willing creature. Its bones become soft and
rubbery, and it gains the following benefits:
● It can spend 5 feet of movement to escape a
grapple without requiring an ability check and can
squeeze through a space that is large enough for a
creature two sizes smaller than it.
● It has advantage on Dexterity saving throws.
● It has resistance to bludgeoning damage.
● Its reach with melee attacks increases by 5 feet.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you can target one
additional creature for each slot level above 3rd.
Spectral Fury
3rd-level conjuration (paladin, ranger)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You send forth three spectral duplicates of yourself to
strike down enemies within 30 feet of you. You can
order them to strike one target or several. Make a melee
spell attack for each spectral duplicate. On a hit, a
target takes 4d8 damage of your weapon’s damage type.
You can then use a bonus action to move up to 30 feet
in a straight line towards one of the targets without
provoking opportunity attacks, streaking through a
spectral trail, and make a single melee weapon attack.
At Higher Levels: When you cast this spell using a
spell slot of 4th level or higher, the damage your
spectral duplicates inflict increases by 2d8 for each slot
level above 3rd.
4th-Level Spells
Dread Scarecrow
4th-level illusion (bard, warlock, wizard)
Casting Time: 1 action
Range: Self (30-foot-radius sphere)
Components: V, S, M (a flute made of a femur worth
50 gp)
Duration: Concentration, up to 1 minute
You magically create the horrifying illusion of all your
bones breaking and your body bending in impossible
ways, accompanied by the sound of a shattered skull.
Each creature of your choice in a 30-foot-radius sphere
centered on you must succeed on a Wisdom saving
throw or become frightened for the duration. While
frightened by this spell, a creature's speed becomes 0
and it falls prone, its legs giving out under the fear. If an
affected creature takes damage, it can repeat the saving
throw at the end of its next turn, ending the effect on
itself on a success.
Fling
4th-level evocation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You flick your finger against a creature. The target is
impacted by a devastating gravitational force and must
make a Strength saving throw. On a failed save, it takes
6d10 bludgeoning damage and is pushed 120 feet away
from you. The push stops early if the creature hits a
solid surface or is pushed into a creature of its size or
larger. On a successful save, a creature takes half as
much damage and isn't pushed.
If the target is pushed into or through the space of a
creature, that creature must make a Dexterity saving
throw, taking 1d10 bludgeoning damage on a failed
save, or half as much damage on a successful one. This
damage is increased by 1d10 per size smaller the
creature is than the target.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the target takes an extra
1d10 bludgeoning damage and is pushed 30 additional
feet for each slot level above 4th.
Note: For example, if a commoner (size Medium) is
pushed into a frog (size Tiny), the frog must succeed
on a Dexterity saving throw. Because the frog is 2
sizes smaller than the commoner, on a failed save, it
would take 3d10 damage (the original 1d10 damage,
which is increased by 2d10), probably exploding on
impact, whilst the commoner would continue its
destructive flight unhindered—questioning the laws
of physics.
Graveyard Shuffle
4th-level necromancy (cleric, druid)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of spinal bone and an
opal worth at least 300 gold, which the spell consumes)
Duration: Instantaneous
You drain the bone marrow of a creature, attempting to
steal its life force and transfer it to another creature of
your choice. Make a ranged spell attack against a
creature within range. On a hit, the target takes 4d6
necrotic damage. Choose another creature within
range; it regains a number of hit points equal to half
the damage dealt, or if it was dead for less than 1
minute, the creature returns to life with hit points
equal to the number regained. If any of the targets do
not have bones, the spell fails. This spell can't return to
life a creature that has died of old age, nor can it
restore any missing body parts.
Gravitational distortion
4th-level transmutation (sorcerer, warlock, wizard)
Casting time: 1 action
Range: 60 feet (30-foot-radius sphere)
Components: V, S
Duration: Instantaneous
Reality swirls in a 30-foot-radius sphere centered on a
point you can see within range. Each creature in the
area must make a Strength saving throw, taking 6d6
bludgeoning damage on a failed save, or half as much
damage on a successful one. Additionally, any creature
that fails this saving throw is pushed 30 feet in a
straight line in a direction of your choice.
Gravity Barrier
4th-level evocation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a wall of increased gravity on the ground at a
point you can see within range. You can make the wall
up to 30 feet long, 10 feet high, and 1 foot thick, or a
ringed wall up to 20 feet in diameter, 20 feet high, and
1 foot thick. The wall lasts for the duration and its
space is difficult terrain.
Ranged weapon attacks that pass through the wall’s
space automatically fail, and other ranged attacks have
disadvantage. Any creature that tries to pass through
the wall’s space must succeed on a Strength saving
throw or take 4d8 bludgeoning damage, be knocked
prone, and have its speed reduced to 0 until the end of
its turn.
Jumping Jolt
4th-level evocation (sorcerer, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You release an arc of lighting at a creature within range.
Make a ranged spell attack against the creature. On a
hit, the target takes 4d12 lightning damage, and you
can cause the spell to repeatedly jump to another
target within 20 feet of the previous target, making a
separate attack roll for each target. The spell cannot hit
the same target twice, or jump to a target out of the
spell's range. The spell can jump a maximum of five
times. On a miss, the target takes half as much damage
and the spell does not jump to a new target.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases by
1d12 for each slot level above 4th.
Maiden of Bones
4th-level conjuration (warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a virgin's carpal bone)
Duration: 1 minute
A creature within range must succeed on a Strength
saving throw or be trapped inside an iron maiden
formed of bone that appears in its space. The creature
is considered restrained, incapacitated, behind total
cover, can’t be damaged by attacks or effects
originating from outside, and takes 3d6 piercing
damage at the start of each of its turns as spikes of
bone pierce its body. At the end of each of its turns, a
trapped creature can repeat the saving throw, escaping
and ending the spell on a success. The bone maiden
has AC 14, 80 hit points, immunity to psychic and
poison damage, and vulnerability to bludgeoning
damage. If the maiden is destroyed, the creature
trapped inside is freed and the spell ends.
Vanishing Step
4th-level conjuration (paladin, ranger)
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (the bone of an old hunter)
Duration: Concentration, up to 1 minute
For the duration, once on each of your turns, you can
use 15 feet of your movement to teleport to an
unoccupied space you can see within 15 feet of you.
This fails if you are prone or incapacitated.
In addition, when you are hit by an attack or targeted
by a spell, you can use your reaction to teleport to an
unoccupied space you can see within 15 feet of you,
causing the attack to miss you or the spell to not affect
you if you leave its range or radius. When you do so,
until the end of your next turn, your speed is reduced
by 15 feet.
World Breaker
4th-level evocation (druid, ranger)
Casting Time: 1 action
Range: 90 feet (30-foot cone)
Components: V, S
Duration: Instantaneous
You destroy your surroundings to break your foes. You
rip a 5-foot by 5-foot cube of nonmagical terrain from
the ground and hurl it at a point you can see within
range, where it shatters in a 30-foot cone extending
away from you. Each creature in the area must succeed
on a Dexterity saving throw or take 4d8 bludgeoning
damage and be pushed 15 feet in a straight line away
from you.
5th-Level Spells
Ancestral Bond
5th-level divination (bard, cleric, druid, sorcerer, warlock,
wizard)
Casting Time: 1 minute
Range: Self
Components: V, S, M (the bone of a humanoid, which
the spell may consume)
Duration: Instantaneous
You touch the corpse of a humanoid, and visions of its
descendants come to you, as ephemeral spirits scour
the world. You learn how many living relatives the
humanoid left behind and if they have any living
descendants.
In addition, you can select one of the descendants
whose existence you can feel through the spell. By
destroying the corpse to amplify the power of the
magic, you can attempt to determine their location.
The target must make a Wisdom saving throw. On a
failed save, you learn their exact location, no matter
where they are.
Chisel Skull
5th-level evocation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: S, M (a piece of skull bone)
Duration: Instantaneous
Choose a creature you can see within range. You cause
its skull to snap, piercing its insides. The creature must
make a Constitution saving throw. On a failed save, the
target takes 8d10 piercing damage and is paralyzed
until the end of its next turn. On a successful save, the
target takes half as much damage and isn’t paralyzed. A
creature without a skull is immune to this spell.
Divine Order: Reveal
5th-level divination (bard, cleric, warlock)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You attempt to gaze upon the soul of a creature within
range. It must make a Charisma saving throw. On a
failure, its origins are revealed to you, and you learn all
of the creature’s ability scores, skill proficiencies,
damage vulnerabilities, damage resistances, damage
immunities, condition immunities, saving throw
proficiencies, weapon and armor proficiencies,
alignment, and traits.
If a creature succeeds on this saving throw, it is
immune to this spell for the next 24 hours.
GM Note: This is the equivalent of revealing the upper
part (above the actions) of a stat block to your player.
Forest of Dread
5th-level conjuration (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
You touch the ground under you and 20-foot-tall treelike bones sprout from the ground in a 30-foot radius
centered on you. Each creature of your choice in the
radius must make a Dexterity saving throw, taking 4d8
piercing damage on a failure, or half as much damage
a success.
For the duration, the area becomes difficult terrain,
and when a creature moves into or within the area, it
takes 2d8 piercing damage for every 5 feet it travels;
you are immune to this effect. The forest of dread
provides half cover to any creatures inside the area. The
bones disintegrate when the spell ends.
Starfall
5th-level enchantment (druid, sorcerer, wizard)
Casting Time: 1 bonus action
Range: Self (30-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
You create a violent star shower. When you cast this
spell and as a bonus action on your subsequent turns,
you can bring down stars on creatures of your choice
within 30 feet of you. Each creature struck by a star
takes 1d10+1 radiant damage.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases by
1d6 for each slot level above 5th.
6th-level Spells
Erupting Lightning
6th-level evocation (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (the vertebrae of a Lightning
Vessel barbarian)
Duration: Instantaneous
You slam the ground with the palm of your hand,
causing pillars of lightning to erupt from the ground
beneath your foes. The area of lightning consists of up
to seven 5-foot cubes, which you can arrange as you
wish. Each cube must have at least one face adjacent to
the face of another cube. Each creature in the area
must make a Dexterity saving throw. It takes 7d10
lightning damage and falls prone on a failed save, or
half as much damage and doesn’t fall prone on a
successful one.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, you can generate two
additional 5-foot cubes of lightning for each slot level
above 6th.
Unbound Chamber
6th-level transmutation (ritual) (druid, sorcerer, wizard)
Casting Time: 10 minutes
Range: 500 feet
Components: V, S
Duration: 8 hours
Using a ritual of ancient magic, you distort the
gravitational balance of an enclosed space of your
choice for the duration. The chamber can be of any
shape up to 200 feet wide, 200 feet tall, and 200 feet
long. While in the chamber, a creature doesn’t take
falling damage, has its jump distance tripled, has a
flying speed equal to its walking speed, and can hover.
Casting this spell on the same spot every day for a year
makes this effect permanent.
Void Walk
6th-level transmutation (bard, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
You touch a willing creature. For the duration, it gains a
flying speed equal to its walking speed and can hover.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, you can target one
additional creature for each slot level
above 6th.
Wall of Bones
6th-level conjuration (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a calcified egg shell)
Duration: Concentration, up to 10 minutes
A grim wall of fractured bones appears at a point you
choose within range. The wall appears in any
orientation you choose: horizontally, vertically, or
diagonally. It must rest on a solid surface. The wall can
be up to 60 feet long, 10 feet high, and 5 feet thick.
The wall blocks line of sight, and creatures can’t pass
through it. The wall is an object, and has AC 15, 150 hit
points, immunity to poison and psychic damage, and
vulnerability to bludgeoning damage. Reducing it to 0
hit points destroys it.
When the wall appears, each creature in its space is
pushed out of it by the shortest route and must make a
Dexterity saving throw. On a failed save, a creature
takes 4d8 bludgeoning damage, or half as much
damage on a successful save.
Until the spell ends, and as long as the wall has
sufficient hit points, you can use an action to sacrifice
20 hit points from the wall to summon a minotaur
skeleton that has murderous killing intent. The
creature appears in an unoccupied space of your choice
adjacent to the wall. When you summon a minotaur
skeleton in this way, designate a creature you can see
within 60 feet of it; that creature becomes the sole
enemy of the summoned creature. The minotaur
skeleton ignores any orders you give, tries to kill its
target by any means, and is immune to being charmed.
Once its target is dead, it vanishes in a pile of dust.
You can have a maximum of three creatures summoned
by this spell at a time.
7th-Level Spells
Amputate
7th-level evocation (druid, warlock, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You coat your hand with vicious osteomancy. Make a
melee spell attack against a creature within your reach.
On a hit, you deal 10d8 slashing damage. In addition,
you rip off one of the creature's limbs (leg, arm, or
other similar appendage).
A creature is immune to this effect if it is immune to
slashing damage, has legendary actions, or the GM
decides that the creature is too big for its limbs to be
cut off with this spell. Such a creature takes an extra
5d8 slashing damage instead.
At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, the initial damage
increases by 4d8, and the alternative damage by 2d8,
for each slot level above 7th.
Boneyard
7th-level necromancy (cleric, sorcerer, warlock, wizard)
Casting Time: 24 hours
Range: Touch
Components: V, S, M (enchanted bones, incense, and
herbs worth at least 1000 gold, which the spell
consumes)
Duration: Until dispelled
You touch a point and infuse an area around it with
osteomancy. The area can have a radius of up to 120
feet, and the spell fails if the radius includes an area
already under the effect of a boneyard or hallow spell.
The affected area is subject to the following effects.
First, you know the exact location and hear the
thoughts (if any) of any undead creature within the
area, and you know if they are under someone’s control.
Second, all creatures within the area lose resistance and
immunity to necrotic and piercing damage.
Finally, as a reaction whenever a non-undead creature
dies within the area, you can choose to rip its skeleton
from its flesh and force it to rise again under your
control. If you do, the creature is resurrected with 1 hit
point, its creature type becomes undead, it becomes
immune to all damage, it loses access to any legendary
actions it had (if any), and you can mentally command
its actions. At the end of its next turn, it dies and cannot
be resurrected by any means short of a wish spell.
Crush
7th-level evocation (sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (bone powder)
Duration: Instantaneous
You attempt to trap one creature you can see within
range in a field of gravity that compresses and folds in
on itself. The target must succeed on a Strength saving
throw or take 12d10 bludgeoning damage and be
stunned until the start of your next turn as it reels from
the pain.
At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, you can target one
additional creature for each slot level above 7th.
Divine Order: Transcend
7th-level divination (bard, cleric, warlock)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You call upon the power of the Great Ones, seeking
their guidance. Until the spell ends, you gain the ability
to cast any spell from the warlock spell list of 5th level
or lower without expending a spell slot or needing to
prepare the spell. As part of casting this spell, you can
cast a spell with a casting time of an action from your
newfound spell list. However, the cost of using this
power is steep. At the end of each of your turns, you
must succeed on a DC 18 Intelligence saving throw or
take 2d10 psychic damage. If you fail this saving throw
two times, the spell ends early and you gain a shortterm madness.
At Higher Levels. When you cast this spell using a
spell slot of 9th level, it no longer requires concentration,
though you can choose to end the spell whenever.
8th-Level Spells
Bury
8th-level transmutation (bard, sorcerer, wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You dramatically increase the pull of gravity in a 30-footradius, 300-foot-high cylinder centered on a point on the
ground within range. Creatures in this area are knocked
prone and cannot lose this condition while there. A
creature that enters the area for the first time on a turn
or starts its turn there is knocked prone and takes 4d6
bludgeoning damage. A flying creature in the area
immediately falls to the ground and is knocked prone. A
creature must succeed on a Strength saving throw to
move or perform any action. Each foot of movement
while in the area costs a creature 3 extra feet.
A prone creature that ends its turn in the cylinder must
succeed on a Strength saving throw or be forced into the
ground as gravity pulls it down. It is restrained and
incapacitated by the crushing pressure and the ground
around it, but it gains the benefits of three-quarters
cover, as only the upper part of their body is visible. A
creature can repeat the saving throw at the end of each of
its turns, freeing itself from the ground on a success.
If the spell lasts for its full duration, the ground cracks
under the tremendous weight generated and becomes
difficult terrain. Each 5-foot-square area requires at least
1 minute to clear by hand to remove the difficult terrain.
9th-Level Spells
Aspect of Death
9th-level conjuration (warlock)
Casting Time: 1 action
Range: Self
Components: V, S, M (the skull of a fallen hero,
embedded with jewels worth at least 4,000 gp)
Duration: Concentration, up to 1 minute
You focus threads of magical energy around you which
coalesce into the aspect of death, an avatar made of
bones, which surrounds you and fights on your behalf.
The avatar is Large, is centered on you, and moves with
you. While it is summoned, it protects you from foes;
you are considered behind three-quarters cover at all
times, have resistance to all damage, are immune to
being grappled, and no other creature can enter the
space of the avatar.
In addition, while active, you gain a +1 bonus to spell
attack rolls and saving throws, and when you cast a
spell that deals bludgeoning, piercing or slashing
damage, it is cast with a spell slot 2 levels higher than
the one expended (to a maximum of 9th level).
Divine Order: Sacrifice
9th-level conjuration (bard, cleric, warlock)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
When you cast this spell, you create a crack in the
world, letting the will of a Great One smother a
creature of your choice within range. The direct contact
with the eldritch being causes the target to take 8d6
psychic damage, and it must make a Charisma saving
throw. On a failure, the creature is pulled in through the
tear to the cosmos. On a success, it isn't pulled but
gains a long-term madness, and the spell ends.
While in the cosmos, the target is incapacitated. At the
beginning of each of its turns while there, it takes 3d6
cold damage, 3d6 psychic damage, and must succeed
on a DC 20 Intelligence saving throw or gain a short term madness.
When the spell ends, if the target is still alive, it
reappears in the space it left or in the nearest
unoccupied space if that space is occupied. If the
creature is killed while in the void, its corpse never
returns. A body that disappears in this way can never
be recovered, not even with a wish spell.
If your concentration on the spell ends early, you must
succeed on a DC 20 Intelligence saving throw or gain a
long-term madness as the eldritch whispers revolt and
assault your mind.
When the spell ends, roll a d100. On a 1, the breach
doesn’t close and instead only expands, threatening to
absorb the entire world.
Osteophagia
9th-level conjuration (warlock, wizard)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
The most lethal osteomantic power. You can cause the
skeleton of a creature to liquefy in a matter of seconds,
causing the body to collapse in on itself. Choose a
creature within your reach; it must succeed on a
Constitution saving throw or die.
A successful save prevents the death by skeletal
collapse, but the creature still takes 10d6 necrotic
damage. Creatures without bones and creatures whose
CR or character level is equal to or higher than the
caster’s CR or character level are immune to this spell.Remove these ads. Join the Worldbuilders Guild
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