Synthros Spell List
List of Synthros's Spells
Lv1
The range increases by 5 feet per 2 levels, this spell can be heard from an additional 100 feet away
Lv2
Lv3
Lv4
Lv5
Lv6
Lv7
Lv8
Lv 9
These spells can be accessed by anyone for a pledge of 10 mana per day
Lv1
Absorb Elements
1-level Abjuration
Casting Time: 1 reaction
Range/Area: Self
Components: Verbal
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: - When casting at higher levels subtract an additional 1d6 damage from the halved total and add an additional 1d6 damage of the triggering type per level
- However if you don't make a melee attack before the spell ends you take the extra damage you absorbed(not the halved total just the additional d6)
Available for: INT, CON
Light
1-level Evocation
Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.
At higher levels: Add 10 feet of bright light and 10 feet dim light per level
If cast at 7th or higher this spell temporally blinds creatures within 5 feet of the illuminated object Message
1-level Enchantment
Casting Time: 1 Free Action
Components: Verbal
Duration: Instant
You select one creature with a soul and the target (and only the target) hears the message instantly, regardless of distance. The message can be up to 25 words long. The creature does not have to understand the language to receive the message
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings
At higher levels: You can add an additional 25 words per level Thaumaturgy
1-level Illusion
Casting Time: 1 bonus action
Range/Area: 30ft
Components: Verbal
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
While any of these effects takes place you gain advantage on intimdation
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
While any of these effects takes place you gain advantage on intimdation
Thunderclap
1-level Evocation
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Endurance Check
Damage/Effect: Sonic
You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 sonic damage and the target is Deafened.
At higher levels: The damage increases by 1d6 per levelThe range increases by 5 feet per 2 levels, this spell can be heard from an additional 100 feet away
Available for: WIS, CHA
Thunderous Smite
1-level Evocation
Casting Time: 1 bonus action or 1 Attack
Range/Area: Touch
Components: Verbal
Duration: Concentration, up to 1 round
Attack/Save: Resistance Check
Damage/Effect: Thunder
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
At higher levels: Add 1d6 per level Available for: STR
Dragon's Breath
2-level Transmutation
Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal
Duration: Concentration, up to 1 minute
Attack/Save: Resistance Check
Damage/Effect: Acid, Cold, Fire, Lightning, or Poison
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action or a bonus action (Not both) to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must take 3d6 damage of the chosen type
At higher levels: The damage increases by 1d6 per level Available for: INT, CON
Haste
3-level Transmutation
Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Concentration, up to 3 Rounds
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack, Dash, Disengage, Hide, Use an Object, or Class action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
At higher levels: Increase the duration of this spell by 1 turn per level Available for: INT, WIS
Haywire
3-level Enchantment
Casting Time: 1 action
Range/Area: 90ft
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Inteligence Saving Throw
Damage/Effect: Lightning
This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Intelligence Saving Throw or have the device affected by the spell.
At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.
At higher levels: Increase the radius by 5ft per level Available for: INT
Lightning Arrow
3-level Transmutation
Casting Time: 1 bonus action or 1 Attack
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Resistance Check
Damage/Effect: Lightning
As you make a ranged weapon attack, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At higher levels: Add 1d8 per level Available for: DEX, INT
Lightning Bolt
3-level Evocation
Casting Time: 1 action
Range/Area: Self (100ft beam)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Dexterity Saving Throw
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: Add 1d6 per level Available for: STR, INT
Resonance
3-level Transmutation
Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: Dexterity Saving Throw
You stomp the ground with a thunderous KRAKOOM, a surge of energy shoot out to a 10 foot cube within range and converts a patch of earth into a pool of quicksand. Any creature standing there must make a Dexterity Saving Throw, if they fail they sink into the ground and can no longer move. If they succeed they consume the movement necessary to get out of the way and move to the edge of the spells range. If a creature does not have enough movement they automatically fail. If a creature is trapped in the ground they can make a Strength Saving Throw at the start of their turn to escape.
At higher levels: Increase the range of the cube by 5 feet per level - The movement consumed by this spell is from the creatures next turn
- The quicksand reverts to normal earth at the start of your next turn
- This spell has no effect on artificial flooring such as ceramic and metal.
Available for: STR, INT
Sleet Storm
3-level Conjuration
Casting Time: 1 action
Range/Area: 120ft
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Saving Throw
You call to the sky and manifests a cloud cover that freezes the water in the air
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
At higher levels: Increase the radius by 5 feet per level Available for: INT
Thunder Step
3-level Evocation
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
Attack/Save: Constitution Saving Throw
Damage/Effect: Thunder
You blast yourself forward to an unoccupied space you can see within range. Immediately after you move, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also move one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher levels: Increase the range by 15 feet per level - You must have clear line of sight to the targeted space, if there is an easily moveable object in the way you can still move there but you take 3d6 bludgeoning damage
- Moving using this spell doesn't trigger opportunity attacks
Available for: STR, DEX
Ice Storm
4-level Evocation
Casting Time: 1 action
Range/Area: 300 ft
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Dexterity Saving Throw
Damage/Effect: Bludgeoning, Cold
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
At higher levels: Increase the radius by 5 feet per level Available for: INT
Lightning Strike
5-level Evocation
Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Dexterity Saving Throw
Damage/Effect: Lightning, Thunder
A Brilliant Lightning Strike cracks down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Lightning damage and 5d6 Thunder damage on a failed save or half as much damage on a successful one.
At higher levels: Add 1d6 per level Available for: STR, INT
Chain Lightning
6-level Evocation
Casting Time: 1 action
Range/Area: 150 ft
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Dexterity Saving Throw
Damage/Effect: Lightning
You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.
At higher levels: One additional bolt leaps from the first target to another target per level Available for: DEX, INT
Word of Recall
6-level Conjuration
Casting Time: 1 bonus action
Range/Area: 5ft
Components: Verbal
Duration: Instant
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to a god. If you attempt to cast the spell in this manner in an area that isn’t dedicated to a god, the spell has no effect.
At higher levels: Increase the range of this spell by 5 feet per level Teleport
7-level Conjuration
Casting Time: 1 turn (Concentration)
Range/Area: 10ft
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Force
This spell instantly transports you and any object touching you that can fit entirely inside a 10-foot cube, and/or a single object that you can see within range, to a soul you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The soul you select must allow you to teleport to you, if the soul is in an inanimate or non-sentient object you can freely teleport to it.
If this spell is interrupted by either you dispelling it or your concentration being broken, every creature in a 10 foot cube around you is dealt 3d10 force damage. If any delicate objects are in range when this happens such as a glass orb, piece of parchment or a piece of jello, it is destroyed.
At higher levels: You can teleport an additional object or creature you can see per level
The object or creature will appear in the same 10 foot cube you teleport to Control Weather
8-level Transmutation
Casting Time: 10 minute
Range/Area: Self
Components: Verbal, Somatic
Duration: 8 Hours
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again with another 10 minute cast of the spell. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
At higher levels: Reducing the casting time by 5 minutes per level Precipitation
- Clear
- Light clouds
- Overcast or ground fog
- Rain, hail, or snow
- Torrential rain, driving hail, or blizzard
Temperature
- Heat wave
- Hot
- Warm
- Cool
- Cold
- Freezing
Wind
- Calm
- Moderate wind
- Strong wind
- Gale
- Storm
Available for: INT, WIS
Tsunami
8-level Conjuration
Casting Time: 1 minute
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: A body of water
Duration: Concentration, up to 6 rounds
A wall of water springs up from a body of water you choose within range. You can make the wall up to 300 feet long, 50 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round.
A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.
At higher levels: Add 1d10 and 50 feet of height per level When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round.
A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.
Available for: STR
Storm of Vengeance
9-level Conjuration
Casting Time: 1 action
Range/Area: 1 mile
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity Saving Throw-Constitution Saving Throw
Damage/Effect: Lightning, Thunder, Acid, Bludgeoning, Cold
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2 Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3 You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.
Turn 4 Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.
Turns 5-10 Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2 Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3 You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.
Turn 4 Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.
Turns 5-10 Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Available for: STR, INT

Comments