Kibbles' Generic Elemental Spells - GM Binder

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Kibbles' Elemental Spells 2.

1
This does not guarantee you will think they are balanced,
Generic Elemental Spells and you are always encouraged to review what you allow
from any source (1st or 3rd party). I think people that allow
One of the common things I see folks at my table and across 1st party 5e products will find these not to be a major issue in
the D&D Community looking for all the time is spells that most cases.
better fit elemental archetypes - particularly once you get
beyond "fire". Generally speaking, they could all use some Beyond the Elements
new options and variety. This is an updated list that gives
each element its own wide selection. The spells here marked with a K are created by KibblesTasty,
You could simply reflavor fire spells suit your needs - if that are a subsection of Kibbles' Casting Compendium, a PDF
works for your table, great! However, in my experience over and FoundryVTT module that contains nearly 250+ spells
the years of doing exactly that, it tends to rob the elements of and is available for $3 on my patreon.
the last vestige of unique flavor, subtle differences, and, as a Kibbles' Casting Compendium is a collection of Kibbles'
consequence, the world setting which should feel deep, Generic Elemental Spells (this), Ranger Spells That Don't
mysterious, and magical, starts to feel more game-like, more Suck, Occultist Spells, and countless Eclectic Spells I've
formulaic. created over the years for more classes and other content.
In providing this wave of new spells and their possibilities,
this document can help a world have that mystifying depth of Feedback
magic that represents the true scope of elemental magic and If you find any errors, feel free to report them in the Error
the touch of the thousands of wizards that have come before Correction Sheet If you want to leave balance feedback, use
leaving behind their legacies, a true basis and complete the Feedback Form.
system of generic elemental magical knowledge.
These are not spells that your world needs, but they are Error Correction Sheet
spells that it perhaps already has. These are the spells used Feedback Form
by far flung tribes in elemental charged regions, spells used
by the cultist of chromatic dragons, and spells used by License
elemental priests. How you introduce these spells is entirely
up to you. 5e SRD Content
At the end of the day, this document is a tool. A reference or This work includes material taken from the System
shortcut designed so you that you can skip the part of making Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast
the basic spells that should already exist, and get back to LLC and available at:
fleshing out your world, character, or whatever you were https://dnd.wizards.com/resources/systems-reference-
doing before someone sent you to this list, now armed with document.
all the basic spells you'll need for the idea. The SRD 5.1 is licensed under the Creative Commons
Attribution 4.0 International License available at:
SRD Expanded https://creativecommons.org/licenses/by/4.0/legalcode
The goal of this document is effectively expand the 5e SRD
and provide elemental spells that cover a rich selection for all Creative Commons Usage
elements; something of an "SRD++" of sorts, combining the The text material included in pages 5 to 23 is licensed
SRD with the KRD (Kibbles' Reference Document). The SRD Creative Commons Attribution 4.0 International License
and base game had a decent selection of fire spells, but left (“CC-BY-4.0”). You are free to use this content in any manner
many other elements lacking - this document aims to shore permitted by that license as long as you include an
that weakness up with standard spells anyone can use for any attribution, an example of which follows:
element.
Includes spells from Kibbles Elemental Spells 2.0 by
Elemental Themes KibblesTasty Homebrew LLC and available at
https://www.kthomebrew.com/krd.
The spells provided here attempt to make a consistent aspect
to elemental spells of each type. These are summarized The Kibbles Elemental Spells 2.0 is licensed under the

under each elemental ending below. These are not strictly Creative Commons Attribution 4.0 International License

followed, but simply serve to give a consistency across spells, available at

trending toward similar saving throws and damage dice, and https://creativecommons.org/licenses/by/4.0/legalcode.

a collection of area of effect types that give each element Kibbles' Elemental Spells are part of the KRD (Kibbles'
enough of a list to plausible stand on its own. Reference Document) and are compatible with D&D 5e,
Balance Kibbles' 5e++, and any 5e Compatible system.
The spells here have been playtested in periods ranging from Other Licenses
years to months, but all follow straight forward principles and If you don't want to use the Creative Commons License, you
are largely formulaic in their power, being mostly easily can find my general permissions and guidelines for
comparable to existing spells. unlicensed content usage here:
https://www.kthomebrew.com/permissions

2
Acid Fire
Widely features damage over time, acid deals damage with Fire spells are largely complete in the default list, and
smaller initial damage and typically deals its damage in consequently get the fewest new items. Fire spells typically
consistent d4s. Generally features Dexterity saving throws. deal the most damage, and typically operate with consistent
d6 dice, and sometimes ignite for additional damage.
Level Spells Generally feature dexterity saves.
Cantrip acid splashSRD Level Spells
1st acid bubbleK, melting globK SRD
Cantrips firebolt , produce flameSRD
2nd acid arrowSRD, pseudopod slamK
burning handsSRD, eyes of immolationK, hellish
3rd acidic pitK, erodeK 1st
rebukeSRD
4th become fireK, flaming sphereSRD, scorching
2nd
5th acid rain K
raySRD, unstable explosionK
3rd fireballSRD, fire cycloneK, flamethrowerK
Cold 4th fire shieldSRD, pillar of fireK, wall of fireSRD
Cold spells deal less than other types of spells, often using d8 5th flame strikeSRD, pyroclastic lanceK
damage dice they tend to debuff the target, slowing them, 6th form of fireK, meltK
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. Force
Level Spells
Force damage brings the ultimate in consistency, with most
spells offering no save or attack roll, but consequently dealing
Cantrip ray of frostSRD only moderate but consistent damage with d4s.
1st arctic breathK, entombK, ice arrowK Level Spells
2nd cold snapK, shattering shieldK
Cantrip force boltK
3rd arctic auraK, flash freezeK
1st magic missileSRD
4th ice storm, ice spikeK
2nd ethereal immolationK, seeking orbK, star dustK
5th cone of coldSRD
3rd aether lanceK
6th blizzardK, form of iceK
4th force bladeK
Earth 5th aether stormK
6th power torrentK
In the unusual position of dealing a physical damage type
(bludgeoning) this type most often uses d10 damage and
targets Dexterity saves, often having secondary elements Lightning
knocking targets around, creating difficult terrain, or creating Highly volatile damage spells, these often feature d12s with
obstacles and cover. high variance, and sometimes come with powerful status
Level Spells effects, shocking targets or even stunning them, they come in
a mix of Constitution and Dexterity saving throws.
Cantrips rock slamK
Level Spells
1st create pitK, stone fistK
2nd become stoneK, earth rippleK, stone pillarK Cantrip electric arc , shocking graspSRD
K

3rd instant bulwarkK, seismic waveK, quicksandK 1st electrifyK, lightning tendrilK,
4th orbital stonesK, stone coffinK 2nd crackleK, lightning chargedK
5th burial barrageK, fissureK electrocuteK, call lightningSRD, lightning boltSRD,
3rd
static fieldK
6th avalancheK, form of stoneK, volcanic burstK
4th jumping joltK
5th sky burstK

3
Thunder Wind
Exclusively area of effect spells, it tends to deal d8 damage Spells that deal damage typically involve manipulating into
dice, feature Constitution saves, and often have some intense bursts, blades of compressed force, or manipulating
element of knockback. into creating dangerous vortexes. It tends to deal slashing
damage with d8s and have Dexterity saving throws.
Level Spells
Level Spells
Cantrips
1st thunderpunchK, thunderwaveSRD Cantrips windborne weaponK
2nd shatterSRD 1st gale boltK, violent updraftK
3rd thunder pulseK become windK, dust cycloneK, hurricane slashK,
2nd
vacuum pullK
4th echoing lanceK
3rd vortex blastK
5th sonic shriekK
4th aero barrageK, suffocateK
Poison 5th tornadoK
6th form of windK
Offering high damage with high limitations, poison spells
typically target Constitution and deal high variance d12
damage, some having a chance to poison the target for an Chromatic
ongoing effect. Chromatic spells are ones that encompass all elements, and
Level Spells such have a wider degree of variability and few standard
rules.
Cantrips poison spraySRD
Level Spells
1st bad bloodK, nauseating poisonK
2nd poison dartK, vicious vaporsK 1st elemental orbK
3rd spider biteK, stinking cloud, wasp barrageK 2nd dragon surgeK
4th stinging swarmK, poison puffK 9th form of the elementsK
5th cloudkillSRD

Water
Water spells conjure and forcefully manipulate water, using it
as a medium to transfer kinetic energy, frequently moving
targets or knocking them prone. They most often feature
strength or dexterity saves, and use reliable d6 damage dice.
Level Spells
Cantrips water bulletK
1st crashing waveK, water blastK
2nd become waterK, dancing waveK
3rd water cannonK, waterspoutK
4th geyserK
5th pressure cutterK
6th form of waterK

4
Acid Acidic Pit
3rd-level evocation
Acid Bubble Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock,
1st-level conjuration Wizard
Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock, Casting Time: 1 action
Wizard Range: 120 feet.
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S You open a pit filled with acid at a point within range. All
Duration: Instantaneous creatures within 10 feet of the point must make a Dexterity
You create a bubble of acid that floats to the target point saving throw. On failure, they fall 5 feet into a pit of acid
before bursting a shower of acid. All creatures and objects below, taking 6d4 + 6 acid damage. On success, a creature
within 5 feet must make a Dexterity saving throw. On failure takes half as much damage from the flooding acid and it can
they take 3d4 acid damage, or half as much on a successful use its reaction to move up to its movement speed to the
save. closest point outside of the area. If it cannot take a reaction
At Higher Levels. When you cast this spell using a spell or reach a safe point, it automatically fails its saving throw.
slot of 2nd level or higher, the damage increases by 2d4 for When a creature ends their turn in the pit, that creature
each slot level above 1st. takes 2d4 acid damage. The acid in the pit remains potent for
1 minute, after which it becomes simply vile sludge that deals
Melting Glob no further damage. The pit remains filled with vile sludge
1st-level conjuration (arcane) until filled or cleared.
Classes: Inventor, Sorcerer, Spellblade, Warlock, Wizard
Casting Time: 1 action Erode
Range: 60 feet 3rd-level conjuration
Components: V, S Classes: Occultist, Wizard
Duration: 1 minute Casting Time: 1 action
You hurl a glob of acid at a creature within range, making a Range: 20 feet
ranged spell attack. On hit, the creature takes 4d4 acid Components: V, S
damage, and starts to be melted by acid. For 1 minute, at the Duration: Instantaneous
end of each of its turns, it takes 1d4 acid damage. A creature You blast a target with a glob of acid. The target must make a
can end the effect early by using its action to clear off the Dexterity saving throw. On failure, the target takes 8d4 acid
acid. damage immediately and becomes covered in acid. On a
At Higher Levels. When you cast this spell using a spell success, the target takes half as much damage and is not
slot of 2nd level or higher, the initial damage increases by 2d4 covered in acid. While covered in acid, the target takes 2d4
for each slot level above 1st. acid damage at the end of each of its turns. The target or a
creature within 5 feet of it can end this damage by using its
Pseudopod Slam action to clear away the acid.
2nd-level conjuration At Higher Levels. When you cast this spell using a spell
Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock, slot of 4th level or higher, the damage (both initial and later)
Wizard increases by 1d4 for each slot level above 3rd.
Casting Time: 1 action
Range: 10 feet Acid Rain
Components: V, S 5th-level conjuration
Duration: Instantaneous Classes: Druid, Occultist, Wizard
You conjure a pseudopod of acidic ooze that slams a creature Casting Time: 1 action
or object within range. Make a melee spell attack. On hit, the Range: 300 feet
target takes 8d4 acid damage and is moved 5 feet in a Components: V, S
direction of your choice. Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell Acid rain begins falling within a 40-foot-radius 60-foot-high
slot of 3rd level or higher, the damage increases by 2d4 for cylinder centered on a point you choose within range. When
each slot level above 2nd. a creature moves into the spell's area for the first time on a
turn or starts its turn there, the creature must succeed on a
Dexterity saving throw or take 6d4 acid damage, and become
covered in acid. On a successful save, a creature takes half
the initial damage and is not covered in acid.
A creature takes 3d4 acid damage if it ends its turn while
covered with acid. The target or a creature within 5 feet of it
can end this damage by using its action to clear away the acid.

5
Cold Cold Snap
2nd-level evocation
Arctic Breath Classes: Sorcerer, Wizard
1st-level conjuration Casting Time: 1 action
Classes: Druid, Sorcerer, Wizard Range: 90 ft (5 ft radius)
Casting Time: 1 action Components: S
Range: Self (30 foot line) Duration: Instantaneous
Components: V, S With a snap of your fingers a swirling burst of freezing wind
Duration: Instantaneous erupts at a point you choose within range. Each creature in a
A line of freezing arctic wind 30 feet long and 5 feet wide 5-foot-radius sphere centered on that point must make a
blasts out from you in a direction you choose. Each creature Constitution saving throw. On a failed save, a creature takes
in the line must make a Dexterity saving throw. On a failed 3d8 cold damage and becomes stuck in the ice, reducing
save, a creature takes 2d8 cold damage and their movement their movement speed by 10 feet until the start of your next
speed is reduced by 10 feet until the end of their next turn. turn. On a success, the target takes half as much damage and
On a successful save, a creature takes half as much damage is not stuck in ice.
and isn't slowed. The ground in the area is covered with slick ice and snow,
At Higher Levels. When you cast this spell using a spell making it difficult terrain until the start of your next turn.
slot of 2nd level or higher, the damage increases by 1d8 for At Higher Levels. When you cast this spell using a spell
each slot level above 1st. slot of 3rd level or higher, the damage increases by 1d8 for
each slot level above 2nd.
Entomb
1st-level transmutation Shattering Shield
Classes: Wizard 2nd-level evocation
Casting Time: 1 action Classes: Druid, Occultist, Sorcerer, Spellblade, Warlock
Range: 60 feet Casting Time: 1 reaction, which you can take when a
Components: V, S creature within range is hit by a melee attack.
Duration: Concentration, up to 1 minute Range: 60 feet
You attempt to encase a Medium or smaller creature you can Components: V, S
see within ice. The creature must make a Strength saving Duration: Instantaneous
throw or become restrained by ice for the duration. At the You cause a shield of ice to erupt blocking the attack. The
end of each of its turns, the target takes 1d8 cold damage and damage of the attack is reduced by 1d8 + your spellcasting
can make another Strength saving throw. On success, the modifier. If the attack damage is not completely blocked, the
spell ends on the target. shield shatters, dealing the amount of blocked damage as
If the creature takes more than 5 fire or bludgeoning cold damage to the attacking creature. If the shield is not
damage from a single damage roll while restrained, the ice broken, it melts away after blocking the damage.
breaks and the target is freed, ending the spell for the target. At Higher Levels. When you cast this spell using a spell
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage blocked
slot of 2nd level or higher, the damage increases by 1d8 for increases by 1d8 for each slot level above 2nd.
each slot level above 1st.
Arctic Aura
Ice Arrow 3rd-level transmutation (primal)
1st-level evocation Classes: Druid, Sorcerer, Warlock, Wizard
Classes: Druid, Sorcerer, Spellblade, Wizard Casting Time: 1 action
Casting Time: 1 action Range: Self (20 foot radius)
Range: 120 feet. Components: V, S
Components: V, S Duration: Concentration, up to 1 minute
Duration: Instantaneous For the duration you unleash a freezing aura. Creatures that
You conjure a shard of ice before hurling it at a target you can start their turn within 20 feet of you must succeed a
see within range. Make a ranged spell attack. On hit, the Constitution saving throw, or take 2d8 cold damage and have
target takes 2d8 + your spellcasting ability modifier cold their speed reduced to 0 until the start of their next turn.
damage. Creatures that succeed their saving throw take half as much
At Higher Levels. When you cast this spell using a spell damage and their speed is reduced by half.
slot of 2nd level or higher, the damage increases by 1d8 for As a bonus action on each of your turns for the duration of
each level above 1st. the spell, you can actively control the aura, excluding a
number of creatures in the area up to your spellcasting
modifier from the effect of the spell until the end of your next
turn.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d8 for
each slot level above 3rd.
6
Flash Freeze Form of Ice
3rd-level evocation 6th-level transmutation
Classes: Sorcerer, Wizard Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot cone) Range: Self
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 10 minutes
A freezing wind ripples outward. Each creature in a 30-foot You freeze over, taking on a form of elemental ice. Until the
cone must make a Constitution saving throw. On a failed spell ends, you gain the following benefits:
save, a creature takes 4d8 cold damage and is restrained by
ice until the start of your next turn. On a successful save, the You are immune to cold damage.
target takes half as much damage and isn't restrained. You can move across difficult terrain created by ice or
At Higher Levels. When you cast this spell using a spell snow without spending extra movement.
slot of 4th level or higher, the damage increases by 1d8 for The ground in a 10-foot radius around you is icy and is
each slot level above 3rd. difficult terrain for creatures other than you. The radius
moves with you.
Ice Spike You can use your action to create a 30-foot cone of
4th-level evocation freezing wind extending from your outstretched hand in a
direction you choose. Each creature in the cone must
Classes: Sorcerer, Wizard make a Constitution saving throw. A creature takes 4d8
Casting Time: 1 action cold damage on a failed save, or half as much damage on
Range: 60 feet a successful one. A creature that fails its save against this
Components: V, S effect has its speed halved until the start of your next turn.
Duration: Instantaneous During your turn, if you roll cold damage, you gain
You create a lance of ice that shoots up from the ground to temporary hit points equal to one die rolled (your choice).
impale a creature within range. The target must make a
Dexterity saving throw. The target takes 4d8 piercing damage
and 4d8 cold damage on a failed save. The target takes only
the 4d8 cold damage on a successful save.
At Higher Levels. When you cast this spell using a spell
slot of 6th or 7th level, you can create a second spike. When
you cast this spell using a spell slot of 8th or 9th level, you can
create a third spike. Additional spikes can target the same or
different creatures.
Blizzard
6th-level evocation (primal)
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a howling blizzard of swirling clouds of ice and
snow which fills a 30-foot-radius, 40-foot-high cylinder
centered at a point you can see within range. The area
becomes heavily obscured and difficult terrain. Any creature
that starts their turn within the area or enters it for the first
time during the turn must make a Constitution saving throw.
A creature takes 6d8 cold damage on a failed saving throw, or
half as much on a successful one.
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the damage increases by 1d8 for
each slot level above 6th.

7
Earth Create Pit
1st-level transmutation
Rock Slam Classes: Druid, Sorcerer, Wizard
transmutation cantrip (primal) Casting Time: 1 action
Classes Druid, Occultist, Sorcerer, Spellblade, Wizard Range: 60 feet (5 ft radius)
Casting Time: 1 action Components: V, S
Range: 30 feet Duration: Instantaneous
Components: V, S You choose a point on the ground in an area of dirt or natural
Duration: Instantaneous stone you can see. The ground buckles and a 5-foot radius,
You fling a rock at a creature you can see within range. Make 10-foot deep pit opens around that point. If the surface is not
a ranged spell attack. On hit, the target takes 1d10 large enough to contain the pit, the spell fails. Creatures in
bludgeoning damage. On a critical hit, the target is knocked the area must make a Dexterity saving throw. On success,
prone or 10 feet backwards (your choice). they can move 5 feet outside the radius of the spell. Creatures
The spell's damage increases by 1d10 when you reach 5th that fail their saving throw fall to the bottom of the bit (taking
level (2d10), 11th level (3d10), and 17th level (4d10). 1d6 bludgeoning damage and falling prone). The sides of the
pit are rough, and can be climbed. The pit remains until filled.
Stone Forming If a creature saves, but cannot move 5 feet, they fall prone,
transmutation cantrip hanging from the edge of the pit, and cannot stand until they
Classes: Druid, Occultist, Sorcerer, Warlock move out of the pit area or fall into it.
Casting Time: 1 bonus action At Higher Levels. When you cast this spell using a spell
Range: Touch slot of 2nd level or higher, the pit is 5-feet deeper for each slot
Components: V, S level about 1st (to a maximum of 20 feet deep).
Duration: Instantaneous
You touch a stone surface or the ground, and call forth Limitations
stone that shapes itself to your command. You can make any The spell fails if the pit would breach another
roughly shaped Small or Tiny item from the stone, including opening (such as a room or cavern below) as that
functional simple or martial melee weapons (for Medium or would be failing to contain the pit. The DM has
smaller creatures), possess magical durability to resist wide discretion on what surfaces would qualify for
shattering or breaking. this spell.
Alternatively you can encase your limbs in stone, causing
your unarmed strikes to deal 1d8 bludgeoning damage for
the duration of the spell.
Items made this way lose any magical durability after one Stone Fist
hour, and become easily broken if they would not normally be 1st-level transmutation
functional in that shape. You can have three items or effects Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
created by this cantrip at a time, and upon creating a fourth Casting Time: 1 action
the oldest one loses its magical durability and becomes easily Range: Self
broken. Components: V, S
Duration: 1 round
Become Stone
2nd-level transmutation You turn your hand and forearm (or similar appendage) to
stone until the start of your next turn. As part of casting the
Classes: Druid, Sorcerer, Warlock, Wizard spell, you can make a melee spell attack against one creature
Casting Time: 1 bonus action you can reach. On a hit, the target takes 2d10 bludgeoning
Range: Self damage.
Components: V, S Until the start of your next turn, you can use your reaction
Duration: 1 round when you take slashing or piercing damage from an attack to
You solidify into a stone. Until the start of your next turn, you gain resistance to damage from that attack.
are petrified. Your AC becomes 20 and you gain 10 temporary At Higher Levels. When you cast this spell using a spell
hit points. Any remaining temporary hit points fade when the slot of 2nd level or higher, the damage increases by 1d10 for
spell ends. each slot level above 1st.

Petrified Resistance
Note that being petrified - while coming with
substantial drawbacks, makes you resistant to all
damage.

8
Earth Ripple Seismic Wave
2nd-level transmutation 3rd-level transmutation
Classes: Druid, Occultist, Sorcerer, Wizard Classes: Druid, Sorcerer, Spellblade, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (30 foot cone)
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You cause the earth to deform and ripple, a target creature You release a seismic wave, slamming the ground in front of
must make a Dexterity saving throw or suffer one of the you and causing the earth to explode violently in a 30-foot
following effects (your choice): cone. Creatures touching the ground in the area must make a
Strength saving throw. On failure, they take 4d10
It is pulled into the earth, taking 1d8 bludgeoning damage bludgeoning damage and fall prone. On success, they take
and reducing its movement speed to zero until a creature half as much damage and do not fall prone. Large or larger
spends an action to dig it free. objects and structures in the area of effect automatically fail
It is slammed 5 feet in a direction of your choice by a wave the save and take twice as much damage. The ground
of earth, taking 2d8 bludgeoning damage and being becomes difficult terrain until cleared. Each 5-foot-square
knocked prone. portion of the area requires at least 1 minute to clear by hand.
It is impaled by a spike of earth, taking 4d8 piercing At Higher Levels. When you cast this spell using a spell
damage. slot of 4th level or higher, the damage increases by 1d10 for
Instant Bulwark each slot level above 3rd.
3rd-level transmutation (primal) Quick Sand
Classes: Druid, Occultist, Sorcerer, Wizard 3rd-level transmutation
Casting Time: 1 reaction, which you can take when a Classes: Druid, Occultist, Sorcerer, Wizard
creature within range takes damage from a ranged attack Casting Time: 1 action
or area of effect. Range: 60 feet
Range: 60 feet Components: V, S, M (a pinch of sand)
Components: V, S Duration: Concentration, up to 1 minute
Duration: Instantaneous
You cause a 10 foot long, 10 feet tall, several inch thick wall of You cause the ground in a 20-foot radius centered on a point
earth to erupt on the ground, granting total cover and you can see to turn to quicksand for the duration of the spell.
blocking any damage that originates from the far side of the A creature moving through or out of the area must spend 4
wall until the wall breaks. This blocks ranged attacks, and feet of movement for every 1 foot it moves. A creature that
areas of effects that have a point of origin on the far side of ends their turn must make a Strength saving throw. On
the wall (for example, the center point of a radius spell or the failure, they fall prone.
source of a cone or line). Orbital Stones
All damage the wall blocks is applied to the wall, even if 4th-level transmutation
that damage normally only affects creatures, but it takes the
blocked damage only once, even if blocking the same damage Classes: Druid, Sorcerer, Wizard
against multiple creatures. The wall has 4d10 + your Casting Time: 1 action
spellcasting modifier hit points, and crumbles to dust when it Range: Self
is reduced to 0 hit points. Any damage remaining after the Components: V, S
wall is destroyed is dealt as normal. If the wall is not Duration: Concentration, up to 1 minute
destroyed, it crumbles at the start of your next turn. You lift three inanimate Small or Medium sized rocks or
At Higher Levels. When you cast this spell using a spell similar objects from within 10 feet of you, causing them to
slot of 4th level or higher, the wall has 1d10 additional hit defy gravity and slowly circle you. With all three stones
points and is 5 feet longer for each level above 3rd. orbiting, you have three quarters cover. With at least one
stone remaining, you have half cover.
As a bonus action while at least one stone remains in orbit,
you can magically fling a stone at target within 60 feet. Make
a ranged spell attack roll. On hit, the target takes 3d10
bludgeoning damage and is knocked backward 5 feet.

9
Stone Coffin Fissure
4th-level transmutation 5th-level transmutation
Classes: Druid, Occultist, Sorcerer, Wizard Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 Action
Range: 60 feet Range: Self (60 foot line)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You cause a surge of stone to attempt to engulf a Large or You rend asunder the earth in a 60-foot-long 5-foot-wide line,
smaller creature in stone. The target must make a Dexterity targeting an area of dirt, sand, or rock at least 10 feet deep.
saving throw. On a failure, they become restrained and Creatures in that line must make a Dexterity saving throw.
blinded in the stone coffin. A creature can choose to fail their On a failure, a creature falls into a suddenly opened crevice in
save. While trapped within the coffin, they have total cover the ground, falling into it before it snaps shut, crushing them.
against all sources. The coffin has an AC of 15 and 50 hit Creatures that fail the saving throw take 6d10 bludgeoning
points, and resistance to all damage beside bludgeoning and damage from the fall and crushing. The creature is buried in
thunder damage. When the spell ends or the coffin is reduced 10 feet of rubble, and creatures without a burrowing speed
to 0 hit points, it crumbles to fragments and the creature require 25 feet of movement to extract themselves from the
within is no longer restrained and blinded. loose rubble to return to where they failed the saving throw. If
For the duration of the spell you can use your bonus action they end their turn while buried, they take an additional 1d10
to attempt to crush a creature encased in the coffin, dealing bludgeoning damage.
1d10 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell Avalanche
slot of 5th level or higher, the stone coffin gains 10 additional 6th level transmutation (primal)
hit points for each level above 5th. Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Burial Barrage Range: Self (60 foot line)
5th-level transmutation (primal) Components: V, S
Classes: Druid, Sorcerer, Warlock, Wizard Duration: Instantaneous
Casting Time: 1 action You cause the earth to ripple, triggering an avalanche of rock
Range: 60 feet and stone to surge forward in a 60 foot long, 15 foot wide
Components: V, S line. The length of the line is doubled if the cast on the
Duration: Instantaneous surface has more than a 15 degree downward slope (a
You unearth and launch a barrage of five heavy chunks of moderately steep hill). Creatures caught in the surging
earth or stone at targets within range. You can hurl them at tumble of rocks must make a Dexterity saving throw.
one target or several. Make a ranged spell attack for each Creatures that fail their save take 6d10 bludgeoning damage
hurled object. On hit, the target takes 1d12 + 1 bludgeoning and are knocked prone. Creatures that fail by 5 or more are
damage, and if it is Large or smaller, it is knocked prone. stunned until the end of their next turn, and creatures that
Attacks made as part of this spell have advantage against fail by 10 or more are additionally knocked to the closest free
prone targets, and ignore the normal disadvantage ranged space at the end of the line created by the spell. On a
attacks made from more than 5 feet away from a prone target successful save, a creature takes half as much damage and
have. suffers none of the spell’s other effects.
At Higher Levels. When you cast this spell using a spell The spell creates a 15 by 15 foot area of difficult terrain at
slot of 6th level or higher, you can hurl one additional object the end of the line created by the spell.
for each slot level above 5th. At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the damage increases by 1d10 for
each slot level above 6th.

10
Form of Stone
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 made of stone. Until the spell ends, you gain the
following benefits:
You have resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks.
You can move across difficult terrain made of earth or
stone without spending extra movement. You can move
through solid earth or stone as if it was air and without
destabilizing it, but you can't end your movement there. If
you do so, you are ejected to the nearest unoccupied
space, this spell ends, and you are stunned until the end of
your next turn.
You can use your action to call spikes of stone to raise
from the ground. All creatures of your choice within 15
feet of you must make a Dexterity saving throw. A creature
takes 4d8 piercing damage on a failed save, or half as
much on a successful one. Their space becomes difficult
terrain either way.
Volcanic Burst
6th-level transmutation (primal)
Classes: Druid, Warlock, Spellblade Sorcerer, Wizard
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
You call fiery forces from below the earth to erupt upwards
violently, causing the rocks beneath a point to melt and erupt
into magma. The ground in a 10 foot radius explodes in a
shower of fire and magma, raining down in a 20 foot radius.
Creatures within the area must make a Dexterity saving
throw. On failure, they take 4d10 bludgeoning damage and
4d6 fire damage. If a creature is within the 10-foot inner
radius, then they are additionally flung 10 feet into the air,
taking 1d6 bludgeoning damage and falling prone when they
land. On a successful save, a creature takes half damage, and
suffers no additional effects.
The center 10 foot radius becomes difficult terrain until
cleared. Each 5-foot-square portion of the area requires at
least 1 minute to clear by hand.

11
Fire Fire Cyclone
3rd-level conjuration
Eyes of Immolation Classes: Druid, Sorcerer, Wizard
1st-level evocation (arcane, primal) Casting Time: 1 action
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard Range: 60 feet
Casting Time: 1 action Components: V, S, M (a pinch of ashes from a forest fire)
Range: 30 feet Duration: Concentration, up to a 1 minute
Components: S Targeting a point on the ground you can see, you cause a
Duration: Instantaneous cyclone made of whipping flames to fill a 10-foot-radius, 30-
Your eyes glow with fiery light before focusing on a creature foot-high cylinder.
you can see within range, causing a beam of fire to shoot Creatures that are inside the spell when you cast it or enter
from your eyes. The target creature must make a Dexterity it for the first time on a turn must make a Strength saving
saving throw. On a failed save, it takes 3d6 fire damage and is throw. On a failed saving throw, it takes 3d6 fire damage and
set ablaze, taking 1d6 damage at the end of each of its turns is flung 15 feet upwards and lands 15 feet in a randomly
until it or another creature within 5 feet of it spends an action determined horizontal direction. On a successful save, the
to douse the flames. On a successful save, the creature takes creature takes half as much damage and is not flung.
half as much damage and is not set ablaze. When a creature is not entirely inside the cyclone's radius
At Higher Levels. When you cast this spell using a spell but within 30 feet of its center at the start of its turn, it still
slot of 2nd level or higher, the initial damage increases by 1d6 feels the intense draw of the raging cyclone, and must spend
for each slot level above 1st. 2 feet (or 3 feet if it is flying) of movement for every 1 foot it
moves away from the cyclone.
Become Fire For the duration of the spell, you can spend an action to
2nd-level transmutation move the cyclone up to 30 feet in any direction along the
Classes: Druid, Sorcerer, Warlock, Wizard ground.
Casting Time: 1 bonus action At Higher Levels. When you cast this spell using a spell
Range: Self slot of 4th level or higher, the damage increases by 1d6 and
Components: V, S the height of the cyclone as well as the distance a creature is
Duration: 1 round thrown upward increases by 5 feet for each level above 3rd.
You become a burst of elemental flames. Until the start of Flamethrower
your next turn, you gain the following benefits: 3rd-level evocation (arcane)
You are resistant to fire damage and to bludgeoning, Classes: Sorcerer, Warlock, Wizard
piercing, and slashing damage from nonmagical attacks. Casting Time: 1 action
You can move through the space of other creatures and Range: Self (30 foot line)
ignore difficult terrain. The first time you enter the space Components: V, S
of another creature on a turn, it takes 1d6 fire damage. Duration: Concentration, up to 1 minute
Once during your turn when you roll fire damage, you can You release a stream of fire from your hands, targeting a line
maximize the value of one die of fire damage. that is 30 feet long and 10 feet wide, filling it with a continual
Unstable Explosion stream of fire. Any creature that is in the area when you cast
2nd-level evocation (arcane) the spell or enters the area before the start of your next turn
must make a Dexterity saving throw, taking 4d6 fire damage
Classes: Sorcerer, Warlock, Wizard on a failure, or half as much on a success.
Casting Time: 1 action On each subsequent turn for the duration, you can use your
Range: 60 ft (10 ft radius) action to release a new line of fire with the same effect.
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous slot of 4th level or higher, the damage increases by 1d6 for
You cause an unstable explosion to erupt at a point of your each slot level above 3rd.
choice within range, rolling 3d6. For each die that rolls a 6,
roll an additional d6 and the radius of the spell expands by 5
feet. Each creature within the final range of the spell must
make a Dexterity saving throw. On a failed save, they take fire
damage equal to the total value of the rolled dice. On a
success the target takes half as much damage.
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.

12
Pillar of Fire Melt
4th-level evocation (arcane) 6th-level transmutation (arcane)
Classes: Sorcerer, Warlock, Wizard Classes: Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
A pillar of fire in a 5-foot-radius, 30-foot-high cylinder You point at a creature or Large or smaller object that is not
centered on a point within range. Each creature in the being worn or carried within range, and attempt to make it
cylinder in the must make a Dexterity saving throw. A melt into a puddle of slag. If the target is a creature, it makes
creature takes 10d6 fire damage on a failed save, or half as a Constitution saving throw. On a failure, it takes 10d10 fire
much on a successful save. damage. On a success, it takes half as much damage.
At Higher Levels. When you cast this spell using a spell If the target is an object, it takes 20d10 fire damage. If this
slot of 5th level or higher, the damage increases by 1d6 for reduces it to 0 hit points, it is melted into a puddle of slag.
each slot level above 4th. At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the damage increases by 1d10 for
Pyroclastic Lance each slot level above 6th.
5th-level conjuration (arcane)
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You conjure a lance of blazing lava before hurling it at target
within range. Make a ranged spell attack. On hit, the target
takes 8d6 fire damage. Hit or miss, the lance then explodes in
a 10 foot radius sphere of heavily obscuring pyroclastic ash
around the target until the start of your next turn. Any
creature that starts their turn within the ash cloud must make
a Constitution saving throw or take 4d6 fire damage and be
blinded until the start of their next turn.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the initial damage increases by 1d6
for each slot level above 5th.
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.

13
Force Aether Lance
3rd-level evocation
Force Bolt Classes: Sorcerer, Wizard
evocation cantrip Casting Time: 1 Action
Classes: Sorcerer Range: Self (30-foot line)
Casting Time: 1 action Components: V, S
Range: 120 ft. Duration: Instantaneous
Components: V, S You gather raw aether in your hand and expel it in a lance of
Duration: Instantaneous power forming a line 30 foot long and 5 foot wide. Each
You hurl a mote of arcane energy at a creature or object creature in a line takes 8d4 force damage.
within range. Make a ranged spell attack against the target. At Higher Levels. When you cast this spell using a spell
On a hit, the target takes 2d4 force damage. slot of 4th level or higher, the damage increases by 1d4 for
This spell's damage increases by 2d4 when you reach 5th each slot level above 3rd.
level (4d4), 11th level (6d4), and 17th level (8d4).
Force Blade
Ethereal Immolation 4th level evocation
2nd-level evocation (arcane) Classes: Sorcerer, Wizard
Classes: Occultist, Sorcerer Casting Time: 1 bonus action
Casting Time: 1 Action Range: Self (10 feet)
Range: 120 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You create an oversized blade of pure scintillating force
You shroud a target in visible ethereal power that reacts energy in your hand. For the duration of the spell, as an
violently to the presence of magic. For the duration of the action, you can sweep the blade through up to two creatures
spell, if the target casts a spell, it takes 1d12 force damage within reach, dealing 2d12 force damage to each.
per level of spell slot spent (1d12 for cantrips). If the target At Higher Levels. When you cast it using a 5th- or 6th-
ends their turn while concentrating on a spell, they take 1d4 level spell slot, the damage increases to 3d12. When you cast
force damage. it using a spell slot of 7th level or higher, the damage
increases to 4d12.
Seeking Orb
2nd-level evocation Aether Storm
Classes: Sorcerer, Wizard 5th-level evocation (arcane)
Casting Time: 1 action Classes: Sorcerer, Wizard
Range: 5 feet Casting Time: 1 Action
Components: V, S Range: 120 feet
Duration: Concentration, up to 1 minute Components: V, S
You create a Tiny orb of pure arcane energy that hovers Duration: Concentration, up to 1 minute
within range, and designate a target creature within 120 feet. You conjure a storm of aether erupting from a point of your
For the duration of the spell, at the end of each of your turns, choice within range. The aether storm fills a 10-foot radius,
the orb grows larger and moves 30 feet directly toward the 40-foot-high cylinder. When the storm appears, each creature
creature. If the orb reaches the target, it detonates dealing within its area takes 8d4 force damage. When a creature
6d4 force damage and an additional 2d4 damage for each moves into or through the storm, it takes 2d4 force damage
round since you cast the spell to the target up to a maximum for every 5 feet it travels, and whenever a creature ends its
of 10d4. The spell ends after it deals damage. If the orb does turn in the storm it takes an additional 8d4 force damage.
not reach the target before the spell ends, it fades away On each subsequent turn for the duration of the spell as a
without dealing damage. bonus action, you can move the storm 15 feet in any direction
and cause it to fling forth a hail of force bolts that seek out up
Star Dust to 3 targets of your choice within 15 feet of the storm. Each
2nd-level evocation creature targeted takes 3d4 + 3 force damage from the force
Classes: Sorcerer, Wizard bolts.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: Self (30-foot cone) slot of 6th level or higher, the damage of the storm and bolts
Components: V, S increases by 1d4 for each slot level above 5th.
Duration: Instantaneous
You evoke a burst of brilliant particles of force energy
sweeping out in a 30-cone originating from you. Creatures in
the radius take 3d4 force damage and the next attack roll
made against them before the start of your next turn has
advantage.

14
Power Torrent Electrocute
6th-level evocation (arcane) 3rd-level evocation
Classes: Sorcerer Classes: Sorcerer, Wizard
Casting Time: 1 Action Casting Time: 1 action
Range: Self (60 foot line) Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You unleash a massive torrent of raw arcane energy, blasting A massive arc of lightning leaps from your hand to a target
a line 60 feet long and 15 feet wide with overwhelmingly raw you can see within range. The target must make a
power. This spell passes through all obstacles, walls, and all Constitution saving throw. On a failed save, the target takes
other non-magical barriers. All creatures in the area take 4d12 lightning damage and is stunned until the start of your
4d12 + 4 force damage. next turn. On a successful save, the target takes half as much
All spells of 1st level or lower on creatures that take this damage and isn't stunned.
damage are dispelled, and Constitution saving throws to At Higher Levels. When you cast this spell using a spell
maintain concentration on spells triggered by this damage slot of 4th level or higher, the damage increases by 1d12 for
are made with disadvantage. each slot level above 3rd.
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the damage is increased by 1d12 + Electrify
1 for each slot level above 6th. 1st-level evocation
Classes: Occultist, Ranger, Sorcerer, Wizard
Lightning Casting Time: 1 bonus action
Electric Arc Range: Self
evocation cantrip Components: V, S
Duration: 1 round
Classes: Occultist, Sorcerer, Wizard You channel lightning into your hands. The next time you
Casting Time: 1 action hit a creature with a melee attack (including a melee spell
Range: 60 feet attack) before the start of your next turn, the target takes
Components: V, S 1d12 lightning damage and must make a Constitution saving
Duration: Instantaneous throw. On a failed save, the target becomes shocked, stunning
You shoot a jolt of lightning at a creature you can see within them until the start of their next turn.
range. Make a ranged spell attack against the target. On hit, The spell ends after dealing damage, or at the start of your
the target takes 1d8 lightning damage and an arc of lightning next turn, whichever occurs first.
jumps from the target to another creature of your choice
within 15 feet, using the same attack roll, dealing 1d4 Lightning Charged
lightning damage on hit. 2nd-level evocation
This spell's damage increases by 1d8 primary and 1d4 Classes: Inventor
secondary damage when you reach 5th level (2d8 and 2d4), Casting Time: 1 action
11th level (3d8 and 3d4), and 17th level (4d8 and 4d4). Range: Touch
Crackle
Components: V, S, M (a piece of metal once used in a
2nd-level evocation lightning rod)
Duration: 10 minutes
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard You channel lightning energy into a creature. The energy is
Casting Time: 1 action harmless to the creature, but escapes in dangerous bursts to
Range: 60 feet other nearby creatures.
Components: V, S Every time that creature strikes another creature with a
Duration: Instantaneous melee attack, a spell with a range of touch, is struck by
You create three arcs of lightning striking targets in range. another creature with a melee attack, or ends their turn while
You can direct them at one target or several. grappling or being grappled by another creature, they deal
Make a ranged spell attack for each arc. On a hit, the target 1d6 lightning damage to that creature.
takes 1d12 lightning damage. If three or more arcs hit a Once this spell has discharged 6 times (dealing up to 6d6
single target, they must make a Constitution saving throw or damage), the spell ends.
become shocked, stunning them until the start of their next At Higher Levels. The spell can discharge damage 2
turn. additional times (dealing 2d6 more total damage) before the
At Higher Levels. When you cast this spell using a spell spell ends for each slot level above 2nd.
slot of 3rd level or higher, you create one additional arc for
each slot level above 2nd.

15
Lightning Tendril Jumping Jolt
1st-level evocation 4th-level evocation
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard Classes: Sorcerer, Wizard
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self (20 feet) Range: 60 feet
Components: V, S, M (a twig from a tree that has been struck Components: V, S
by lightning) Duration: Instantaneous
Duration: Concentration, up to 1 minute You release an arc of lighting at a creature within range.
Crackling beams of blue energy leap from your hands. For Make a ranged spell attack roll against the target. On hit, the
the duration of the spell, as an action, you can direct them target takes 4d12 lightning damage, and you can cause the
toward a creature within range, dealing 1d12 lightning spell to jump to another target within 20 feet of the first
damage to that creature. target making a new attack roll for each target. The spell
At Higher Levels. When you cast this spell using a 3rd- or cannot hit the same target twice, or jump to a target out of
4th-level spell slot, the damage increases to 2d12 and the the spells range. The spell can jump a maximum of five times.
range increases to 30 feet. When you cast it using a 5th- or On a miss, the target takes half as much damage and the
6th-level spell slot, the damage increases to 3d12 and the spell does not jump to a new target.
range increases to 60 feet. When you cast it using a spell slot At Higher Levels. When you cast this spell using a spell
of 7th level or higher, the damage increases to 4d12 and the slot of 5th level or higher, the starting damage increases by
range increases to 120 feet. 1d12 for each slot level above 4th.
Static Field Sky Burst
3rd-level transmutation (arcane) 5th-level evocation
Classes: Inventor, Occultist, Sorcerer, Warlock, Wizard Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
A visible field of static energy crackles to life in a 20 foot Five bolts of lightning strike five points of your choice that
radius around a point you can see within range. Each time a you can see within range. Each creature within 5 feet of a
creature moves more than 5 feet or takes an action while chosen point must make a Dexterity saving throw. A creature
within the area of effect, it takes 1d12 lightning damage. takes 4d12 + 4 lightning damage on a failed save, or half as
much on a successful one. A creature in the area of more
than one lightning burst is affected only once.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, you can call down an additional bolt
of lightning targeting another point within range for each slot
level above 5th.

16
Poison Vicious Vapors
2nd-level transmutation (arcane, primal)
Bad Blood Classes: Druid, Occultist, Warlock, Wizard
1st-level necromancy Casting Time: 1 action
Classes: Druid, Occultist, Warlock, Wizard Range: Self (30 feet)
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a piece of rotten meat) You conjure a swirling poisonous miasma around yourself.
Duration: Concentration, up to 1 minute For the duration of the spell, you are lightly obscured. When
Targeting a creature you can see within range, you attempt to you cast the spell, and as a bonus action on each subsequent
corrupt its blood. Creatures without blood are immune to this turn, you can cause the vapors to surge out and swirl around
effect. The target must make a Constitution saving throw. On up to three creatures of your choice within range. Each
failure, they take 1d12 poison damage and become poisoned creature must make a Constitution saving throw. On a failed
for the duration. save, it takes 1d12 poison damage and becomes poisoned
At the end of each of its turns, the target can make another until the start of your next turn. On a successful save, it takes
Constitution saving throw. On a success, the spell ends on the half as much poison damage and is not poisoned.
target, on failure; they take an additional 1d4 poison as the At Higher Levels. When you cast this spell using a spell
poison continues to ravage them. slot of 3rd level or higher, the damage increases by 1d12 for
At Higher Levels. When you cast this spell using a spell each slot level above 2nd.
slot of 2nd level or higher, you can target one additional target
for each slot level above 2nd. The targets must be within 30 Spider Bite
feet of each other when you target them. 3rd-level transmutation
Nauseating Poison Classes: Druid, Occultist, Warlock, Wizard
1st-level necromancy Casting Time: 1 action
Range: Touch
Classes: Druid, Occultist, Warlock Components: V, S
Casting Time: 1 bonus action Duration: Instantaneous
Range: Self You prick a target with a tiny magical fang of venom. Make a
Components: V, S melee spell attack against a creature within reach. On a hit,
Duration: 1 round the target takes 4d12 poison damage and must succeed on a
You shroud your hand, a weapon you are holding, or a natural Constitution saving throw or becoming poisoned for 1
weapon in dark ichorous miasma. The next time you hit a minute. At the end of each of its turns, the target can make
creature with a melee attack (including a melee spell attack) another Constitution saving throw. On a success, the target is
before the start of your next turn, the attack deals an extra no longer poisoned.
1d12 poison damage and the target must succeed on a If you miss your melee attack roll, you can concentrate (as
Constitution saving throw or be poisoned until the end of if concentrating on a spell) to maintain the attack for another
your next turn. attempt until the end of your next turn. (You may make
The spell ends after dealing damage, or at the start of your subsequent attempts until you hit or lose concentration)
next turn, whichever occurs first. At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d12 for
Poison Dart each slot level above 3rd.
2nd-level transmutation
Classes: Occultist, Sorcerer, Warlock, Wizard Wasp Barrage
Casting Time: 1 action 3rd-level conjuration (primal)
Range: 60 ft Classes: Druid, Occultist, Ranger Sorcerer, Warlock, Wizard
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Self (40 foot cone)
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 You conjure a swarm of magical wasps zip out to sting
Constitution saving throw or become poisoned until the start creatures of your choice within a 40 foot cone. Make a ranged
of your next turn. spell attack against each chosen target. On a hit, a target
At Higher Levels. When you cast this spell using a spell takes 1 piercing damage + 4d12 poison damage. After they
slot of 3rd level or higher, the damage increases by 1d12 for attack, the magic wasps fade away.
each slot level above 2nd. At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the poison damage increases by
1d12 for each second slot level above 3nd.

17
Poison Puff Thunder Pulse
4th-level transmutation 3rd-level evocation
Classes: Druid, Occultist, Warlock, Wizard Classes: Bard, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot cone) Range: Self (15-foot cone)
Components: V, S Components: V, S
Duration: 1 round Duration: Concentration, up to 1 minute
You exhale a cloud of poison that magically expands to fill a You gather sonic energy and can expel as a shockwave in a 15
30 foot cone. Creatures in that area must make a foot cone. Each creature in that area must make a
Constitution saving throw. On a failure, they take 4d12 Constitution saving throw. On a failed save, a creature takes
poison damage and become poisoned until the start of their 3d8 thunder damage is knocked 10 feet away. On a
next turn. On a success, the target takes half as much successful save, the creature takes half as much damage and
damage and is not poisoned. is not knocked away.
The area is lightly obscured until the start of your turn, and You can create a new shockwave as your action on
any creature that ends their turn within the area takes 2d4 subsequent turns until the spell ends.
poison damage. At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 for
Stinging Swarm each slot level above 2nd.
4th-level conjuration
Classes: Druid, Occultist, Warlock, Wizard Echoing Lance
Casting Time: 1 action 4th-level evocation
Range: 60 ft Classes: Bard, Occultist, Sorcerer, Wizard
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 60 feet
You conjure a magical swarm of flying insects that fill a 5 foot Components: V, S
cube within range. For the duration of the spell, the swarm is Duration: Concentration, up to 1 minute
magically replenished and cannot be destroyed. As a bonus You emit a targeted burst of intense sonic energy at a
action, you can direct the swarm to move up to 30 feet. If the creature within range. The target must make a Constitution
swarm enters another creature's space, it stops and swarms saving throw. On a failure, they take 3d8 thunder damage and
them, stinging repeatedly, and cannot be moved until the start become stunned for the duration by the intense sound. On a
of your next turn. The creature takes 2d4 piercing damage successful save, the target takes half as much damage and
and must make a Constitution saving throw, taking 6d4 isn't stunned.
poison damage on failure. At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends, on
Thunder Spells failure, they take an additional 1d8 thunder from the echoes
Thunder Punch
within their mind.
1st-level evocation At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the initial damage increases by 1d8
Classes: Bard, Sorcerer, Wizard for each slot level above 4th.
Casting Time: 1 action
Range: Touch Sonic Shriek
Components: V, S 5th-level evocation
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: Self (120-foot cone)
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: Instantaneous
10 feet away from you. You emit a sonic blast covering a huge area. Each creature in
At Higher Levels. When you cast this spell using a spell a 120-foot cone must make a Constitution saving throw. On a
slot of 2nd level or higher, the damage increases by 1d8 for failed save, a creature takes 6d8 thunder damage. On a
each slot level above 1st. successful save, a creature takes half as much damage. A
creature automatically succeeds on its saving throw if it is
more than 60 feet from you.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d8 for
each slot level above 5th.

18
Water Water Blast
1st-level conjuration
Water Bullet Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
conjuration cantrip Casting Time: 1 action
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard Range: 30 feet
Casting Time: 1 action Components: V, S
Range: 90 feet Duration: Instantaneous
Components: V, S You conjure a ball of water before hurling it at a target. Make
Duration: Instantaneous a ranged spell attack against the target. On a hit, the target
You create a compressed bead of water and fire it at a takes 3d6 bludgeoning damage and if it is Large or smaller
creature you can see within range. Make a ranged spell must make a Strength saving throw or be knocked prone.
attack. On hit, the target takes 1d6 + your spellcasting ability At Higher Levels. When you cast this spell using a spell
modifier piercing damage. lot of 2nd level or higher, the damage increases by 1d6 for
This spell's damage increases by 1d6 when you reach 5th each level above 1st.
level (2d6), 11th level (3d6), and 17th level (4d6).
Dancing Wave
Become Water 2nd-level conjuration
2nd-level transmutation Classes: Druid, Occultist, Sorcerer, 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: Concentration, up to 1 minute
Duration: 1 round You summon a surging mass of water into existence at a
You become a burst of elemental water. Until the start of your point on the ground within range. The mass of water remains
next turn, you gain the following benefits: cohesive filling a 5 foot radius, though only rises 3 feet from
You are resistant to bludgeoning, piercing, and slashing the ground. The area is difficult terrain for any creature
damage from nonmagical attacks. without a swimming speed.
You can move through the space of other creatures and For the duration of the spell, as a bonus action you can
ignore difficult terrain; the first time you move through a move the wave of water up to 30 feet along a surface in any
Large or smaller creature on a turn, it must pass a direction. The first time the wave enters any creature's space
Strength saving throw or be knocked prone. during your turn, they must make a Strength saving throw or
take 2d6 bludgeoning damage and be knocked prone. A
Crashing Wave creature automatically fails this saving throw if they are
1st-level conjuration prone.
Classes: Druid, Sorcerer, Wizard. Water Cannon
Casting Time: 1 action 3rd-level evocation
Range: Self (20 foot cone) Classes: Druid, Sorcerer, Wizard
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Self (40-foot line)
A wave of water sweeps out from you. Each creature in a 20- Components: V, S
foot cone must make a Strength saving throw. On a failed Duration: Instantaneous
save, a creature takes 2d6 bludgeoning damage and is You unleash a spout of water that blasts out in a line 60-foot-
knocked 10 feet away from you. If a creature is knocked into long and 5 foot-wide-line. Creatures in the area must make a
a wall, another creature, or fails by 5 or more, it is Strength saving throw, or take 6d6 bludgeoning damage and
additionally knocked prone. On a successful save, the be pushed to an open space at the end of the line away from
creature takes half as much damage and is not knocked back. you. If there is no open space to move to (for example they
If there is a source of water of at least 5 cubic feet within 5 would move into a wall or another creature), they are pushed
feet of you when you cast the spell, you can displace that to the closest space and take an additional 2d6 bludgeoning
water, increasing the range of the spell to a 25 foot cone. damage and are knocked prone. On a successful save, they
At Higher Levels. When you cast this spell using a spell take half as much damage and are not pushed.
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 4th level or higher, the damage increases by 1d6 for
each level about 3rd.

19
Waterspout Form of Water
3rd level conjuration 6th-level transmutation
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You conjure a large mass of water and form it into a whirling You become a surge of elemental water. Until the spell ends,
funnel around a point on the ground you can see. The you gain the following benefits:
whirling funnel fills a 10-foot-radius, 30-foot-high cylinder.
Once per turn, when a creature's space becomes fully You have resistance to bludgeoning, piercing, and slashing
engulfed by the waterspout it must make a Strength saving damage from nonmagical attacks.
throw. On a failure, it takes 2d8 bludgeoning damage, and You can move through the space of other creatures and
becomes blinded, deafened, and cannot speak. At the start of ignore difficult terrain; the first time you move through a
its next turn, it is expelled from the water to the nearest Large or smaller creature, it must pass a Strength saving
empty space. On success, it takes half as much damage and throw or be knocked prone.
suffers none of the spell’s other effects. You can use your action to unleash a blast of water 15 feet
On your turn, you can move the waterspout up to 20 feet in long and 5 feet wide extending from you in a direction of
any direction along the ground as a bonus action, engulfing your choice. Each creature in the line must make a
any creatures in its path. Creatures who fail their save after Strength saving throw. A creature takes 5d6 bludgeoning
being engulfed by the waterspout in this way are carried damage and is knocked prone on a failed save, or half as
along with its movement until they are ejected at the start of much and isn't knocked prone on a successful one.
their turn as normal.
If the center point of this spell is over a Huge or larger body
of water, the size of the waterspout is doubled.
Geyser
4th-level conjuration
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You cause a massive eruption of water to blast upwards from
the ground at a point within range. Creatures within 10 feet
of the point must make a Dexterity saving throw or take 4d6
bludgeoning damage and be knocked 60 feet into the air. On
a successful save, creatures take half as much damage, and
are instead knocked their choice of 10 feet away from the
point or 10 feet upward.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, the damage increases by 1d6 for
each level above 4th.
Pressure Cutter
5th-level conjuration
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: Self (60 foot line)
Components: V, S
Duration: Instantaneous
You unleash a blast of highly pressurized water in a 60-foot-
long 15-foot-wide line, slashing through everything in its path.
Each creature in the line must make a Dexterity saving throw,
taking 10d6 slashing damage on a failure. On a successful
save, a creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell
lot of 6th level or higher, the damage increases by 1d6 for
each level above 5th.

20
Wind Become Wind
2nd-level transmutation
Windborne Weapon Classes: Druid, Sorcerer, Warlock, Wizard
transmutation cantrip Casting Time: 1 bonus action
Classes: Druid, Sorcerer, Wizard Range: Self
Casting Time: 1 action Components: V, S
Range: 150 feet Duration: 1 round
Components: V, S, M (a piece of ammunition or weapon with You become a burst of elemental wind until the start of the
the thrown property worth at least 1 cp) next turn. You gain resistance to lightning damage and
Duration: Instantaneous bludgeoning, piercing, and slashing damage from nonmagical
Make an attack using this spell's material component as part attacks. Additionally; you gain flying speed of 30 feet, can
of the action used to cast this spell, turning it into a ranged move through the space of other creatures, and ignore
spell attack. This attack ignores cover. On hit, it deals 1d8 difficult terrain, but will fall at the start of your next turn if not
damage of the weapon's damage type. held aloft.
At Higher Levels. This spell's damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8), and 17th Dust Cyclone
level (4d8). 2nd-level conjuration
Gale Bolt Classes: Druid, Ranger, Sorcerer, Wizard
1st-level evocation Casting Time: 1 action
Range: 60 feet (5 foot radius)
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard Components: V, S, M (a pinch of dust)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 120 feet Choose a target point on the ground that you can see
Components: V, S within range. A small cyclone whips up at the target point
Duration: Instantaneous with a radius of 5 feet and a height of 30 feet.
A blast of concentrated wind streaks toward a creature of Any creature that starts its turn within the radius of the
your choice within range. Make a ranged spell attack against dust devil or enters its radius for the first time during its turn
the target. On a hit, the target takes 2d8 bludgeoning damage must make a Strength saving throw. On a failed save, the
and if it is Large or smaller is knocked 10 feet away from you. creature takes 1d12 bludgeoning damage and is pushed 5
At Higher Levels. When you cast this spell using a spell feet away from the center. On a successful save, the creature
lot of 2nd level or higher, the damage increases by 1d8 for takes half as much damage and isn't pushed.
each level above 1st. As a bonus action, you can move the dust devil up 30 feet
in any direction. The first time you pass the dust cyclone's
Violent Updraft radius through a creature, that creature must make the
1st-level transmutation (primal) saving throw against the dust cyclone’s damage and is pushed
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard out its way on failure. You can continue to move the dust
Casting Time: 1 action cyclone, but its strength is exhausted until the end of your
Range: 120 feet turn and subsequent creatures are unaffected by it passing
Components: V, S through them.
Duration: Instantaneous If the dust devil moves over sand, dust, loose dirt, or small
gravel, it sucks up the material and heavily obscures its radius
You create a violent updraft of wind attempting to toss a until the start of your next turn.
Large or smaller creature into the air. The target must make
a Strength saving throw, which it can choose to fail. On Hurricane Slash
failure they are knocked 20 feet straight up into the air. If the 2nd-level evocation
target cannot hold onto anything or fly, they immediately fall
taking 2d6 bludgeoning damage and falling prone. Classes: Druid, Occultist, Ranger, Sorcerer, Wizard
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 2nd level or higher, the target is knocked one Range: Self (30-foot line)
additional foot higher second slot level above 1st. Components: V, S
Duration: Instantaneous
You condense wind into a razor sharp blast that shreds a 30-
foot-long 5-foot-wide line. Creatures in the area must make a
Dexterity saving throw. A creature takes 3d8 slashing damage
on a failed save or half as much on a success.
At Higher Levels. When you cast this spell using a spell
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
affected only once.

21
Vacuum Pull Suffocate
2nd-level evocation 4th-level transmutation
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard Classes: Occultist, Sorcerer, Wizard
Casting Time: 1 bonus action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You cause a sudden savage burst of wind to howl toward You create a whirling sphere of air around a creature that
you, attempting to pull a Huge or smaller creature within causes them to struggle to breathe. The target must make a
range that you can see toward you. The target must succeed Constitution saving throw. On a failure, the target loses 5d8
a Strength saving throw or be yanked off their feet and flung hit points due to lack of air, has disadvantage on all ability
toward you, landing within 5 feet of you and falling prone. checks, and cannot speak. On a success, the target takes half
Flying creatures make the Strength save with disadvantage. as much damage and suffers no other effects. For the
At Higher Levels. When you cast this spell using a spell duration, as an action, you can force the creature to make a
lot of 3rd level or higher, the range of the spell increases by saving throw against the ability again.
10 feet. If a target fails their saving throw against this spell 3 times
in a row, they become incapacitated until they succeed on a
Vortex Blast save or the spell ends. If you don’t use your action to force the
3rd-level evocation target to make a save, it counts as a success.
Classes: Druid, Occultist, Sorcerer, Wizard A creature that does not need to breathe is unaffected by
Casting Time: 1 Action this spell.
Range: Self (30-foot cone)
Components: V, S Tornado
Duration: Instantaneous 5th-level transmutation
You create a sudden violent vortex that blasts outwards in a Classes: Druid, Sorcerer, Wizard
30-foot cone, tossing characters and objects within the area. Casting Time: 1 action
Creatures in the area take 4d6 bludgeoning damage and Range: 120 feet
must succeed a Strength saving throw or be knocked 30 feet Components: V, S
backward and 30 feet upward. Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell A whirling tornado erupts, filling a 20-foot-radius, 40-foot-
slot of 4th level or higher, the damage increases by 1d6 for high cylinder centered on a point within range.
each slot level above 3rd. Any creature that starts its turn within the tornado must
make a Strength saving throw. On a failed save, the creature
Aero Barrage takes 4d8 bludgeoning damage and is pushed 10 feet away
4th-level transmutation and 40 feet up. On a successful save, the creature takes half
Classes: Sorcerer, Wizard as much damage and isn't pushed.
Casting Time: 1 Action As a bonus action, you can move the tornado up to 30 feet
Range: 120 feet in any direction. Any ranged weapon attack against a target
Components: V, S within 20 feet of the tornado has disadvantage, and any
Duration: Instantaneous ranged attack that passes through it automatically misses.
You create four lances of rapidly spinning condensed wind
and hurl them at targets within range. You can hurl them at
one target or several.
Make a ranged spell attack for each lance. On a hit, the
target takes 2d8 slashing damage and is knocked 10 feet
backwards.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, you create one additional lance for
each slot level above 4th.

22
Form of Wind Chromatic
6th-level transmutation
Classes: Druid, Sorcerer, Warlock, Wizard Elemental Orb
Casting Time: 1 action 1st-level evocation (arcane)
Range: Self Classes: Sorcerer, Spellblade, Warlock, Wizard
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 90 feet
You become a gust of elemental wind. Until the spell ends, Components: V, S
you gain the following benefits: Duration: Instantaneous
You form an orb of power, forming it into an element of your
You have a flying speed of 60 feet. choice. Select an element damage type from acid, cold, fire,
You can move through and occupy the space of other lightning, or poison. Make a ranged spell attack against a
creatures, and you ignore difficult terrain. target you can see within range. On hit, the target takes 3d8
You are invisible. damage of the selected elemental damage type.
You can use your action to unleash a powerful blast of At Higher Levels. When you cast this spell using a spell
wind in a 30 foot cone. Each creature in the cone must slot of 2nd level or higher, the damage increases by 1d8 for
make a Strength saving throw. A creature takes 4d8 each slot level above 1st.
bludgeoning damage and is knocked 15 feet away from
you on a failed save, or takes half as much damage and Dragon Surge
isn't knocked backward on a successful one. 2nd-level transmutation (primal)
Classes: Sorcerer, Spellblade, Warlock, Wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You channel elemental power to form draconic wings,
selecting an element from acid, cold, fire, lightning, or poison.
All creatures within 10 feet of you must make a Dexterity
saving throw as the wings manifest in a surge of elemental
power, taking 2d8 damage of that elemental type selected on
a failed saving throw, or half as much on a successful save.
You gain a flying speed of 30 until the end of your turn, after
which the wings fade away once more.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 and
the flying speed increases by 10 feet for each slot level above
2nd.
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.

23
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