Spells

Conjure Mephits
3rd Level conjuration
Spell List: Druid, Warlock
Casting Time: 1 minute
Range: 60 feet
Components: V, S
Duration: Up to 1 hour

You summon d4 mephits of a random type that appear in unoccupied spaces that you can see within range. Roll on the following table to determine the mephit’s type:

1. Smoke
2. Ice
3. Steam
4. Magma
5. Mud
6. Dust

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher level spell slots, more creatures appear: twice as many with a 6th level spell and three times as many with an 8th level spell.

Witchburn
4th Level Evocation
Spell List: Cleric
Casting Time: 1 Action
Range: 5 feet
Components: V, M (a splash of holy water)
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and must make a Wisdom Saving Throw. If it fails the save, it becomes marked by a burning sigil. For the duration of the spell, each time the creature attempts to cast a spell using a spell slot granted to them by a class other than Cleric or Paladin, you may use your reaction to deal 1d4 radiant damage to the target, plus an additional 1d4 radiant damage per level of the spell slot they expended, so long as the creature is within your line of sight.

Barnaby’s Bunco
2nd Level conjuration
Spell List: Bard, Ranger, Sorcerer, Wizard
Casting Time: 1 action
Range: 30 feet/60 feet
Components: V, S
Duration: Instantaneous

One creature you can see within range of the same size category as you must succeed on a Charisma saving throw or else swap positions with you in a flash of silvery mist, each of you instantly teleporting to fill the space occupied by the other just prior to the spell’s casting. If the target is more than 30 feet away, it has advantage on its saving throw. Alternatively, a creature can choose to automatically fail the saving throw.

If the creature passes the saving throw, it is able to resist the pull of your magic by sheer force of will. You are teleported to a space adjacent to the target creature, taking 6 (1d10) force damage upon arrival, and the target does not move from its position.

Vacuum Touch
4th Level alteration
Spell List: Druid, Warlock
Casting Time: 1 action
Range: Touch
Components: S, M (a bit of ground peanut)
Duration: 1 minute (concentration)

You touch a creature and pull the air from its lungs. The target must succeed on a constitution saving throw or run out of breath and begin suffocating. During this time, the creature cannot speak. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on undead, constructs, or creatures that do not have to breathe.

Flynn’s Fantastic Fudge
2nd Level conjuration
Spell List: Sorcerer
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair of magnets)
Duration: 1 minute (concentration)

You touch a creature and send a surge of crackling energy through them. For the duration of the spell, any time the affected creature takes damage, it teleports 2d4 x 5 feet in a random direction.

Blinding Radiance
3rd Level evocation
Spell List: Paladin, Cleric
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute (concentration)

For the duration of the spell, you shine with a heavenly light, shedding bright light in a 5 foot radius. Any creature other than yourself is blinded as long as they are in the area. Attack rolls originating from outside the area of effect that target creatures within the area have disadvantage.

Oil
2nd Level conjuration
Spell List: Druid, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute

Oil bubbles up from the ground from a point within range to cover a 15 foot radius. The oil spreads around corners. The area becomes difficult terrain. Any effect which causes fire damage that targets a creature in the area of oil also targets every other creature in the area, and the oil effect is ended.

Healing Lance
3nd Level conjuration
Spell List: Cleric
Casting Time: 1 action
Range: Self (60 Foot Line)
Components: V, S
Duration: Instantaneous

A bolt of light 60 feet long and 5 feet wide erupts from your palm. Each creature in the line regains 4d6 hit points.

Spells

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