About this mod
5 new cantrips and 15 new spells for the Bard, Druid, Warlock, Sorcerer, Cleric, Eldritch Knight, and Wizard. These spells feature: Blood Magic, Necromancy, Nature, Spirit, and Witchcraft. Each category includes one cantrip and three spells.
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Introducing 5 new cantrips and 15 new spells for the Bard, Druid, Warlock, Sorcerer, Cleric, Eldritch Knight, and Wizard classes.
These spells are divided into five categories: Blood Magic, Necromancy, Nature, Spirit, and Witchcraft. Each category includes one cantrip and three spells.
Now compatible with Patch 8 and UnlockLevelCurve (Levels 13–20).
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Cantrips
Decay
Necromancy Cantrip
The target takes an additional 1-4 Necrotic damage when hit by a spell that deals necrotic damage. If the target is already suffering from Decay, it takes 1-4 Necrotic damage on impact, along with the full effects of the spell.
🕒 1 turn | 📏 12m | 🎯 Attack Roll | 🛡️ Per turn | 🟠 Bonus Action
Bleed
Evocation Cantrip
1-6 Damage
🎲 1d6 Piercing
Causes a creature to Bleed.
🕒 2 turns | 📏 18m | 🎯 Attack Roll | 🟢 Action
Ensnare
Conjuration Cantrip
1-4 Damage
🎲 1d4 Bludgeoning
Entangle a creature; it can’t move, Attack Rolls against it have Advantage, while its Attack Rolls and Dexterity Saving Throws have Disadvantage.
🕒 2 turns | 📏 18m | 🎯 Attack Roll | 🟢 Action
Ball Lightning
Evocation Cantrip
1-8 Damage
🎲 1d8 Lightning
Release an orb of electricity; if nearby enemies are suffering from Shocked, it chains off and deals 1-4 Lightning damage.
📏 18m | 🎯 Attack Roll | 🟢 Action
Soul Dive
Illusion Cantrip
1-4 Damage
🎲 1d4 Thunder
Charge forward in astral form, hitting all enemies in the way and possibly knocking them Prone.
🕒 2 turns | Doesn’t provoke Opportunity Attacks | 📏 9m | 🎯 Attack Roll | 🛡️ Per battle | 🟢 Action
SpellsLevel 1
Spirit Blade
Level 1 Evocation Spell
2-16 Damage
🎲 2d8 Radiant
Form a sword out of the energy of spirits; swing it in a large arc to possibly throw your enemy Off Balance.
🕒 2 turns | On Save: Targets still take half damage | 📏 4m | 🛡️ WIS Save | 🟢 Action | 🔹 Level 1 Spell Slot
Hemorrhage
Level 1 Evocation Spell
2-12 Damage
🎲 1d6 Piercing + 1d6 Slashing (Delayed)
Pull the blood from up to three creatures' bodies, causing them to Bleed Out. At the end of their turn, affected targets take 1d6 Piercing and 1d6 Slashing damage, their hit points are temporarily reduced by 5, and incoming attacks have Advantage.
🕒 10 turns | 📏 12m | 🛡️ CON Save | 🟢 Action | 🔹 Level 1 Spell Slot
Level 2
Nature's Grasp
Level 2 Conjuration Spell
1-8 Damage
🎲 1d8 Poison
Cage up to three creatures with vines and deadly plants that spray the victim with poison. Each turn it takes 1-8 Poison damage, cannot move, cannot take reactions, and has Disadvantage on Constitution Saving Throws.
🕒 10 turns | 📏 18m | 🛡️ DEX Save | 🟢 Action | 🔹 Level 2 Spell Slot
Winter's Veil
Level 2 Evocation Spell
2-12 Damage
🎲 2d6 Cold
Summon a swirling snowstorm that grants you and your allies +2 to Armour Class but halves all movement speed. While active, enemies may become Chilled. Use an action point to call down a spiked hailstone to deal 2-12 Cold damage.
🕒 10 turns | 📏 18m | 🛡️ CON Save | 🧠 Concentration | 🟢 Action | 🔹 Level 2 Spell Slot
Sacrificial Offering
Level 2 Necromancy Spell
4-16 Healing
🎲 4d4 + Spell Casting Modifier
Extract your own life force taking 1-6 Necrotic damage, to heal a creature of your choice. They also receive 7 Temporary Hit Points.
📏 18m | 🟠 Bonus Action | 🔹 Level 2 Spell Slot
Level 3
Will-o-the-wisp
Level 3 Conjuration Spell
4-20 Damage
🎲 2d6 Cold + 2d4 Necrotic
Summon three wisps; each increases your Armour Class by 1. Use an action to launch one at will, and it will possibly seek out two extra targets. Each wisp deals 2-12 Cold damage and 2-8 Necrotic damage.
🕒 Until Long Rest | On Save: Targets still take half damage | 📏 18m | 🛡️ DEX Save | 🟠 Bonus Action | 🔹 Level 3 Spell Slot
Phlebotomize
Level 3 Evocation Spell
4-32 Damage
🎲 4d8 Piercing
Target a fresh corpse or a creature afflicted with Bleed, Bleed Out, or Gaping Wounds to release up to 5 spears made of blood. Each one strikes a different enemy within 18m of the target, dealing 2-16 Piercing damage. If the original target is living, it takes 4-32 Piercing damage.
📏 18m | On Save: Targets still take half damage | 🟢 Action | 🔹 Level 3 Spell Slot
Level 4
Nature's Embrace
Level 4 Conjuration Spell
4-32 Healing
🎲 4d8 +++
Nature's bounty surges forth, covering the ground in lush, radiant flora. When cast, creatures in the area restore 4-32 hit points. Any creature that enters the enchanted growth regains 1-8 hit points at the start of its turn.
🕒 10 turns | 📏 9m | 🧠 Concentration | 🟢 Action | 🔹 Level 4 Spell Slot
Hellfire
Level 4 Evocation Spell
6-40 Damage
🎲 4d6 Fire + 2d8 Bludgeoning
Open a portal to hell that rains fire and brimstone, leaving a Burning surface.
🕒 5 turns | 📏 18m | On Save: Targets still take half damage | 🟢 Action | 🔹 Level 4 Spell Slot
Drain Essence
Level 4 Necromancy Spell
4-32 Damage
🎲 4d8 Necrotic
Tether yourself to up to five creatures in front of you. Each turn, activate the spell to deal 4-16 Necrotic damage and regain half as many hit points. The tethers break if concentration is lost or if it's not activated for two turns.
📏 18m | 🛡️ CON Save | 🧠 Concentration | On Save: Targets still take half damage | 🟢 Action | 🔹 Level 4 Spell Slot
Level 5
Familiar Spirit
Level 5 Conjuration Spell
8-32 Damage
🎲 4d4 Necrotic + 4d4 Cold
Summon a vengeful familiar that shields the spellcaster and their allies. When they're within 3m of the spirit, they become Resistant to spell damage. When an enemy lands a melee attack, they take 4-16 Necrotic damage and 4-16 Cold damage in retaliation.
🕒 10 turns | 📏 18m | 🧠 Concentration | 🟢 Action | 🔹 Level 5 Spell Slot
Blood Surge
Level 5 Evocation Spell
8-64 Damage
🎲 4d8 Piercing + 4d8 Slashing
Form a cluster of bloody spikes around a fresh corpse. Any creature within 3m of the target is pierced, reducing its Armour Class by 5 and imposing a -5 penalty to Saving Throws.
🕒 5 turns | 📏 18m | 🟢 Action | 🔹 Level 5 Spell Slot
Level 6
Witch Storm
Level 6 Conjuration Spell
8-48 Damage
🎲 8d6 Lightning
Conjure a lightning storm that pulls enemies toward its center on impact, dealing 8-48 Lightning damage. At the start of each turn, it strikes again for 4-24 Lightning damage. The storm reduces enemy movement speed by half, and they become highly conductive, causing the Ball Lightning cantrip to chain between them.
🕒 10 turns | 📏 18m | 🛡️ DEX Save | 🧠 Concentration | On Save: Targets still take half damage | 🟢 Action | 🔹 Level 6 Spell Slot
Pheromone Blast
Level 6 Evocation Spell
8-64 Damage
🎲 4d8 Poison + 4d8 Psychic
Call forth plants that release fear-inducing pheromones, warping the minds of nearby creatures. Overwhelmed by hallucinations, they are compelled to flee and suffer Disadvantage on Intelligence and Wisdom Saving Throws. The effect lasts for 5 turns, but taking damage snaps them back to reality.
🕒 10 turns | 📏 6m | 🛡️ INT Save | On Save: Targets still take half damage | 🟢 Action | 🔹 Level 6 Spell Slot
Death Eater
Level 6 Necromancy Spell
8-32 Damage
🎲 8d4 Necrotic
Make use of a fresh corpse or the undead to produce runes that surround it with a necrotic aura. Creatures inside the spell can't regain hit points and are vulnerable to radiant damage. Detonating these runes deals 8-32 Necrotic damage to nearby creatures and you receive half as many hit points.
🕒 10 turns | 📏 18m | 🧠 Concentration | 🟢 Action | 🔹 Level 6 Spell Slot
