Homebrew Spells

Mini-Wish

 * 0th Level Conjuration
 * Casting Time: 1 Bonus Action
 * Range: Self
 * Components: V (I wish...)
 * Duration: Instant
 * Classes/Races: Woggles

A cantrip version of the original spell Wish. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. You can create one of the following effects of your choice:


 * You can duplicate any 8th level spell or lower, without needing to meet the requirements, components, or cost.
 * You can create an object that is worth up to the collective sum of all of your inventory items and currency, once per short rest.
 * You allow up to twenty creatures that you can see to regain half of their maximum hp and cure any effect they suffer, once per short rest. Subsequent uses regain 1/4th of their maximum hp rounded down instead, along with curing any effect they suffer.
 * You grant up to ten creatures that you can see resistance to a damage type you choose for 1 minute.
 * You grant up to ten creatures you can see immunity to a single spell or other magical effect for 1 minute.
 * You undo a single recent event by forcing a re-roll of any roll made within the last round, included, once per short rest.
 * With the DM permitting, you are allowed to wish for something outside the scope of the earlier effects. The DM has the final say in the event which takes place once the wish has been approved, which also includes the inability to use this cantrip until after a short rest.

Taglock

 * 0th level Necromancy
 * Casting Time: 1 Action
 * Range: 60ft
 * Components: V, S, M (A small empty bottle, which fills with the creature's essence)
 * Duration: Instantaneous
 * Classes/Races: Conjuror

You point at a creature and launch a faint red siphoning beam that homes on the creature, filling the empty bottle with their essence; this spell will fail if you do not have an available empty bottle no bigger than a flask. This creates a taglock of the targeted creature.

If the creature is unwilling and aware, they take 1d8 Necrotic damage, but cannot be targeted again by this spell as long as you possess a taglock of them. If the creature is either willing or unaware, they take no damage. An unaware creature must make a Wisdom saving throw, and on a success they will magically know they have been taglocked and will become aware of the spell's effect on them, but not of you or your position. On a fail, they are oblivious to this spell's effect.

Arcane Syphon

 * 1st Level spell, Enchantment
 * Casting Time: 1 Bonus Action
 * Range: 60ft
 * Components: V, S, M (A piece of paper with a circle design)
 * Duration: Concentration, up to 1 minute.
 * Classes/Races: Druid, Warlock, Wizard

You summon a circle of magic within an unoccupied space, which attracts the local arcane aura towards it. While you are in it, you gain a 1d6 to all of your spell damage rolls. You can only have one Arcane Syphon circle out at any time; using this spell again will dispel the previous circle, and does not reset the concentration time. If you are within the casting range of this circle, you may teleport back to the circle and end the spell immediately, otherwise you can dispel the circle at any time.

At Higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the radius increases by 5ft. Additionally, the circle will affect additional creatures based on the spell slot's level, minus one. (Ex: Casting this spell at 3rd level will allow it to affect the caster and 2 additional creatures.)

Astral Bolt

 * 1st Level spell, Evocation
 * Casting Time: 1 Action
 * Range: 120ft
 * Components: V, S
 * Duration: Instant
 * Classes/Races: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

You create a tiny rift between the folds of the outer planes from the tip of your fingers, unleashing a bolt of cosmic energy towards a creature within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d12 force damage and creates a starry rift on the creature that can only be sealed through magically healing. If a creature is hit twice with this spell, the rifts explode and any creature within 5ft must make a Dexterity saving throw; on a fail, they take force damage equal to 1d6 times the amount of bolts the creature has taken, and half as much on a success. Once this happens, the rifts magically disappear.

At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the spell creates one more bolt for each slot above 1st; they all strike simultaneously and you can direct them to hit one creature or several.

Find Ritual Book (Ritual)

 * 1st Level spell, Conjuration
 * Casting Time: 1 Action
 * Range: Self
 * Components: V, M (A small ritual circle)
 * Duration: Instant
 * Classes/Races: Conjuror

Roll a 1d6, taking the roll's result as Necrotic damage. A ritual book belonging to you appears within an unoccupied space around you. This book will contain only the information it had up until the morning of the day it was destroyed. If you do not own a ritual book, this spell does nothing.

Swarm of Bees

 * 2nd level spell, Conjuration
 * Casting time: 1 Action
 * Range: 120ft
 * Components: V, M (A small vial of honey)
 * Duration: 5 minutes
 * Classes/Races: Bard, Druid, Sorcerer, Warlock, Wizard

You douse honey over a finger and point it at a 5ft space you can see, whether occupied or not. The honey dissipates and a swarm of 4d6 bees are attracted to the chosen space. The spot is considered difficult terrain, and any creature that passes by or starts their turn in that spot must make a Dexterity saving throw. On a fail, they take 4d6 poison damage, and half as much on a success.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6. Additionally, the spell gains a radius of 5ft per spell slot level used when cast at 4th level or higher, aside from the damage increase.

Awaken the Undead

 * 2nd level spell, Necromancy
 * Casting time: 1 Action
 * Range: Touch
 * Components: V, S, M (a rod of incense and brimstone)
 * Duration: Instant
 * Classes/Races:

A player or a creature that has not been dead for more than 1 minute has their soul temporarily return to their body, creating an Awakened Undead creature. The caster must then complete a 10-minute ritual for the undead creature to return to their faculties as they were before death, however the body does not come back to life and decays at the normal rate as an animated corpse would. An awakened undead creature is able to perform all skills, abilities, and actions as they could before death, but with a Dexterity Modifier penalty of -2 and a movement penalty of -10ft.

If the awakened undead creature drops to 0 hp, the caster must make a Wisdom saving throw with a DC of 10.

Awakened Undead Players:


 * On a success, the player must make their death saving throws as normal; if the player was a Zombie prior to the success, they drop unconscious first. If they fail their death saving throws, the soul is released and cannot be recovered except by other revival spells. The player then reanimates into a Zombie.


 * On a fail, the undead loses control and becomes a Zombie. On each of the caster's turns, the caster can roll again to re-establish the soul's control over the body. On three failed saves the player is dies, and the soul is released and cannot be recovered except by other revival spells. This death is considered as if a player had failed all their death saves.

Awakened Undead NPCs:


 * On a success, the creature is considered unconscious. If they were a Zombie prior to the success, they drop unconscious first.


 * On a failure, the creature loses control and becomes a Zombie. On each of the caster's turns, the caster can roll again to re-establish the soul's control over the body. On three failed saves, the soul is released and cannot be recovered except by other revival spells.

If the caster is interrupted during the 10-minute ritual, the spell does nothing and the soul is released. If the Zombie dies before the player is able to roll three successes on their death saving throws, the soul is released.

Kill the Dying

 * 3rd level spell, Necromancy
 * Casting Time: 1 Action
 * Range: Touch
 * Components: V, S
 * Duration: Concentration, up to 1 minute
 * Classes/Races:

You imbue a weapon with the energy of the dead. Whenever the weapon causes damage, the target takes an additional 2d12 Necrotic damage. If the target has the number 4 in any of its hit point digits, double the total damage dealt.

At Higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12.

For: Bard, Sorcerer, Warlock, Wizard

Absorb Spell

 * 4th level spell, Abjuration
 * Casting Time: 1 Bonus Action
 * Range: Touch
 * Components: S
 * Duration: Instant
 * Classes/Races:

You touch one physical item and imbue it with a magical attraction field. You can use this item to absorb a spell that is targeted towards you or any creature within 5ft of you. If the item is non-combat equipment, make a Wisdom saving throw against the caster's DC to absorb the spell; otherwise, make a Strength or Dexterity saving throw against the caster's DC, depending on the weapon used. On a success, the absorbed spell's Effect is canceled, and the spell's casting properties are stored in the item (including the caster's attack and/or damage roll, spell slot level used, and Spell save DC). Only a single spell may be stored in an item through this spell, and behaves like a charged item. Additionally, you may only have one item enchanted by this spell at all items; subsequent uses of this spell will dispel the previous enchantment, and if the enchanted item held any charges, they are lost in the process. If all charges are expended from the item, the spell ends.

If the item is non-combat equipment, you must obey the spell's casting conditions in order to expend its charge. If the item is a combat weapon, you must perform a successful attack first before expending the charge; spells cast in this manner are considered touch regardless of the original spell's range. At this time, the charge is expended alongside the attack, the spell resolving first before the weapon attack.

Bukoin
(Credit to Open-Design LLC for the base spell)


 * 9th level spell, Conjuration
 * Casting Time: 1 action
 * Range: 120 feet
 * Components: V, S
 * Duration: Concentration, up to 1 minute
 * Classes/Races:

You tear the fabric of space and time at an unoccupied point you can see within range, manifesting as a 10ft radius black hole. All sources of light within 50ft of the black hole, magical or otherwise, are instantly extinguished. Upon casting, each creature within 50ft of the black hole must make a Strength saving throw: on a failed save, the creature takes 8d20 force damage and is pulled within 5ft of the black hole, and on a successful save they take half as much damage and are knocked prone instead.

A creature that’s within 50ft of the black hole, but not within 5ft, must succeed a Strength saving throw or take 2d6 force + 2d6 cold damage and be pulled 5ft closer to the black hole. A creature that’s within 5ft of the black hole at the start of their turn must make a successful Strength saving throw or take 4d6 force + 4d6 cold damage and have their speed reduced to 0 until the start of their next turn: if the creature fails their save 3 times in a row, they are pulled into the black hole.

Any thing or creature that enters the 10ft radius of the black hole, or is reduced to 0 hit points while within 5ft of the black hole, is destroyed or killed immediately.

For: Sorcerer, Wizard