View table: spells

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Table structure:

  1. spell_name - String (mandatory)
  2. spell_level - Integer (mandatory; allowed values: 0 · 1 · 2 · 3 · 4 · 5 · 6 · 7 · 8 · 9)
  3. cast_time - String (mandatory)
  4. reaction_trigger - String
  5. is_ritual - Boolean (mandatory)
  6. spell_range - Wikitext string (mandatory)
  7. has_verbal - Boolean (mandatory)
  8. has_somatic - Boolean (mandatory)
  9. has_material - Boolean (mandatory)
  10. material_components - String
  11. spell_duration - String (mandatory)
  12. requires_concentration - Boolean (mandatory)
  13. spell_school - String (mandatory; allowed values: Abjuration · Conjuration · Divination · Enchantment · Evocation · Illusion · Necromancy · Transmutation)
  14. attack_type - String (allowed values: Melee · Ranged)
  15. save_type - String (allowed values: Strength · Constitution · Dexterity · Intelligence · Wisdom · Charisma)
  16. damage_type - String (allowed values: Bludgeoning · Piercing · Slashing · Acid · Cold · Fire · Force · Lightning · Necrotic · Poison · Psychic · Radiant · Thunder)
  17. spell_effect - String
  18. additional_effects - Boolean (mandatory)
  19. spell_description - Wikitext (mandatory)
  20. additional_spell_lists - String
  21. is_artificer_spell - Boolean (mandatory)
  22. is_bard_spell - Boolean (mandatory)
  23. is_cleric_spell - Boolean (mandatory)
  24. is_druid_spell - Boolean (mandatory)
  25. is_paladin_spell - Boolean (mandatory)
  26. is_ranger_spell - Boolean (mandatory)
  27. is_sorcerer_spell - Boolean (mandatory)
  28. is_warlock_spell - Boolean (mandatory)
  29. is_wizard_spell - Boolean (mandatory)
  30. source - String (mandatory)

This table has 126 rows altogether.

Recreate data.

Page spell name spell level cast time reaction trigger is ritual spell range has verbal has somatic has material material components spell duration requires concentration spell school attack type save type damage type spell effect additional effects spell description additional spell lists is artificer spell is bard spell is cleric spell is druid spell is paladin spell is ranger spell is sorcerer spell is warlock spell is wizard spell source
Homebrew:Abadar's Truthtelling (edit) Abadar's Truthtelling 2 1 Action No

Touch

Yes Yes No 10 Minutes No Enchantment Charisma Control No

You compel a creature not to speak falsehoods. Touch a creature, and until the spell ends, that creature must make a Charisma saving throw at the start of each of its turns. On a failed save, until the spell ends, the creature can't speak a deliberate lie and a flickering illusion covers the creature's form, resembling a being of perfect order such as an archon or inevitable.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

<li>Abadar*</li><li>Clockwork Soul**</li> No No Yes No Yes No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Advanced Scurvy (edit) Advanced Scurvy 1 1 Action No

Touch

Yes Yes No Instantaneous No Necromancy Constitution Exhaustion No

The target makes a Constitution saving throw. On failure, they contract an advanced form of scurvy: they gain 1 level of exhaustion if they have none, and cannot be reduced below 1 level of exhaustion. The target suffers constant fatigue and bone pain, and is slow to heal naturally (only healing half of their maximum health with a long rest and only recovering one quarter of their spent hit dice).

The scurvy can be cured with any effect that cures disease, or with proper nutrition. If the creature eats well, they become cured in 2d6 days.

<li>Besmara*</li> No No Yes Yes No No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Ancestral Communion (edit) Ancestral Communion 1 1 Action No

Self

Yes Yes No 1 Minute Yes Divination Inspiration No

You invoke the wisdom of your ancestors to gain insight into your trials. When you cast the spell, and at the start of each of your turns for the duration, you gain inspiration if you don't already have it.

No No Yes Yes No Yes Yes No No The Crooked Moon
Homebrew:Aspect of the Nightingale (edit) Aspect of the Nightingale 1 1 Action No

Self

Yes Yes No 10 Minutes Yes Transmutation Buff No

You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain advantage on Charisma (?'"`UNIQ--templatestyles-0000012B-QINU`"'?PerformanceCharisma (Performance)skillYour Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.) checks made while singing, Charisma (?'"`UNIQ--templatestyles-0000012D-QINU`"'?PersuasionCharisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.) checks, and saving throws against charm effects.

<li>Shelyn*</li> No Yes Yes Yes Yes Yes No No No Lithl (Pathfinder 1e conversion)
Homebrew:Beacon of Luck (edit) Beacon of Luck 3 1 Action No

30 feet

Yes Yes Yes a tuft of rabbit fur 1 Minute Yes Divination Buff No

You bless up to five creatures of your choice within range. Whenever a target makes a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the saving throw.

A creature affected by the spell can choose to gain advantage on a saving throw as a reaction; if they succeed, the spell ends for them.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

<li>Desna*</li><li>Wild Magic**</li> No Yes Yes No Yes No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Become Water (edit) Become Water 2 1 Bonus Action No

Self

Yes Yes No 1 Round No Transmutation Prone No

You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:

  • You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked prone.
No No No Yes No No Yes Yes Yes KibblesTasty
Homebrew:Behold (edit) Behold 4 1 Action No

Self (40-foot Cone?'"`UNIQ--nowiki-00000055-QINU`"'?)

Yes Yes No Instantaneous No Conjuration Charisma Radiant No

You test the confidence of a group of creatures before the gods by conjuring a vision of the upper planes. Each creature in a 40-foot cone in a direction you choose must make a Charisma saving throw. On a failed save, a creature takes 5d6 radiant damage and is stunned until the end of its next turn by the incomprehensible glories that it sees. On a successful save, it takes half as much damage and isn’t stunned.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the cone increases by 10 feet for each slot level above 4th.

No No Yes No Yes No No Yes Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Blade Snare (edit) Blade Snare 3 1 Action No

Self

Yes Yes No 1 Minute No Abjuration Grappled No

This spell creates an invisible magic field that does not stop weapons from moving toward you, but impedes their motion when they are retracted. When you are hit with a melee attack, make a contested ability check using your spellcasting ability against the attacker's ability score used in the attack. If you succeed, your opponent's attacking weapon or body part becomes stuck in the field.

If your opponent's melee weapon becomes stuck in the field, the opponent may release the weapon and move away from you. If your opponent attacked with an unarmed strike, natural weapon, or refuses to release their weapon, they are grappled by you. You do not require a free hand to grapple the creature, but only one creature can be grappled via blade snare at a time; if another creature hits you with a melee attack, you must release the first one in order to attempt to grapple the second.

As an action, a creature grappled in this way may make a Strength (?'"`UNIQ--templatestyles-0000019C-QINU`"'?AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) or Dexterity (?'"`UNIQ--templatestyles-0000019E-QINU`"'?AcrobaticsDexterity (Acrobatics)skillYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.) check with a DC equal to your spell save DC, ending the grapple and escaping the field on success.

While blade snare is active, you may not make ranged weapon attacks, but you can make ranged spell attacks and melee attacks freely.

No No No Yes No Yes Yes No Yes Lithl (Pathfinder 1e conversion)
Homebrew:Blessing of the Watch (edit) Blessing of the Watch 1 1 Action No

60 feet

Yes Yes No 1 hour Yes Enchantment Buff No

You bless any number of creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

This spell may only be cast in the caster's home city, and only functions in areas under the jurisdiction of the city watch.

<li>Abadar*</li> No No Yes No Yes No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Blistering Invective (edit) Blistering Invective 2 1 Action No

Self (30 ft. Sphere?'"`UNIQ--nowiki-00000177-QINU`"'?)

Yes Yes No Instantaneous No Evocation Wisdom Fire Yes

You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. Make a Charisma (?'"`UNIQ--templatestyles-00000179-QINU`"'?IntimidationCharisma (Intimidation)skillWhen you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.) check. Each enemy within 30 feet of you must succeed on a Wisdom saving throw with a DC equal to your Intimidation check result. On failure, they take 1d10 fire damage and are frightened until the end of your next turn.

Yes Yes No No No No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Blood Bolt (edit) Blood Bolt 0 1 Action No

90 feet

Yes Yes No Instantaneous No Necromancy Ranged Necrotic No

You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 necrotic damage, and you gain a number of temporary hit points equal to your proficiency bonus.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

No No No No No No Yes Yes Yes The Crooked Moon
Homebrew:Blood Sacrifice (edit) Blood Sacrifice 2 1 Bonus Action No

Self

Yes Yes Yes a drop of your own blood 1 Minute No Necromancy Necrotic No

You sacrifice a portion of your life force to enhance your magical power. When you cast this spell, you take 1d6 necrotic damage, which can't be reduced or prevented in any way. For the duration, when you cast a spell that deals damage, one target of the spell (your choice) takes an extra 1d6 damage of the same type as the spell's normal damage type (your choice if there are multiple).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage you take and the extra damage your spells deal both increase by 1d6 for each slot level above 2nd.

No No No No No No Yes Yes Yes The Crooked Moon
Homebrew:Bramble Binding (edit) Bramble Binding 1 1 Action No

30 ft

Yes Yes No Instantaneous No Transmutation Dexterity Piercing No

Brambles burst from your hand, lashing out at a target within range. The target must make a Dexterity saving throw. On failure, they take 4d4 piercing damage, and if the target is Large or smaller, it becomes entangled by the branches. While entangled by brambles it cannot move, but it can free itself as an action (taking no additional damage), or rip itself free using half its movement and taking an additional 2d4 piercing damage. On a successful save they take half damage and are not entangled.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the initial damage and the damage taken ripping free of the brambles increases by 1d4 for each slot level above 1st.

No No No Yes No Yes No No No KibblesTasty
Homebrew:Buckshot (edit) Buckshot 0 1 Action No

Self (15-foot Cone?'"`UNIQ--nowiki-00000059-QINU`"'?)

Yes Yes Yes a single ball bearing, worth at least 1 cp Instantaneous No Transmutation Constitution Piercing No

You quickly replicate a ball bearing at a high velocity in a 15-foot cone. Each creature within the cone must succeed on a Constitution saving throw or take 1d6 piercing damage. This damage ignores swarms’ resistance to piercing damage. The replicated ball bearings disappear immediately after the spell.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Yes No No Yes No No Yes No Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Buried Alive (edit) Buried Alive 4 1 Action No

60 feet

Yes Yes Yes a pinch of grave dirt Instantaneous No Transmutation Strength Restrained Yes

You send your enemies to their graves even if they aren't dead yet. A creature that you can see within range that is standing on the ground must make a Strength saving throw. On a failed save, the ground opens and swallows the target, burying it up to 10 feet deep. While buried, the target has total cover, has the restrained and blinded conditions, and can't breathe. On a successful save, the target is knocked prone, and its speed is reduced to 0 until the end of its next turn. A buried creature can dig out of the grave by using its action to make a DC 15 Strength (?'"`UNIQ--templatestyles-00000246-QINU`"'?AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) check. On a success, it digs 5 feet closer to the surface. If it succeeds by 5 or more, it reaches the surface. When the creature reaches the surface, it exits the ground prone.

The target automatically succeeds on its saving throw if it's standing on any thickness of stone or metal, or at least 2 inches of wood.

No No No Yes No No Yes Yes Yes The Crooked Moon
Homebrew:Burst of Glory (edit) Burst of Glory 4 1 Action No

Self (10 ft. Sphere?'"`UNIQ--nowiki-000001E2-QINU`"'?)

Yes Yes No 1 Minute Yes Enchantment Buff No

The spell creates an aura that follows you. While within the aura, allied creatures are immune to frightened, and gain a 1d4 bonus to their attack rolls. Additionally, each allied creature that was in the aura when you cast the spell gains 20 temporary hit points.

<li>Iomedae*</li> No No Yes No Yes No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Call of the Wild (edit) Call of the Wild 4 1 Action No

Self (100 ft. Sphere?'"`UNIQ--nowiki-0000024B-QINU`"'?)

Yes Yes Yes a bit of animal fur or hide 1 Minute Yes Enchantment Wisdom Charmed No

You unleash a primal howl that calls lesser creatures to your command. Each Beast in a 100-foot sphere centered on you when you cast the spell must make a Wisdom saving throw. On a failed save, a target is charmed by you, it can understand your commands, and it follows them on its next turn to the best of its ability. On your subsequent turns, you can take an action to issue a new command. On a successful save, a target is charmed by you until the start of your next turn, but you have no additional ability to command it. The howl is audible within 300 feet.

No Yes No Yes No Yes No Yes No The Crooked Moon
Homebrew:Captivate Undead (edit) Captivate Undead 1 1 Action No

60 feet

Yes Yes Yes a pinch of bone dust 1 Hour Yes Necromancy Charisma Charmed No

You usurp the negative energy animating an Undead creature that you can see within range, attempting to take control of it. The target must make a Charisma saving throw. On a failed save, for the duration, the target is charmed by you (ignoring any immunity to that condition), and it is friendly toward you. On a successful save, the target has disadvantage on the next attack roll it makes against you before the start of your next turn. If you or any of your allies damage the target or force it to make a saving throw, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

No Yes Yes No No No Yes Yes Yes The Crooked Moon
Homebrew:Caustic Blood (edit) Caustic Blood 4 1 Action No

Self

Yes Yes Yes vial of serpent venom worth 200 gp, which the spell consumes 10 Minutes No Transmutation Dexterity Acid No

You imbue your blood with corrosive acid. Any time you take piercing or slashing damage, a spray of acidic blood spurts from your body in a 10 ft. line towards the creature who inflicted the wound. Creatures in the area take 1d6 acid damage, which can be reduce by half with a successful Dexterity saving throw. At the start of each of the affected creature's turns, they take an additional 1d6 acid damage unless they succeed on a Dexterity saving throw, ending the effect on success.

Yes No Yes Yes No No Yes Yes Yes Lithl (Pathfinder 1e conversion)
Homebrew:Chain of Conviction (edit) Chain of Conviction 2 1 Bonus Action No

30 feet

No Yes No 1 Hour No Conjuration Strength Force No

You hurl a spectral, barbed chain at a creature that you can see within range. The target makes a Strength saving throw. On a failed save, the target takes 2d6 force damage, is pulled up to 30 feet toward you, and is bound by the chain. While bound by the chain, the creature is tethered to you and can't move or teleport to a space more than 30 feet away from you, and you have advantage on attack rolls made against the creature.

On a successful save, the target takes half as much damage only. The bound target repeats the save at the end of each of its turns, ending the spell on itself on a success. If you are ever more than 30 feet away from the target, the spell ends.

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.

No No No No Yes No No Yes No The Crooked Moon
Homebrew:Channel the Gift (edit) Channel the Gift 3 1 Action No

Touch

Yes Yes No 1 round Yes Evocation Buff No

You touch one creature with the ability to cast spells using spell slots and channel your magical power to fuel the target's spellcasting. The next spell the target casts of 3rd level or lower does not expend a spell slot. The target must cast the spell before this spell's duration ends, and the spell cannot have a casting time longer than 1 action.

If cast on yourself, before the end of your next turn you can cast one spell with a casting time of 1 action which is on your spell list but you do not currently have prepared. This option of the spell has no effect if you are not a prepared spellcaster, such as a bard or sorcerer.

<li>Nethys*</li> No Yes Yes Yes No No Yes Yes Yes Lithl (Pathfinder 1e conversion)
Homebrew:Chorus of the Lost (edit) Chorus of the Lost 2 1 Action No

60 feet

Yes Yes Yes a silver bell worth at least 10 gp 1 Minute Yes Necromancy Wisdom Psychic No

You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage, and it is frightened for the duration. On a successful save, it takes half as much damage, and it is frightened until the end of its next turn. A frightened target repeats the save at the end of each of its turns, ending the spell on itself 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 for each slot level above 2nd.

No Yes Yes No No No Yes Yes Yes The Crooked Moon
Homebrew:Cloud of Seasickness (edit) Cloud of Seasickness 3 1 Action No

90 feet (20 ft. Sphere?'"`UNIQ--nowiki-000001A6-QINU`"'?)

Yes Yes Yes a piece of seaweed 1 Minute Yes Conjuration Constitution Control No

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

<li>Besmara*</li> No No Yes Yes No No Yes No Yes Lithl (Pathfinder 1e conversion)
Homebrew:Conjunction of Air (edit) Conjunction of Air 4 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-00000060-QINU`"'?)

Yes Yes Yes an item originally from a plane of air, worth at least 10 gp 1 Minute Yes Conjuration Constitution Thunder Yes

You begin to merge your current plane of existence with a plane of elemental air in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. For the duration of the spell, all creatures gain a flying speed of 30 feet while inside the cylinder. A creature that is still in flight when the spell ends floats safely to the ground, as if by the feather fall spell.

When you cast the spell, and as your action each round for the duration, you can cause one of the following effects:

  • The cylinder fills with magical silence. No sound can be created within or pass through the cylinder. Any creature or object entirely inside the cylinder is immune to thunder damage, and creatures are deafened while entirely inside it. Performing verbal components of spells is impossible within the cylinder. This silence lasts until the spell ends, you dispel it as a bonus action, or you fill the cylinder with magical amplification.
  • The cylinder fills with magical amplification. Creatures within the cylinder make saving throws against effects that deal thunder damage with disadvantage, and nonmagical objects and structures become vulnerable to thunder damage while inside. Spells that can normally only target creatures can also target nonmagical objects and structures within the cylinder. This amplification lasts until the spell ends, you dispel it as a bonus action, or until you fill the cylinder with magical silence.
  • You compress the air in the cylinder. Each creature in the cylinder must make a Constitution saving throw. On a failed save, it takes 3d6 thunder damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.
No No No Yes No No No Yes Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of Chaos (edit) Conjunction of Chaos 3 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-00000068-QINU`"'?)

Yes Yes Yes an item originally from a plane of chaos, worth at least 10 gp 1 Minute Yes Conjuration Movement Yes

You begin to merge your current plane of existence with a plane of chaos and entropy in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. That area is under the following effects for the duration of the spell:

  • Whenever a spell originates in the cylinder, there is a 25 percent chance that a random effect from the Wild Magic Surge table replaces the spell’s intended effect, and a 25 percent chance that one occurs immediately after the spell is cast as well. The Wild Magic Surge table can be found in chapter 3 of the Player’s Handbook, under the description of the Wild Magic Sorcerous Origin.
  • Each time a creature moves 5 feet within the cylinder, there is a 50 percent chance that it moves in a random direction instead of the intended one.
No No No No Yes No Yes Yes Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of Dawn (edit) Conjunction of Dawn 8 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-00000070-QINU`"'?)

Yes Yes Yes an item originally from a plane of light or rebirth, worth at least 10 gp 1 Minute Yes Conjuration Control Yes

You begin to merge your current plane of existence with a plane of light and rebirth in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. That area is under the following effects for the duration of the spell:

  • Creatures in the area have disadvantage on saving throws against being blinded and effects that deal radiant damage. Celestials are immune to this effect.
  • Spells cast within the cylinder that restore hit points function as if they were cast using a spell slot one level higher than the spell slot used.
  • If any of this spell’s area overlaps with an area of darkness created by a spell of 7th level or lower, the spell that created the darkness is dispelled.

When you cast the spell, and as your action each round for the duration, you can target a creature in the area with one of the following effects:

  • If the creature has died within the last 10 minutes, it is restored to life with 1 hit point.
  • You end one disease affecting the creature.
  • The creature’s exhaustion level reduces by 1.
  • You end one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or petrified.
No No Yes No No No No Yes No Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of Earth (edit) Conjunction of Earth 4 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-00000078-QINU`"'?)

Yes Yes Yes an item originally from a plane of earth, worth at least 10 gp 1 Minute Yes Conjuration Strength Bludgeoning No

You begin to merge your current plane of existence with a plane of elemental earth in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. When you cast the spell, and as your action each round for the duration, you can cause one of the following:

  • The surface of stone, dirt, and any other earthen area within the cylinder liquifies and becomes sticky, turning into difficult terrain. A creature that starts its turn on such a surface must succeed on a Strength saving throw, or become stuck to the surface and be grappled until the start of its next turn or until the spell ends. A creature grappled in this way has disadvantage on Dexterity saving throws.
  • Stone, dirt, and other earthen surfaces within the area buck wildly. Each creature on such a surface must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage and be moved 10 feet in a random horizontal direction within the cylinder.

This spell has no effect on structures.

No No No Yes No No No Yes Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of Fey (edit) Conjunction of Fey 6 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-00000080-QINU`"'?)

Yes Yes Yes an item originally from a plane of fey or dreams, worth at least 10 gp 1 Minute Yes Conjuration Wisdom Charmed Yes

You begin to merge your current plane of existence with a plane of fey and dreams in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. For the duration, all nonmagical plants and beasts in the area are given intelligence and movement, as if by an awaken spell. They lose this benefit when the spell ends or if they leave the cylinder.

When you cast the spell, and as your action each round for the duration, you can cause one of the following effects:

  • Each creature within the cylinder must succeed on a Wisdom saving throw or become charmed by or frightened of you (your choice when you take the action) for the duration of the spell. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Fey automatically succeed on this saving throw.
  • Each creature within the cylinder must succeed a Constitution saving throw or fall unconscious for the duration of the spell. Attempts to wake creatures sleeping in the cylinder automatically fail. A creature who is unconscious can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to magical sleep for 24 hours. Fey are immune to this effect.
  • You summon a swarm of sprites in an unoccupied space of your choice within the cylinder. These sprites are hostile to all creatures in the area that are not Fey, and disappear when the spell ends or if they leave the cylinder.
No Yes No Yes No No No Yes No Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of Flame (edit) Conjunction of Flame 4 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-00000088-QINU`"'?)

Yes Yes Yes an item originally from a plane of fire, worth at least 10 gp 1 Minute Yes Conjuration Dexterity Fire Yes

You begin to merge your current plane of existence with a plane of elemental fire in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. For the duration of the spell, all creatures within the area make saving throws against effects that deal fire damage with disadvantage.

When you cast the spell, and as your action each round for the duration, you can cause one of the following effects:

  • You magically conjure 1d4 magma mephits, smoke mephits, or steam mephits (your choice) in unoccupied spaces of your choice within the cylinder. They are hostile to all creatures that are not elementals and act on their own initiative count. These mephits lack the Summon Mephits action. A mephit summoned in this way disappears when the spell ends or if it leaves the cylinder.
  • You mentally command all mephits summoned by this spell to immediately die, triggering their Death Burst traits.
  • You ignite all flammable objects within the cylinder. Creatures are also at risk of catching on fire and must succeed on a Dexterity saving throw or else catch fire. A creature that is on fire or is wearing or holding something that is on fire takes 1d8 fire damage at the start of each of its turns, and can take this damage no more than once each turn. A creature can use its action to drop prone and extinguish the flames on it. Flames ignited in this way go out when the spell ends or if they leave the cylinder
No No No Yes No No No Yes Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of Mundanity (edit) Conjunction of Mundanity 9 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-0000000A-QINU`"'?)

Yes Yes Yes an item originally from the material plane, worth at least 10 gp 1 Minute Yes Conjuration Charisma Negation Yes

You begin to merge your current plane of existence with one of the many material planes in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range.

Whenever a spell that deals damage begins at, ends inside, passes through, or overlaps with the cylinder, you can use your reaction to attempt to neutralize the spell by making an ability check using your spellcasting ability. The DC for this check is equal to 10 + the level of the spell slot used to cast the spell (DC 10 for cantrips). If you succeed, the spell ends immediately and has no further effect.

As an action on your turn, you can attempt to banish an otherworldly creature in the area. A creature of your choice within the cylinder must succeed on a Charisma saving throw, or else be teleported to its native plane. Humanoids and creatures native to your current plane of existence automatically succeed on this saving throw.

No Yes Yes Yes No No Yes No Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of Order (edit) Conjunction of Order 3 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-00000098-QINU`"'?)

Yes Yes Yes an item originally from a plane of order and law, worth at least 10 gp 1 Minute Yes Conjuration Constitution Control No

You begin to merge your current plane of existence with a plane of order and law in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range.

That area is under the following effects for the duration of the spell:

  • No attack rolls, ability checks, or saving throws in the area can be made with advantage or disadvantage.
  • Any rolls that would normally use 1d20 use 2d10 instead.
  • A creature that moves within the cylinder on its turn can only move in one direction that turn and must move its full speed until it leaves the cylinder. If it can’t move its full speed in that direction (for example, if it would be blocked by a wall), it can’t move in that direction at all.
No Yes Yes Yes No No Yes No Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of Shadow (edit) Conjunction of Shadow 6 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-000000A0-QINU`"'?)

Yes Yes Yes an item originally from a plane of shadow or lethargy, worth at least 10 gp 1 Minute Yes Conjuration Wisdom Creation Yes

You begin to merge your current plane of existence with a plane of shadow and lethargy in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. That area is under the following effects for the duration of the spell:

  • Creatures in the cylinder’s area are immune to the frightened and charmed conditions. If a creature is frightened or charmed when it is in the area of the spell, the effect causing that condition ends for the creature.
  • All saving throws made in the cylinder against effects that deal necrotic damage are made with advantage or disadvantage (your choice when you cast the spell).
  • When a humanoid creature dies in the cylinder, it immediately becomes a zombie under your mental control. All zombies created in this manner share your initiative count, but act immediately after you. These zombies return to mundane corpses when the spell ends or if they leave the cylinder.

When you cast the spell, and as your action each round for the duration, you can cause one of the following effects:

  • The cylinder fills with magical darkness until you dispel it as a bonus action or until the spell ends. If this effect overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled.
  • Each creature in the cylinder must succeed on a Wisdom saving throw or be stricken with extreme lethargy. A creature that fails this saving throw wastes its next turn doing nothing. Undead and constructs are immune to this effect.
No Yes No No No No Yes Yes No Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of the Natural (edit) Conjunction of the Natural 5 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-0000000A-QINU`"'?)

Yes Yes Yes an item originally from a plane of flora and fauna, worth at least 10 gp 1 Minute Yes Conjuration Control Yes

You begin to merge your current plane of existence with a plane of flora and fauna in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. That area is under the following effects for the duration of the spell:

  • All creatures in the area are under the effects of a speak with animals spell and can communicate with plants, as if by the speak with plants spell.
  • The effects of the awaken spell are suppressed within the cylinder.
  • Each beast or plant creature gains 10 temporary hit points at the start of each of its turns while it is within the cylinder.
  • All nonmagical terrain in the cylinder either becomes difficult terrain or normal terrain for the duration of the spell (your choice when you cast the spell). The ground may turn rough and rocky, dense foliage may temporarily thin out, or some other natural effect of your choosing occurs.
No Yes No Yes Yes Yes Yes Yes No Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of the Nexus (edit) Conjunction of the Nexus 3 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-000000B0-QINU`"'?)

Yes Yes Yes an item originally from a plane of connection and travel, worth at least 10 gp 1 Minute Yes Conjuration Teleportation Yes

You begin to merge your current plane of existence with a plane of connection and travel in a 30-foot-radius, 60-foot-tall cylinder centered at a point within range. The area is under the following effects for the duration of the spell:

  • Each creature in the cylinder can use its bonus action to teleport to an unoccupied space that it can see within the cylinder.
  • All creatures within the area have disadvantage on saving throws against being teleported against their will (such as by the banishment or plane shift spells).
No No No No Yes No Yes Yes Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of the Other Side (edit) Conjunction of the Other Side 5 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-000000B8-QINU`"'?)

Yes Yes Yes an item originally from a plane of judgment or afterlife, worth at least 10 gp 1 Minute Yes Conjuration Creation Yes

You begin to merge your current plane of existence with a plane of judgment and afterlife in a 30-foot-radius, 60-foottall cylinder centered on a point that you can see within range. That area is under the following effects for the duration of the spell:

  • Each corpse in the area is under the effects of a speak with dead spell for the duration, without a limit of the number of questions it can be asked.
  • All creatures in the area make death saving throws with either advantage or disadvantage (your choice when you cast the spell).

When you cast the spell, and as your action each round for the duration, you can summon spirits from beyond the grave. A random incorporeal undead appears in an unoccupied space of your choice within the area. It is indifferent to all other creatures, but will defend itself if attacked. The creatures disappear if they leave the cylinder or when the spell ends. To determine what type of undead appears, roll 1d12 and consult the following table.

Other Side Summons
1d12 Undead Creature
1-3 shadow
4-6 specter
7-8 poltergeist
9-10 will-o'-wisp
11 banshee
12 ghost
No Yes Yes No Yes No No Yes No Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjunction of Water (edit) Conjunction of Water 4 1 Action No

60 feet (30 ft. Cylinder?'"`UNIQ--nowiki-000000C0-QINU`"'?)

Yes Yes Yes an item originally from a plane of water, worth at least 10 gp 1 Minute Yes Conjuration Dexterity Creation Yes

You begin to merge your current plane of existence with a plane of elemental water in a 30-foot-radius, 60-foottall cylinder centered on a point that you can see within range. It is perpetually raining within this cylinder, and all nonmagical fires are extinguished. A creature that is wet within this cylinder has disadvantage on saving throws against cold or lightning damage. This water disappears when the spell ends or if it leaves the cylinder.

When you cast the spell, and as your action each round for the duration, you can cause one of the following effects:

  • You magically conjure 1d4 ice mephits, mud mephits, or steam mephits (your choice) in unoccupied spaces of your choice within the cylinder. They are hostile to all creatures that are not elementals and act on their own initiative count. These mephits lack the Summon Mephits action. A mephit summoned in this way disappears when the spell ends or if it leaves the cylinder.
  • You mentally command all mephits summoned by this spell to immediately die, triggering their Death Burst traits.
  • You fill the cylinder with magical fog, as if by the fog cloud spell. This fog dissipates when the spell ends or when you dispel it as a bonus action, and can’t be blown away by a strong wind.
  • You cause the water on all surfaces in the cylinder to freeze. These surfaces count as difficult terrain, and any creature that makes a Strength (?'"`UNIQ--templatestyles-000000C5-QINU`"'?AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) check, Dexterity (?'"`UNIQ--templatestyles-000000C7-QINU`"'?AcrobaticsDexterity (Acrobatics)skillYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.) check, or that takes the Dash action on an icy surface must make a Dexterity saving throw. On a failed save the creature falls prone immediately after completing the check or action and takes 1d8 bludgeoning damage. On a successful save, nothing happens.
No No No Yes No No No Yes Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Conjure Greater Animals (edit) Conjure Greater Animals 4 1 Action No

60 feet

Yes Yes No 1 hour Yes Conjuration Summoning No

You summon a fey spirit that takes the form of a beast or swarm of beasts and appears in an unoccupied space that you can see within range. You choose the type of beast or swarm of beasts, which must be of challenge rating rating 5 or lower, such as a giant shark or swarm of poisonous snakes.

The beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creature is friendly to you and your companions. It rolls its own initiative and has its own turns, but obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

The DM has the creature’s statistics.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

No No No Yes No Yes No No No Tasha's Crucible of Everything Else, volume 1
Homebrew:Consuming Pyre (edit) Consuming Pyre 4 1 Action No

90 feet

Yes Yes No 1 Minute Yes Evocation Dexterity Fire Yes

You cause a creature that you can see within range to burst into consuming, relentless flames. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 fire damage and 2d8 necrotic or radiant damage (choose when you cast the spell), and the radiant flames linger. On a successful save, it takes half as much damage only.

While the flames linger, the creature takes the damage again at the start of each of its turns. The target, or another creature within reach of the target, can take an action to allow the target to repeat the saving throw, ending the spell on a success.

A creature killed by the damage from this spell is reduced to ash, along with any nonmagical equipment it is wearing or carrying.

No No No Yes Yes No No Yes No The Crooked Moon
Homebrew:Crafter's Fortune (edit) Crafter&#39;s Fortune 1 1 Action No

30 feet

Yes Yes Yes a set of artisan's tools 24 Hours No Transmutation Buff No

The next time the target makes an ability check using a set of artisan's tools, they have advantage on that check.

<li>Torag*</li> Yes No No No No No Yes No Yes Lithl (Pathfinder 1e conversion)
Homebrew:Crashing Wave (edit) Crashing Wave 1 1 Action No

Self (15 ft Cone?'"`UNIQ--nowiki-00000015-QINU`"'?)

Yes Yes No Instantaneous No Conjuration Strength Bludgeoning No

A wave of water sweeps out from you. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed 10 feet. If a creature is pushed into a wall, another creature, or fails by 5 or more, it is additionally knocked prone. On a successful save, the creature takes half as much damage and is not pushed back. If there is a source of water of at least 5 cubic feet within 5 feet of you when you cast the spell, you can displace that water, increasing the range of the spell to a 25 foot cone.

At Higher Levels. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.

No No No Yes No No Yes No Yes KibblesTasty
Homebrew:Creeping Rot (edit) Creeping Rot 3 1 Action No

90 feet

Yes Yes No 1 Minute No Necromancy Constitution Necrotic Yes

You send tendrils of black and gray rot toward a target that you can see within range. Three tendrils then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or a nonmagical plant that isn't a creature, such as a tree or shrub. In either case, each can be targeted by only one of the tendrils.

A target that is a creature must make a Constitution saving throw. On a failed save, it takes 3d8 necrotic damage and is poisoned for the duration. On a successful save, it takes half as much damage only. A creature poisoned in this way takes 1d8 necrotic damage at the start of each of its turns. A poisoned creature repeats the save at the end of each of its turns, ending the spell on itself on a success.

A Plant creature automatically fails the initial save, and a nonmagical plant that isn't a creature simply withers and dies.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, one additional tendril leaps from the first target to another target for each slot level above 3rd.

No No No Yes No Yes Yes Yes Yes The Crooked Moon
Homebrew:Crimson Harvest (edit) Crimson Harvest 3 1 Action No

Self (15 ft. Sphere?'"`UNIQ--nowiki-0000026A-QINU`"'?)

Yes Yes Yes a vial of blood Instantaneous No Necromancy Dexterity Necrotic No

A wave of blood sweeps out from you. Each creature of your choice within 15 feet of you that isn't behind total cover must make a Dexterity saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one.

If you damage at least one Small or larger creature, one creature of your choice that you can see within the area regains a number of hit points equal to half the damage roll.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

No No No No No No Yes Yes Yes The Crooked Moon
Homebrew:Crooked Ward (edit) Crooked Ward 3 1 Action No

Touch

Yes Yes Yes a five-pointed wicker star 10 Minutes Yes Abjuration Wisdom Frightened Yes

You touch an immobile surface and mark a symbol that causes agony in twisted creatures. An invisible, 30-foot-radius sphere springs out from the point you touch. Each Aberration, Fey, Fiend, Monstrosity, or Undead in the sphere has disadvantage on ability checks and attack rolls. When an affected creature enters the sphere for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or be frightened until the start of its next turn.

At Higher Levels. You can maintain concentration on this spell for longer if you cast it using a spell slot of 4th level (up to 1 hour) or 5th level (up to 8 hours). If you use a 6th level spell slot or higher, the spell doesn't require concentration, and the duration becomes 24 hours.

No No No Yes No Yes No Yes Yes The Crooked Moon
Homebrew:Culling Sickle (edit) Culling Sickle 3 1 Bonus Action No

Self

Yes Yes No 1 Minute Yes Necromancy Ranged Necrotic No

You create a ghostly sickle that lasts for the duration and can strike out at your foes. The sickle appears hovering in your space and moves with you. When you cast this spell and as a bonus action on each of your turns, you can direct it to fly at and strike a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 necrotic damage, and you gain temporary hit points equal to half the damage dealt. After the sickle hits or misses, it returns to hover in your space.

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.

No No No Yes No No Yes Yes Yes The Crooked Moon
Homebrew:Cursed Cacophony (edit) Cursed Cacophony 3 1 Action Yes

Special

No Yes Yes a sheet of music 10 Minutes Yes Enchantment Wisdom Debuff No

You focus on a creature that you are familiar with that is on the same plane of existence as you. The target must succeed on a Wisdom saving throw or be cursed for the duration. Once a target fails its saving throw against this spell, you can't target it with a ritual casting of the spell for 24 hours.

While cursed, the target hears haunting, discordant music and has disadvantage on ability checks, attack rolls, and saving throws. The first time the target fails one of those rolls during a turn, it repeats the save against this spell with neither advantage nor disadvantage, ending the spell early on a success.

No Yes No No No No Yes Yes No The Crooked Moon
Homebrew:Dancing Decoy (edit) Dancing Decoy 3 1 Action No

60 feet (10 ft. Sphere?'"`UNIQ--nowiki-000000CF-QINU`"'?)

Yes Yes Yes a tiny clockwork puppet worth at least 50 gp 1 Minute Yes Enchantment Intelligence Control No

You toss a clockwork puppet to an unoccupied space that you can see within range. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it, seeing the object for what it really is. To others, the decoy projects the illusion of a medium humanoid of your choice that performs a taunting dance or an intimidating gesture goading them to fight it. As a bonus action on your turn, you can mentally command the puppet and the illusion to move up to 20 feet.

Creatures that start their turn within 10 feet of the puppet must make an Intelligence saving throw. On a failed save, the creature is compelled to move toward the decoy and make a melee weapon attack against it, believing it to be the primary threat. Attacks against the illusion harmlessly flow through the illusion and do not usually damage the puppet, though exceptions can occur. On a successful save, a creature realizes that the projected humanoid is an illusion and becomes immune to the effects of this spell for 24 hours. Creatures that are immune to the charmed condition automatically succeed on this save. The effect on a creature also ends if it takes any damage.

Yes Yes No No No No No Yes Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Dartak's Retribution (edit) Dartak&#39;s Retribution 4 1 Reaction which you take when you would take fire or lightning damage No

Self (90 ft. Line?'"`UNIQ--nowiki-000000D7-QINU`"'?)

Yes Yes No Instantaneous No Evocation Dexterity Fire Yes

This spell draws in and encapsulates combustive energy, protecting you from and wreathing you in fire or lightning from a single source. You grant resistance to the triggering damage to yourself and any creatures you choose within 30 feet of you. You can also choose to immediately channel that fire or lightning away from you in a 5-foot wide, 90-foot long line. If you do, each creature within the line must make a Dexterity saving throw, taking 6d6 of the respective damage type on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Yes No No Yes No No Yes No Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Deadeye's Arrow (edit) Deadeye&#39;s Arrow 1 1 Action No

see text

Yes Yes Yes one piece of ammunition worth at least 0.5 cp See text No Evocation Lightning Yes

You charge a piece of ammunition with lightning, which you may use for one of two effects as part of the action used to cast this spell:

  • Attack: You throw the ammunition at a target creature within 60 ft., or fire it from an appropriate ranged weapon (bow for an arrow, crossbow for a bolt, etc.) at the weapon's normal or long range. Make a ranged spell attack (at disadvantage if using a weapon's long range, unless you have an ability negating the disadvantage for firing a ranged weapon at long range, such as the Sharpshooter feat), dealing lightning damage equal to the weapon's normal damage (1d6 if thrown without a weapon), using your spellcasting ability instead of the weapon's normal ability.
  • Beacon: You throw the ammunition straight up 60 ft., or fire it from an appropriate ranged weapon straight up at the weapon's long range. When it reaches the end of its trajectory or hits a solid surface (such as the roof of a cave), it explodes in a peal of thunder and forms a forked bolt of lightning resembling Erastil's holy symbol, which lingers for 1 round. The thunder and lightning are as loud and bright as natural thunder and lightning, but they do not harm nearby creatures.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you gain a +1 bonus to attack and damage rolls with the ammunition, and the beacon lasts for 1 minute. When you use a spell slot of 5th level or higher, the bonus increases to +2 and the duration increases to 10 minutes. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the duration increases to 1 hour.

<li>Erastil*</li> No No Yes Yes Yes Yes No No No Lithl (Pathfinder 1e conversion)
Homebrew:Deadeye's Lore (edit) Deadeye&#39;s Lore 1 1 Action No

Self

Yes Yes No 1 hour Yes Divination Buff No

You take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild. You gain advantage on Wisdom (?'"`UNIQ--templatestyles-00000146-QINU`"'?SurvivalWisdom (Survival)skillThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.) checks, and you allow your group to travel stealthily at a normal pace.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st.

<li>Erastil*</li> No Yes Yes Yes No Yes No No No Lithl (Pathfinder 1e conversion)
Homebrew:Detect Portal (edit) Detect Portal 3 1 Minute No

Self

Yes Yes Yes a tuning fork Instantaneous No Divination Detection No

You detect the nearest portal within 1 mile of you and learn the following information about it:

  • Its location
  • Its destination (both the plane it leads to and the exact location on that plane)
  • If it requires certain circumstances or items to use, you learn what those circumstances or items are.
  • If it requires a password to use, you learn that it requires a password but do not learn the password.
  • Whether it is temporary, such as portals cast by the gate spell, or permanent

This spell does not detect non-portal teleportation magic, such as teleportation circles.

Yes Yes No No Yes Yes No No Yes Tasha's Crucible of everything Else, volume 1
Homebrew:Devil's Due (edit) Devil&#39;s Due 1 1 Reaction which you take when another creature within range takes damage No

30 feet

No Yes Yes a glob of pitch Instantaneous No Necromancy Healing No

You absorb a measure of a creature's suffering and escaping vital essence. Expend and roll one Hit Die. You regain a number of hit points equal to the number rolled plus your spellcasting ability modifier.

If the creature took damage from a critical hit, double the number of hit points you regain.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can expend one additional Hit Die for each slot level above 1st.

No No No No No No Yes Yes Yes The Crooked Moon
Homebrew:Dictum (edit) Dictum 7 1 Action No

Self (30 ft. Sphere?'"`UNIQ--nowiki-0000022C-QINU`"'?)

Yes No No Instantaneous No Evocation Wisdom Deafened Yes

Roll 20d8+30; the total is how many hit points of creatures this spell can affect. Creatures within the area are affected in ascending order of their current hit points.

Starting with the creature that has the lowest hit points, each creature is affected based on their CR (or their level if they have character or sidekick levels) per the following table. Subtract each creature's current hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

CR or Level Effect
3 or lower The creature dies
4-8 The creature is paralyzed, stunned, and deafened for 10 minutes, or stunned and deafened for 1 minute if they succeed on a Wisdom saving throw
9-12 The creature is stunned and deafened for 10 minutes, or deafened for 1 minute if they succeed on a Wisdom saving throw
13 or higher The creature is deafened for 1 minute unless they succeed on a Wisdom saving throw

A creature that is paralyzed, stunned, or deafened by this spell can repeat the saving throw at the end of each of their turns, ending the effect on success.

If you are on your home plane when you cast this spell, any creatures that fail their saving throw and which are from another plane must succeed on a Charisma saving throw or be banished to their home plane.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, roll an additional 5d8 for each slot level above 7th.

No No Yes No No No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Dismantle (edit) Dismantle 0 1 Action No

Touch

Yes Yes Yes a miniature hammer Instantaneous No Transmutation Melee Force No

This spell breaks or tears a nonmagical object worth up to 10 gp. The break or tear can be up to 1 foot in any dimension.

Make a melee spell attack roll to cast this spell on a construct. On a hit, this spell deals 2d6 force damage. This spell’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Yes Yes No No No No Yes Yes Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Dissolution (edit) Dissolution 0 1 Action No

Touch

Yes Yes No Instantaneous No Transmutation Melee Force No

You touch a creature or nonmagical object and break the target's substance down into its most fundamental components. Make a melee spell attack. On a hit, the target takes 1d8 force damage, and its AC is reduced by 1 against the next attack roll made against it before the end of your next turn.

The spell's damage increases by 1d8 when you reach 5th-level (2d8), 11th-level (3d8), and 17th-level (4d8).

No No No No No No No No Yes The Crooked Moon
Homebrew:Earth Ripple (edit) Earth Ripple 2 1 Action No

60 ft

Yes Yes No Instantaneous No Transmutation Dexterity Bludgeoning Yes

You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):

  • It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.
  • It is slammed 5 feet in a direction of your choice by a wave of earth, taking 2d8 bludgeoning damage and being knocked prone.
  • It is impaled by a spike of earth, taking 4d8 piercing damage.
No No No Yes No No Yes No Yes KibblesTasty
Homebrew:Elminster's Evoked Delivery (edit) Elminster&#39;s Evoked Delivery 3 1 Action No

Unlimited

No Yes Yes a small bit of sealing wax, which the spell consumes Instantaneous No Evocation No

You instantaneously shunt an object through the fabric of space to a willing creature with which you are familiar. The object can be no larger than 1 foot on a side and weigh no more than 10 pounds. When you cast the spell, the recipient is magically informed what the object is. If the creature is willing, the object appears in an unoccupied space within 5 feet of the creature. The creature chooses which space it appears in. If the creature is on another plane of existence, is incapacitated, is proofed against magical detection or location, or is unwilling to receive the object, the spell fails.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum dimensions increase by both 1 foot on each side and 10 pounds for each slot level above 3rd.

Yes Yes No No No No Yes No Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Eye Burn (edit) Eye Burn 0 1 Reaction which you taken when a creature you can see within range targets you with an attack No

30 feet

Yes Yes Yes a smear of camphor 1 Round No Transmutation Constitution Blinded No

You sting the eyes of a creature attacking you. The target must make a Constitution saving throw (a creature with blindsight or immunity to the blinded condition succeeds automatically). On a failed save, the target is blinded until the end of the turn. On a successful save, it must subtract 1d4 from the triggering attack roll. The target automatically succeeds on its saves against your subsequent casting of this spell for 24 hours.

No No No Yes No No No Yes Yes The Crooked Moon
Homebrew:Fairness (edit) Fairness 1 1 Action No

30 feet

Yes Yes No 1 Minute Yes Enchantment Wisdom Control No

The target must make a Wisdom saving throw. Creatures affected by this spell must trade fairly with others to the best of their knowledge. If they know the fair value (or even estimated fair value) of a good or service, they cannot participate in a trade if it would benefit one side unfairly, and must attempt to stop such trades occurring, preventing them from cheating another while under the influence of this spell. The symbol of Abadar appears above the heads of those affected by this spell, making those affected and unaffected by the spell immediately apparent to everyone who can see them.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.

<li>Abadar*</li> No No Yes No Yes No No No No Lithl (Pathfinder 1e conversion)
Homebrew:False Alibi (edit) False Alibi 3 1 Action No

30 feet

Yes Yes Yes 100 gp of emerald dust, which the spell consumes Until dispelled or triggered No Enchantment Wisdom No

You reshape a creature's memories in response to some future trigger. One creature that you can see must make a Wisdom saving throw (the target can choose to fail). If you are fighting the creature, it has advantage on the saving throw.

On a failed save, you choose a trigger for the new memories, which can be as specific or general as you wish. In response to the triggering condition, up to the last 5 minutes of the target's memory are eliminated and replaced with a memory of your choosing (or no memory at all). For example, you could cast this on an assassin, set it to trigger when he completes his kill, and replace his memory of the murder with the memory of him discovering the body and picking up the murder weapon. The target's mind fills in any gaps in the details of your description.

You can cast this spell multiple times on the same target, even with the same trigger, affecting different memories. A single casting of false alibi affects a creature only until the specified condition has been triggered; once a condition has been triggered and the target's memory altered, that condition no longer triggers this spell unless the victim is subject to another casting of false alibi that specifies the same trigger.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target an additional creature for each slot level above 3rd.

<li>Norgorber*</li> No Yes Yes No No No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Field of Reaping (edit) Field of Reaping 5 1 Action No

90 feet (30 ft. Cube?'"`UNIQ--nowiki-00000290-QINU`"'?)

Yes Yes Yes a dried corn husk or wheat hull 1 Minute Yes Necromancy Necrotic No

You create a shadowy field that reaps escaping life force in a 30-foot cube originating from a point within range. A creature hostile to you in the field when it appears, or when it enters the field for the first time on a turn or ends its turn there, is cursed until the end of its next turn. While cursed, the first time the creature takes damage during a turn, it takes an extra 1d6 necrotic damage, and a creature of your choice within the field that isn't cursed by it regains a number of hit points equal to the necrotic damage taken.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

No No Yes Yes No No No Yes No The Crooked Moon
Homebrew:Folk Rite (edit) Folk Rite 1 1 Hour No

Varies

Yes Yes Yes 25gp in herbs, incense, and other materials, consumed by the spell Instantaneous No Transmutation Buff No

You perform a ritual of folk magic designed to bring the blessings of gods or spirits on those who take part.

Blessing of the Exorcism
One individual you touch who is charmed or possessed may immediately make a saving throw against that effect (as the original saving throw), ending the effect on a success. Once a creature receives this blessing, it can’t do so again for 7 days.
Blessing of the Faithful
You perform a worship service with a number of creatures up to your caster level, all of whom must be within 30 feet of you for the duration of the spell. Those creatures gain advantage on their next saving throw against being charmed or frightened for the next 24 hours. Once a creature receives this blessing, it can’t do so again for 7 days.
Blessing of the Feast
You partake in a feast with a number of creatures up to your caster level, all of whom must be within 30 feet for the duration of the spell. Those creatures can each roll 1d4 and add the number rolled an ability check, attack roll, or saving throw it makes within the next 24 hours. If those creatures have spent at least 24 hours fasting (abstaining from eating, drinking or other specific behaviors as defined by your faith) before taking part in this ceremony, they can apply this blessing to one of each of those rolls within the next 24 hours. Once a creature receives this blessing, it can’t do so again for 30 days.
Blessing of the Hearth
You ward a single structure, or part of a larger structure, which fits within a 50 foot cube that you are in when you cast this spell. Creatures that complete an entire long rest within the affected area at any point in the next 7 days are blessed while within the area. Whenever such a creature makes an ability check or saving throw while in the affected area, it can roll 1d4 and add the number rolled to the result. This blessing ends on a creature the next time it takes a long rest outside of the affected area. Once a structure or part of a structure has been blessed in this way, it can’t be blessed in this way again for 1 year.
Blessing of Industry
You bless a vehicle, musical instrument, or set of artisan’s tools, that you can see, selected when you cast the spell. Once each day for the following 7 days, a creature using the equipment can roll 1d4 and add the number rolled to a single check using that object. Once a creature has an object belonging to them blessed in this way, they may not have another object of the same type blessed for another year. For example, an individual may have a brewers kit blessed, then a boat blessed, but may not have their brewers kit blessed again for a year.
Blessing of the Pilgrim
You touch a creature, giving it protection for an upcoming voyage. For the next 7 days, that creature can roll 1d4 each time it makes a saving throw against exhaustion or inclement weather and add the number rolled to the result, provided that they are traveling to a single destination during that time. If they change destinations or reach their destination during that time, this effect ends. Once a creature receives this blessing, it can’t do so again for 30 days.
Blessing of the Sick
You bless one creature you touch that is afflicted with a disease or poison. The creature immediately makes a saving throw against the effect with advantage. Once a creature receives this blessing, it can’t do so again for a day.
No No Yes Yes No No No Yes No Tasha's Crucible of everything Else, volume 1
Homebrew:Form of Water (edit) Form of Water 6 1 Action No

Self

Yes Yes No 1 round Yes Transmutation Bludgeoning No

You become a surge of elemental water. Until the spell ends, you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked prone.
  • You can use your action to unleash a blast of water 15 feet long and 5 feet wide extending from you in a direction your choice. Each creature in the line must make a Strength saving throw. A creature takes 5d6 bludgeoning damage and is knocked prone on a failed save, or half as much and isn't knocked prone on a successful one.
No No No Yes No No Yes Yes Yes KibblesTasty
Homebrew:Fractions of Heal and Harm (edit) Fractions of Heal and Harm 3 1 Bonus Action No

Self

Yes Yes No 1 Minute No Transmutation Healing No

The next time you deal damage with a spell before this spell ends, the creature you damage gains resistance to the damage you deal, and you are healed for same amount.

<li>Nethys*</li> No Yes Yes No No No Yes Yes Yes Lithl (Pathfinder 1e conversion)
Homebrew:Free Spirit (edit) Free Spirit 3 1 Action No

Self

Yes Yes No 10 Minutes No Abjuration Buff Yes

You channel the essence of Cayden Cailean's philosophy, giving you the benefits of freedom of movement and you gain advantage on saving throws against frightened. However, you suffer the poisoned condition for the duration of the spell. If you remove the poisoned condition or become immune to it, the spell ends.

<li>Cayden Cailean*</li> No Yes Yes Yes No Yes No No No Lithl (Pathfinder 1e conversion)
Homebrew:Geyser (edit) Geyser 4 1 Action No

120 ft (10 ft. Cylinder?'"`UNIQ--nowiki-00000020-QINU`"'?)

Yes Yes No Instantaneous No Conjuration Dexterity Bludgeoning No

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.

No No No Yes No No Yes No Yes KibblesTasty
Homebrew:Ghastly Charge (edit) Ghastly Charge 6 1 Action No

Self (90 ft. Line?'"`UNIQ--nowiki-00000298-QINU`"'?)

Yes Yes Yes a scrap of a banner Instantaneous No Necromancy Wisdom Necrotic Yes

You call forth the spirits of long-dead knights, which charge forward from you in a 90-foot long, 20-foot wide line, and then vanish. Each creature of your choice in the line must make a Wisdom saving throw. On a failed save, a target takes 5d12 necrotic damage, is frightened of you until the start of your next turn, and must immediately use its reaction, if available, to move as far as its speed allows away from you, using the safest route. On a successful save, the creature takes half as much damage only.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.

No No No No No No Yes Yes Yes The Crooked Moon
Homebrew:Gozreh's Trident (edit) Gozreh&#39;s Trident 2 1 Bonus Action No

Self

Yes Yes No 1 Minute No Evocation Lightning No

A forked bolt of lightning springs forth from your hand. It is a versatile thrown weapon. Melee attacks with the bolt are melee spell attacks that deal 1d6 + Strength + your spellcasting ability (one-handed) or 1d8 + Strength + your spellcasting ability (two-handed) lightning damage. Ranged attacks with the bolt are ranged spell attacks with a range of 20/60 ft. that deal 1d6 + Strength + your spellcasting ability lightning damage, and the bolt returns to your hand after being thrown. Flammable objects that are not being worn or carried can be ignited by the bolt.

<li>Gozreh*</li> No No Yes Yes No No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Guiding Star (edit) Guiding Star 3 1 Minute No

Self

Yes Yes Yes a spool of thread or string 24 Hours No Divination Exploration No

You form a bond with your surroundings when you cast this spell. For the duration of the spell you can always determine your approximate distance from that area as well as the direction you must travel in order to reach it, so long as you are on the same plane of existence. The area counts as "very familiar" for the purposes of teleport or similar spells. If you cast this spell again before it ends, your new location replaces the previously attuned location.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration increases by 24 hours for each slot level above 3rd.

<li>Desna*</li><li>Circle of Stars**</li> No No Yes No No Yes No No No Lithl (Pathfinder 1e conversion)
Homebrew:Hairline Fractures (edit) Hairline Fractures 1 1 Action No

Touch

Yes Yes Yes a broken twig 10 Minutes Yes Transmutation Constitution Debuff No

With a touch, you create temporary hairline fractures in a piece of stone or an earth elemental creature. A creature can resist the formation of these fractures with a successful Constitution saving throw.

An affected object has its damage threshold reduced by 5. An affected creature suffers a -2 penalty to AC. Mending cast on the same object ends this spell.

<li>Torag*</li> No No Yes Yes No No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Harrowing Ballad (edit) Harrowing Ballad 2 1 Bonus Action No

120 feet

Yes Yes No 1 Minute Yes Enchantment Intelligence Charmed Yes

You inflict a mind-eroding song on a creature that you can see within range. If the creature has an Intelligence score of 4 or higher, it must succeed on an Intelligence saving throw or be charmed by you for the duration.

While charmed in this way, the target is struck with a rapidly repeating ballad that only it can hear; it takes 1d6 psychic damage at the start of each of its turns, and it has disadvantage on Wisdom (?'"`UNIQ--templatestyles-000002A8-QINU`"'?PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) checks and on Constitution saving throws made to maintain its concentration. The target repeats the save at the end of each of its turns, ending the spell 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 for each slot level above 2nd.

No Yes No No No No Yes No Yes The Crooked Moon
Homebrew:Harvest Moonglow (edit) Harvest Moonglow 3 1 Action No

60 feet (60 ft. Sphere?'"`UNIQ--nowiki-0000029F-QINU`"'?)

Yes Yes Yes a piece of moonstone 1 Hour No Evocation Debuff Yes

You call upon the light of the harvest moon to illuminate a 20-foot-radius sphere centered on a point within range. The area is bathed in silvery dim light. Invisible creatures and objects in the light become visible as translucent, shimmering images. When one of your allies is within the light, it can use a bonus action to absorb some of the light and gain 2d6 temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 1d6 for each slot level above 3rd.

No No Yes Yes No Yes No No No The Crooked Moon
Homebrew:Haze of Dreams (edit) Haze of Dreams 1 1 Action No

30 feet

Yes No Yes pinch of sand 1 round Yes Enchantment Control No

You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target moves at half its normal speed. This speed reduction does not stack with slow or similar spells.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration is concentration, up to 1 minute. When you use a spell slot of 5th or 6th level, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th or 8th level, the duration is 1 hour. When you use a spell slot of 9th level, the duration is 8 hours. Using a spell slot of 7th level or higher grants a duration that doesn't require concentration.

<li>Desna*</li> No Yes Yes No Yes No No Yes No Lithl (Pathfinder 1e conversion)
Homebrew:Hungering Blade (edit) Hungering Blade 1 1 Bonus Action No

Self

Yes Yes No 1 Minute No Necromancy Necrotic No

You imbue a weapon you are holding, or your unarmed strikes, with ravenous negative energy. For the duration, when you hit a creature with an attack using the empowered weapon or unarmed strike for the first time on a turn, the target takes necrotic damage equal to your spellcasting ability modifier, and you gain a number of temporary hit points equal to the necrotic damage dealt.

No No No No Yes Yes No Yes No The Crooked Moon
Homebrew:Hunter's Blessing (edit) Hunter&#39;s Blessing 5 1 Action No

30 feet

Yes Yes No 1 hour Yes Transmutation Buff No

Choose one creature type: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, monstrosity, ooze, plant, or undead. Alternatively, choose two races of humanoid.

Choose one type of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Darklands.

Up to 7 creatures in range gain a +2 bonus on Charisma (?'"`UNIQ--templatestyles-00000216-QINU`"'?DeceptionCharisma (Deception)skillYour Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.), Wisdom (?'"`UNIQ--templatestyles-00000218-QINU`"'?InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.), Wisdom (?'"`UNIQ--templatestyles-00000219-QINU`"'?PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.), and Wisdom (?'"`UNIQ--templatestyles-0000021A-QINU`"'?SurvivalWisdom (Survival)skillThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.) checks attempted against creatures of the selected type(s), and a +2 bonus on attack rolls and damage rolls made against creatures of the chosen type(s). Furthermore, they gain advantage on initiative, Wisdom (?'"`UNIQ--templatestyles-00000219-QINU`"'?PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.), Dexterity (?'"`UNIQ--templatestyles-0000021B-QINU`"'?StealthDexterity (Stealth)skillMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.), and Wisdom (?'"`UNIQ--templatestyles-0000021A-QINU`"'?SurvivalWisdom (Survival)skillThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.) checks while they are within the chosen terrain type.

Rangers treat this as a 3rd level spell, instead of 5th level.

<li>Erastil*</li> No No Yes Yes No Yes No No No Lithl (Pathfinder 1e conversion)
Homebrew:Illusory Wall (edit) Illusory Wall 2 1 Action No

60 feet

Yes Yes Yes a mirror 10 Minutes Yes Illusion Control No

You create an illusion of a vertical surface that is up to 60 feet long, 10 feet high, and 1 foot thick. The wall can include gaps and openings such as windows, peepholes, and doorways, but they are considered to be holes in the illusion as well. You can use a bonus action to move some or all of the gaps and openings, create new ones, or close the existing ones, but remember that the illusion can only be 1 foot across at its thickest point.

Physical interaction with the wall reveals it to be an illusion, and a creature that uses its action to examine the wall can determine that it is an illusion with a successful Intelligence (?'"`UNIQ--templatestyles-000000F6-QINU`"'?InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the wall. Otherwise, the opaque sections block line of sight.

No Yes No No No No Yes Yes Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Inheritor's Smite (edit) Inheritor&#39;s Smite 2 1 Bonus Action No

Self

Yes Yes No 1 Minute Yes Transmutation Control Yes

The first time you attack with a melee weapon during this spell's duration, you channel the power of righteousness into your weapon arm, allowing you to strike with great force. You gain a +5 bonus to your attack roll. If the attack hits, you may immediately attempt to shove the target, with advantage on your Strength (?'"`UNIQ--templatestyles-0000017F-QINU`"'?AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) check.

<li>Iomedae*</li> No No Yes No Yes No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Instant Armor (edit) Instant Armor 2 1 Action No

Self

Yes Yes No 1 Minute No Conjuration Buff No

You wrap yourself in a suit of armor made from opaque force. While it exists, this armor replaces any garments or other sort of armor worn, magical or mundane. You lose access to, and all benefits from, armor replaced by this spell until the spell ends and the instant armor disappears.

Instant armor acts in all ways as armor typical of its type, although it has no strength requirement, no weight, does not impose disadvantage on Dexterity (?'"`UNIQ--templatestyles-00000185-QINU`"'?StealthDexterity (Stealth)skillMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.) checks, and incorporeal creatures cannot pass through it. You are not, however, automatically proficient with the armor, and should choose an armor type you are proficient with.

When cast using a 2nd level spell slot, the armor acts as heavy armor with AC 16, medium armor with AC 14+Dex (max 2), or light armor with AC 11+Dex.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the AC offered by the armor increases by +1 for each slot level above the 2nd, to a maximum of AC 20 heavy armor, AC 18+Dex (max 2) medium armor, or AC 15+Dex light armor (achieved with a 6th level spell slot).

<li>Gorum*</li> No Yes Yes No Yes No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Intrusive Despair (edit) Intrusive Despair 4 1 Action No

90 feet

Yes Yes Yes a devil's trumpet blossom 1 Minute Yes Enchantment Wisdom Control No

You curse a creature within range, filling its mind with creeping paranoia and despair. When the target uses its action to attack or cast a spell, it must succeed on a Wisdom saving throw or waste its action. Once the target succeeds on three saving throws against this spell, the spell ends.

No Yes No No No No Yes Yes Yes The Crooked Moon
Homebrew:Isolation (edit) Isolation 3 1 Action No

120 feet

Yes Yes Yes a small metal cube 1 Minute Yes Enchantment Wisdom Debuff No

One creature that you can see within range must succeed on a Wisdom saving throw or have its mind shrouded in the dread of total isolation. For the duration, all other creatures are invisible toward the target, which the target can't see through—even with blindsight, truesight, or magic such as the see invisibility spell—and the target can't perceive other creatures with any of its other senses. The target moves around other creatures, or otherwise rationalizes not moving through spaces occupied by them (such as perceiving a door as closed or as a wall if another creature is standing in the way). The target still feels pain but can't identify the source of any injury caused by another creature. The target repeats the saving throw at the end of each of its turns, ending the spell on itself on a success.

No No No No No No No Yes Yes The Crooked Moon
Homebrew:Lighten Object (edit) Lighten Object 1 1 Action No

30 feet

Yes No Yes goose down 1 Minute Yes Transmutation Control No

The weight of one object in range which is no more than 1 foot in each dimension decreases by half. If this spell is cast on armor that normally imposes disadvantage on Dexterity (?'"`UNIQ--templatestyles-00000162-QINU`"'?StealthDexterity (Stealth)skillMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.) checks, that penalty is removed for the duration.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the dimensions of the object you can target increase by 2 feet for each slot level above 1st, and the duration increases by 1 minute for each slot level above 1st.

<li>Gorum*</li> No Yes Yes No No No Yes No Yes Lithl (Pathfinder 1e conversion)
Homebrew:Lucky Charm (edit) Lucky Charm 5 1 Action No

Touch

Yes Yes Yes a four-leaf clover and a shard of broken mirror 1 Hour Yes Transmutation Buff Yes

You touch a Tiny, nonmagical object, infusing it with a portion of your own luck for the duration. While another creature carries the object, that creature has advantage on ability checks, attack rolls, and saving throws, and you have disadvantage on them.

No Yes No No Yes Yes No Yes No The Crooked Moon
Homebrew:Martyr (edit) Martyr 3 1 Action No

Touch

Yes Yes Yes a dagger worth at least 1 cp Instantaneous No Necromancy Healing No

You touch a dead creature that died within the last minute and transfer your life essence into it. The target returns to life with hit points equal to your current hit point total. You immediately drop to 0 hit points (which nothing can prevent) with two failed death saving throws, and you must immediately make a death save. You can't regain hit points or become stable until after you make this save.

No No Yes No Yes No No No Yes The Crooked Moon
Homebrew:Mass Lighten Object (edit) Mass Lighten Object 5 1 Action No

30 feet

Yes No Yes goose down 1 Minute Yes Transmutation Control No

The weight of any number of objects in range, each of which are no more than 5 feet in each dimension, each decreases by half. If this spell is cast on armor that normally imposes disadvantage on Dexterity (?'"`UNIQ--templatestyles-00000222-QINU`"'?StealthDexterity (Stealth)skillMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.) checks, that penalty is removed for the duration.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the dimensions of the object you can target increase by 2 feet for each slot level above 5th, and the duration increases by 1 minute for each slot level above 5th.

<li>Gorum*</li> No No Yes No No No Yes No Yes Lithl (Pathfinder 1e conversion)
Homebrew:Mirrored Agony (edit) Mirrored Agony 5 1 Reaction which you take when a creature you can see within 60 feet of you damages your ally No

60 feet

Yes Yes Yes a pin or needle Instantaneous No Abjuration Wisdom Psychic No

The triggering creature makes a Wisdom saving throw. On a failed save, it takes an amount of psychic damage equal to the damage it dealt to your ally. On a successful save, it takes half as much damage.

No Yes No No No No Yes No Yes The Crooked Moon
Homebrew:Mist of Mourning (edit) Mist of Mourning 3 1 Action No

60 feet (20 ft. Sphere?'"`UNIQ--nowiki-000002D0-QINU`"'?)

Yes Yes Yes a vial of tears 10 Minutes Yes Enchantment Charisma Debuff No

You summon a thin mist that saps joy and vigor in a 20-foot-radius sphere centered on a point within range. Each creature in the mist when it appears, or when it moves into the mist for the first time on a turn or ends its turn there, must succeed on a Charisma saving throw or be filled with deep melancholy until the end of its next turn. An affected creature's speed is halved, it has disadvantage on attack rolls, and it subtracts 1d8 from all its damage rolls.

No No No No No No Yes Yes Yes The Crooked Moon
Homebrew:Monstrous Extremities (edit) Monstrous Extremities 3 1 Action No

Touch

Yes Yes No 1 hour Yes Transmutation Shapechanging No

A creature you touch grows claws, fangs, spines, horns, or a different natural weapon of your choice. The target's unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and they are proficient with their unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

<li>Lamashtu*</li> No No Yes No No No Yes No Yes Lithl (Pathfinder 1e conversion)
Homebrew:Murder of Crows (edit) Murder of Crows 4 1 Action No

Self (30 ft. Cone?'"`UNIQ--nowiki-000002D8-QINU`"'?)

Yes Yes Yes a crow feather Instantaneous No Conjuration Dexterity Force No

You summon and unleash a murder of deadly crows. Each creature of your choice in a 30-foot cone originating from you makes a Dexterity saving throw. On a failed save, the target takes 5d6 force damage and is blinded. On a successful save, it takes half as much damage only. A blinded creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature regains any hit points. The crows disperse and vanish after they strike.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

No No No Yes No Yes Yes Yes Yes The Crooked Moon
Homebrew:Mysterious Presence (edit) Mysterious Presence 0 1 Action No

Touch

Yes Yes No 1 Minute Yes Illusion Buff No

You touch a willing creature and shroud its presence. Until the spell ends, other creatures must subtract 1d4 from any Wisdom (?'"`UNIQ--templatestyles-000002E1-QINU`"'?InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. or ?'"`UNIQ--templatestyles-000002E3-QINU`"'?PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) checks made against the target.

No Yes No Yes No No Yes No No The Crooked Moon
Homebrew:Necrostasis (edit) Necrostasis 3 1 Action No

30 feet

Yes Yes Yes a finger bone 1 Minute Yes Necromancy Charisma Debuff Yes

You drain necromantic energy from an undead creature, inducing a sluggish stupor. The target makes a Charisma saving throw. On failure, the target moves at half its normal speed for the duration of the spell. This speed reduction does not stack with slow or similar spells.

If the target's normal movement speed is less than 30 ft., instead the target is stunned until the start of your next turn, and the spell does not require concentration.

<li>Pharasma*</li> No No Yes No No No Yes Yes Yes Lithl (Pathfinder 1e conversion)
Homebrew:Nystul's False Trail (edit) Nystul&#39;s False Trail 4 1 Action No

120 feet (100 ft. Cube?'"`UNIQ--nowiki-000000FB-QINU`"'?)

Yes Yes Yes a lump of sulphur, psychedelic fungus, or tarnished silver worth at least 15 gp, which the spell consumes 24 Hours No Illusion Deception No

You choose a creature, an object, or a place within range and create an illusion no larger than a 100 ft. cube. If an arcane eye, clairvoyance, scrying spell, or similar magic would perceive the target, it instead perceives the illusion that you created when you cast this spell. This illusion can only be perceived by that type of magic, and does not affect creatures perceiving the target through nonmagical means. The illusion can include visuals, sounds, smells, tastes, and other stimuli, but it can’t deal damage or impose conditions.

For example, you could cast this spell on an area that includes the hallway of a gang’s hideout, allowing you to walk through that hallway without notifying the warlock guards who are scrying on it.

Suspicious creatures can attempt a Wisdom (?'"`UNIQ--templatestyles-000000FF-QINU`"'?PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) check against your spell save DC. On a success, they realize it’s an illusion, but can’t perceive past the illusion. If the spell is cast on a creature or object, it follows that creature or object.

Casting this spell on the same area every day for 30 days makes this effect permanent.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the illusion can be 100 ft. larger for each spell level above 4th.

Yes Yes No No No Yes No No Yes Tasha's Crucible of Everything Else, volume 1
Homebrew:Order's Wrath (edit) Order&#39;s Wrath 4 1 Action No

100 feet (30 ft. Cube?'"`UNIQ--nowiki-000001EE-QINU`"'?)

Yes Yes No Instantaneous No Evocation Wisdom Radiant No

You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy.

All nonlawful creatures in the area take 3d8 radiant damage. If the creature is also a fey, fiend, celestial, or aberration, they take 7d6 radiant damage instead. In either case, the creature is also incapacitated until the start of your next turn. If the creature succeeds on a Wisdom saving throw, they take half damage and are not incapacitated.

Creatures that are non-chaotic have resistance to the damage from this spell.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, its deals an additional 1d8 radiant damage for every two spell slots above 4th, or an additional 1d6 radiant damage for every spell slot above 4th against fey, fiend, celestial, and aberration creatures.

<li>Abadar*</li><li>Clockwork Soul**</li> No No Yes No No No No No No Lithl (Pathfinder 1e conversion)
Homebrew:Plague Bearer (edit) Plague Bearer 6 1 Action No

Touch

Yes Yes No 1 Minute Yes Necromancy Blinded Yes

You touch one living creature and make them an asymptomatic carrier for a host of virulent diseases. Creatures that end their turn within 5 ft. of the target are subjected to contagion. The target itself does not become diseased, and suffers no ill effects from this spell. Once plague bearer ends, the target is no longer contagious, though any creature it infected remains diseased.

At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 minute for each slot level above 6th.

No No Yes Yes No No Yes Yes Yes Lithl (Pathfinder 1e conversion)
Homebrew:Puppet Master (edit) Puppet Master 4 1 Action No

60 feet

Yes Yes Yes a marionette string 1 Minute Yes Enchantment Wisdom Charmed No

One creature that you can see within range must succeed on a Wisdom saving throw or be charmed by you for the duration.

Magical marionette strings attach to the charmed creature's limbs or body, and it must use its action on its turn to make a melee attack against a creature other than itself that you mentally choose, moving to reach the target if necessary. The target can act normally on its turn if you don't choose another creature, or if the creature isn't within the target's reach after it moves. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.

On your later turns, you must take a bonus action to maintain control of the target, or the spell ends.

No Yes No No No No Yes Yes Yes The Crooked Moon
Homebrew:Replenish Ki (edit) Replenish Ki 4 1 Action No

Touch

Yes Yes No Instantaneous No Conjuration Healing No

You touch a creature an attune the target's internal store of energy to the cosmos, replenishing its ki pool. The target gains ki points equal to half its maximum ki points, but cannot exceed its maximum.

<li>Irori*</li> Yes No Yes No No No No Yes No Lithl (Pathfinder 1e conversion)
Homebrew:Sacrificial Siphon (edit) Sacrificial Siphon 4 1 Action No

Touch

No Yes No 1 Minute No Necromancy Charisma Debuff No

You touch another creature and lay a curse that drains the target's vitality and transfers it to you. The target must make a Charisma saving throw. On a failed save, the target is cursed for the duration. While cursed, the target must subtract 1d4 from its attack rolls and ability checks, and when the target takes damage, you can use your reaction to gain 10 temporary hit points. On a successful save, you gain 5 temporary hit points, and the target must subtract 1d4 from its ability checks until the start of your next turn.

No No Yes No Yes No No Yes Yes The Crooked Moon
Homebrew:Sadomasochism (edit) Sadomasochism 3 1 Action No

Self

Yes Yes No 1 Minute Yes Necromancy Wisdom Charmed Yes

When you are dealt damage, the attacker rolls damage twice and takes the higher result. However, the attacker must also succeed on a Wisdom saving throw or become charmed and frightened of you until the end of your next turn. If the attacker fails its saving throw, you do not have to make a concentration check as a result of the damage taken.

Each time you deal damage to a creature charmed or frightened by you, you roll damage twice and take the higher result.

<li>Zon-Kuthon*</li> No No Yes No No No Yes Yes No Lithl (Pathfinder 1e conversion)
Homebrew:Sanctum of the Flock (edit) Sanctum of the Flock 3 1 Minute No

5 feet (20 ft. Sphere?'"`UNIQ--nowiki-000002F6-QINU`"'?)

Yes Yes Yes powdered silver worth at least 25 gp, which the spell consumes 24 Hours No Transmutation Buff No

You create a 20-foot-radius sphere of faint, shimmering light centered on a point within range. You and a number of creatures of your choice up to your spellcasting ability modifier (minimum of 1 other creature) can absorb empowering magic from the sphere. When any of the chosen creatures finish a long rest in the area, the sphere vanishes, and those creatures gain 2d10 temporary hit points, and for the remainder of the duration, they have advantage on Charisma checks that use one of their skill proficiencies. Chosen creatures who don't finish a long rest in the sphere gain no benefit.

No Yes Yes No Yes No No No No The Crooked Moon
Homebrew:Sanctum of the Shepherd (edit) Sanctum of the Shepherd 4 1 Minute No

5 feet (20 ft. Sphere?'"`UNIQ--nowiki-000002EF-QINU`"'?)

Yes Yes Yes adamantine or diamond powder worth at least 200 gp, which the spell consumes 24 Hours No Abjuration Buff No

You create a 20-foot-radius sphere of faint, shimmering light centered on a point within range. You and a number of creatures of your choice up to your spellcasting ability modifier (minimum of 1 other creature) can absorb protective magic from the sphere. When any of the chosen creatures finish a long rest in the area, the sphere vanishes, and those creatures gain a +1 bonus to AC for the remainder of the duration. Chosen creatures who don't finish a long rest in the sphere gain no benefit.

No No Yes No Yes No No No Yes The Crooked Moon
Homebrew:Sanguine Secrets (edit) Sanguine Secrets 2 1 Bonus Action No

30 feet

Yes Yes Yes a drop of blood, which the spell consumes 1 Round No Divination Utility No

You draw knowledge through the power of blood about a creature you can see within range. You learn the target's species and creature type, its current hit points, and any conditions affecting it. You also learn if it has any of the following, and, if so, what they are: vulnerability, resistance, or immunity to damage or conditions.

Additionally, the next ability check or attack roll you make against the target before the end of your next turn has advantage.

No No No No No Yes Yes Yes Yes The Crooked Moon
Homebrew:Scarlet Dawn (edit) Scarlet Dawn 3 1 Action No

120 feet (20 ft. Cylinder?'"`UNIQ--nowiki-00000303-QINU`"'?)

Yes Yes No Instantaneous No Evocation Constitution Necrotic No

Crimson light shines down in a 20-foot-radius, 60-foot-high cylinder centered on a point within range. Each creature in that area that isn't a Construct or Undead must make a Constitution saving throw, taking 4d10 necrotic damage on a failed save or half as much damage on a successful one. Constructs and Undead in the area regain 4d10 hit points.

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, that other spell is dispelled.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 and the level of spell that can be dispelled increases by 1 for each slot level above 3rd.

No No Yes Yes Yes Yes No Yes Yes The Crooked Moon

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