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Kibbles' Casting Compendium - GM Binder

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The document provides a compendium of spells for various classes including Bard, Cleric, Druid, Inventor, Occultist, Paladin, Ranger and Sorcerer.

Classes included are Bard, Cleric, Druid, Inventor, Occultist, Paladin, Ranger and Sorcerer.

Spells are listed for each class, organized by level.

Kibbles' Casting Compendium

Kibbles' Casting Compendium v1.4


Bard Crackle
Dancing Wave
1st Level
Earth Ripple
Hurricane Slash
Awaken Rope Sprout Tree
Induce Headache Revised Dust Devil
Thunder Punch Summon Swarm
Vacuum Pull
2nd Level Wind Cutter
Alacrity Windsense
Animate Object Vicious Vapors
Spelltrap
Disorient 3rd Level
Bramble Barrier
3rd Level Fire Cyclone
Thunder Pulse Mutate
Rain of Spiders
4th Level Spider Bite
Echoing Lance Summon Plant
Vortex Blast
5th Level Water Cannon
Sonic Shriek
4th Level
7th Level Carnivorous Garden
Arcanist's Sword Geyser
Orbital Stones
Cleric Poison Puff
Stinging Swarm
2nd Level
Blazing Beacon 5th level
Summon Archon Acid Rain
Field of Stars
3rd Level Fissure
Immutability Sky Burst
Tornado
Druid
6th Level
Cantrips (0 level) Form of Fire
Burn Form of Ice
Decaying Touch Form of Wind
Fists of Fire Form of Water
Freeze Form of Stone
Ice Weapon 9th Level
Impact
Stone Forming Form of the Elements
Windborne Weapon
1st Level
Arctic Breath
Bramble Binding
Bad Blood
Crashing Wave
Grasping Roots
Lightning Tendril
Nauseating Poison
Stone Fist
Water Blast
2nd Level
Become Fire
Become Stone
Become Water
Become Wind

Kibbles' Casting Compendium v1.4


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Inventor Boil Blood
Bramble Barrier
1st Level
Crackle
Dancing Wave
Arcane Ablation Disorient
Arcane Weapon Earth Ripple
Awaken Rope Form of Familiar
Bond Item Hurricane Slash
Fall Imbue Luck
Seeking Projectile Poison Dart
Unburden Summon Swarm
Wind Cutter
2nd Level Vacuum Pull
Animate Object Vicious Vapors
Imbue Luck
Lightning Charged 3rd Level
Thunderburst Mine Animate Shadow
Wind Cutter Cruel Puppetry
Erode
3rd Level Mutate
Dispel Construct Rain of Spiders
Fireburst Mine Spider Bite
Summon Monstrosity
4th Level Vortex Blast
Repair Wither
5th Level 4th Level
Vorpal Shot Echoing Lance
Vorpal Weapon Poison Puff
Stinging Swarm
Occultist Suffocate
Cantrips (0 level) 5th Level
Burn Acid Rain
Decaying Touch Deglove Creature
Fists of Fire Field of Stars
Freeze Killing Curse
Ice Weapon Sonic Shriek
Impact
Stone Forming 6th Level
Baba's Walking Hut
1st Level
Awaken Rope 7th Level
Bad Blood Twisting Eruption
Bramble Binding
Crippling Agony 9th Level
Electrify Manipulate Fate
Gale bolt
Grip of the Dead Paladin
Lightning Tendril
Induce Headache 2nd Level
Nauseating Poison Blazing Beacon
Spiritual Consultation Burning Strike
Stone Fist Summon Archon
Water Blast
2nd Level
Alacrity
Animate Object
Become Fire
Become Stone
Become Water
Become Wind

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Ranger Animate Object
Become Fire
1st Level
Become Stone
Become Water
Awaken Rope Become Wind
Bramble Binding Cold Snap
Electrify Crackle
Grasping Roots Dancing Wave
Multishot Earth Ripple
Gale bolt Fling
Hurricane Slash
2nd Level Poison Dart
Alacrity Revised Dust Devil
Burning Strike Seeking Orb
Iron Wind Strike Spelltrap
Hurricane Slash Star Dust
Revised Dust Devil Vacuum Pull
Seeking Projectile
Vacuum Pull 3rd Level
Wind Cutter Aether Lance
Windsense Electrocute
Fire Cyclone
3rd Level Flash Freeze
Bramble Barrier Mutate
Lightning Shot Rain of Spiders
Rain of Spiders Summon Monstrosity
Summon Plant Thunder Pulse
Whirling Conflagration Vortex Blast
Water Cannon
4th Level
Dimension Cutter 4th Level
Gale Shot Aero Barrage
Force Blade
5th Level Echoing Lance
Martial Steel Wind Strike Geyser
Vorpal Shot Ice Spike
Jumping Jolt
Sorcerer Orbital Stones
Suffocate
Cantrips (0 level)
Burn 5th Level
Decaying Touch Aether Storm
Fists of Fire Field of Stars
Force Bolt Fissure
Freeze Pressure Cutter
Impact Sky Burst
Stone Forming Sonic Shriek
Windborne Weapon Summon Dragon
Tornado
1st Level
Arctic Breath 6th Level
Crashing Wave Beam of Annihilation
Lightning Tendril Form of Fire
Electrify Form of Ice
Fall Form of Wind
Gale bolt Form of Water
Stone Fist Form of Stone
Thunder Punch
Water Blast 9th Level
Form of the Elements
2nd Level
Alacrity
Arcane Conduit

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Warlock Entomb
Fall
Cantrips (0 level)
Gale bolt
Lightning Tendril
Burn Induce Headache
Decaying Touch Stone Fist
Fists of Fire Summon Ooze
Freeze Thunder Punch
Ice Weapon Water Blast
Impact
Stone Forming 2nd Level
Alacrity
1st Level Animate Object
Bad Blood Become Fire
Lightning Tendril Become Stone
Nauseating Poison Become Water
Stone Fist Become Wind
Water Blast Cold Snap
Crackle
2nd Level Dancing Wave
Become Fire Disorient
Become Stone Earth Ripple
Become Water Fling
Become Wind Form of Familiar
Blazing Beacon Gravity Surge
Crackle Hurricane Slash
Poison Dart Poison Dart
Spelltrap Revised Dust Devil
Summon Archon Seeking Orb
Vicious Vapors Spelltrap
Star Dust
3rd Level Summon Swarm
Rain of Spiders Wind Cutter
Mutate Vacuum Pull
Spider Bite Vicious Vapors
Wither
3rd Level
4th Level Aether Lance
Poison Puff Crushing Singularity
Stinging Swarm Electrocute
Erode
6th Level Fire Cyclone
Form of Fire Flash Freeze
Form of Ice Immutability
Form of Wind Mutate
Form of Water Rain of Spiders
Form of Stone Spider Bite
Summon Monstrosity
9th Level Thunder Pulse
Form of the Elements Vortex Blast
Water Cannon
Wizard
Cantrips (0 level)
Ice Weapon
Windborne Weapon
1st Level
Arctic Breath
Awaken Rope
Bad Blood
Crashing Wave
Electrify

Kibbles' Casting Compendium v1.4


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4th Level
Aero Barrage
Dimension Cutter
Echoing Lance
Force Blade
Geyser
Ice Spike
Jumping Jolt
Orbital Stones
Poison Puff
Stinging Swarm
Suffocate
5th Level
Acid Rain
Aether Storm
Anvil Drop
Field of Stars
Fissure
Pressure Cutter
Sky Burst
Sonic Shriek
Summon Dragon
Tornado
6th Level
Beam of Annihilation
Form of Fire
Form of Ice
Form of Wind
Form of Water
Form of Stone
Revised Martial Transformation
7th Level
Arcanist's Sword
9th Level
Form of the Elements
Manipulate Fate

Kibbles' Casting Compendium v1.4


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Aether Storm
Spells 5th-level evocation
The following are new magic spells. Refer to the class Classes: Sorcerer, Wizard
breakdown above for which classes can cast which spells. As Casting Time: 1 Action
with any supplement, consult with your DM for availability. Range: 120 feet
Components: V, S
Acid Rain Duration: Concentration, up to 1 minute
5th-level conjuration
Classes: Druid, Occultist, Wizard You conjure a storm of aether erupting from a point of your
Casting Time: 1 action choice within range. The aether storm fills a 10-foot radius,
Range: 300 feet 40-foot-high cylinder. When the storm appears, each creature
Components: V, S within its area takes 8d4 force damage.
Duration: Concentration, up to 1 minute A creature takes 1d4 force damage for each 5 feet they
move through the storm, and if a creature ends their turn
Acid rain begins falling within a 40-foot-radius 60-foot-high within the aether storm, they take 8d4 force damage. On your
cylinder centered on a point you choose within range. When turn, you can move the storm 10 feet in any direction as a
a creature moves into the spell's area for the first time on a bonus action.
turn or starts its turn there, the creature must succeed on a At Higher Levels. When you cast this spell using a spell
Dexterity saving throw or take 6d4 acid damage, and become slot of 6th level or higher, the damage increases by 1d4 for
covered in acid. On a successful save, a creature takes half each slot level above 5th.
the initial damage and is not covered in acid.
A creature takes 3d4 acid damage if it ends its turn while Alacrity
covered with acid. The target or a creature within 5 feet of it 2nd-level transmutation
can end this damage by using its action to clear away the acid. Classes: Bard, Occultist, Ranger, Sorcerer, Wizard
Casting Time: 1 bonus action
Aero Barrage Range: Self
4th-level transmutation Components: V, S
Classes: Sorcerer, Wizard Duration: 1 round
Casting Time: 1 Action Until the start of your next turn, your speed is doubled, you
Range: 120 feet gain a +2 bonus to AC, you have advantage on Dexterity
Components: V, S saving throws, and you gain an additional action. That action
Duration: Instantaneous can be used only to take the Attack (one weapon attack only),
You create four lances of rapidly spinning condensed wind Dash, Disengage, Hide, or Use an Object action.
and hurl them at targets within range. You can hurl them at If you are under the effect of haste, you gain no benefit
one target or several. from this spell.
Make a ranged spell attack for each lance. On a hit, the Arcane Ablation
target takes 2d8 slashing damage and is knocked 10 feet 1st-level transmutation
backwards.
At Higher Levels. When you cast this spell using a spell Classes: Inventor
slot of 5th level or higher, you create one additional lance for Casting Time: 1 action
each slot level above 4th. Range: Touch
Components: V, S
Aether Lance Duration: 1 hour
3rd-level evocation You touch a piece of worn armor or clothing and imbue it
Classes: Sorcerer, Wizard with magic. The creature wearing this imbued item gains 4
Casting Time: 1 Action temporary hit points. When these temporary hit points are
Range: Self (30-foot line) exhausted, at the start of the creature's next turn it will gain
Components: V, S hit points equal to 1 hit point less than the previous amount
Duration: Instantaneous gained from this spell (for example, from 4 to 3), until no
temporary hit points would be gained and the spell ends.
You gather raw aether in your hand and expel it in a lance of Temporary hit points from this spell are lost when this spell
power forming a line 30 foot long and 5 foot wide. Each ends
creature in a line takes 8d4 force damage. At Higher Levels. The initial temporary hit points
At Higher Levels. When you cast this spell using a spell increases by 1 for each slot level above 1st.
slot of 4th level or higher, the damage increases by 1d4 for
each slot level above 3rd.

Kibbles' Casting Compendium v1.4


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Arcanist's Sword Arcane Weapon
7th-level evocation 1st-level transmutation
Classes: Wizard, Bard Classes: Inventor
Casting Time: 1 Action Casting Time: 1 bonus action
Range: 60 feet Range: Touch
Components: V, S, M (a miniature platinum sword with a Components: V, S
grip and pommel of copper and zinc, worth 250 gp) Duration: 1 hour
Duration: 1 minute You touch a weapon and imbue it with magic. For the
You create a glowing sword-shaped plane of force that duration the weapon counts as a magical weapon and any
hovers within range. It lasts for the duration. When the sword damage dealt by it is Force damage. When casting this one a
appears and as a bonus action on subsequent turns, you can weapon with the ammunition property, it no longer consumes
give the sword a command: ammunition when fired, and does not need to be reloaded.
Attack: The sword will move up to 20 feet toward a creature At Higher Levels. When you cast this spell using a spell
and attack it, making a melee spell attack. On a hit, the target slot of 3rd or 4th level, the duration becomes 8 hours. When
takes 3d10 + your spell casting ability modifier force damage you use a spell slot of 5th level or higher, the duration
on hit. becomes 24 hours.
Guard: The sword will move up 20 feet toward a creature. It Arctic Breath
grants half cover to the creature while it shares that 1st-level conjuration
creature's space as it attempts to deflect incoming attacks. Classes: Druid, Sorcerer, Wizard
The first time a hostile creature comes within 5 feet of the Casting Time: 1 action
sword, it will attack that creature, making a melee spell Range: Self (30 foot line)
attack. On a hit, the target takes 3d10 + your spell casting Components: V, S
ability modifier force damage on hit. It cannot attack again Duration: Instantaneous
until you issue a command again. A line of freezing arctic wind 30 feet long and 5 feet wide
Spin: The sword will move up to 20 feet toward a point, blasts out from you in a direction you choose. Each creature
when it reaches that point it will begin to spin in a deadly in the line must make a Dexterity saving throw. On a failed
whirl. Creatures that start their turn in the sword's space, or save, a creature takes 2d8 cold damage and their movement
enter it for the first time on their turn within 5 feet of the speed is reduced by 10 feet until the end of their next turn.
sword must pass a Dexterity saving throw, or take 4d10 force On a successful save, a creature takes half as much damage
damage. and isn't slowed.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d8 for
Caius' Notes: The Lost True Version each slot level above 1st.
The true version of a famous wizard's floating
magic sword. Tragically most sources of the spell
list an incomplete version copied by an apprentice
unable to fully understand the spell. More widely
known lesser versions flaws makes it unstable
requiring concentration, and it lacks the later parts
of functionality of the true version.

Arcane Conduit
2nd-level transmutation
Classes: Sorcerer
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You tap directly into the arcane weave. For the duration, you
have resistance to all damage from magical sources besides
Force damage.
At the start of each of your turns while tapped into this
power, you and all creatures with 5 feet of you take 1d6 Force
damage. The damage increases by 1d6 each turn to a
maximum of 4d6 damage.

Kibbles' Casting Compendium v1.4


8
Animate Object The shadow acts immediately after the creature's turn, and
2nd-level transmutation without further direction it attempts to follow and takes the
attack action against the creature it was summoned from. As
Classes: Bard, Inventor, Occultist, Sorcerer, Wizard a reaction to the shadow starting it's turn, the caster can
Casting Time: 1 action exert control over it and cause it to move and take its action
Range: 60 feet as the caster directs.
Components: V, S At Higher Levels. When you cast this spell using a 5th or
Duration: Concentration, up to 1 minute 6th level spell slot, the maximum CR of the target increases
You bring a Tiny object to life. Its Constitution is 10 and its to CR 4. When you cast it using a 7th or 8th level spell slot,
Intelligence and Wisdom are 3, and its Charisma is 1. Its the maximum CR of the target increases to CR 5. When you
speed is 30 feet; if the object lacks legs or other appendages cast it using a spell slot of 9th level, the maximum CR of the
it can use for locomotion, it instead has a flying speed of 30 target increases to CR 6.
feet and can hover. The object has the following stats: HP: 20, Anvil Drop
AC: 18, Str: 4, Dex: 18. The object has an attack modifier
equal to your spell attack modifier. It deals 1d4 + your 5th-level conjuration
Spellcasting modifier damage on hit. If it is a weapon, it uses Classes: Wizard
the weapon's damage type, otherwise it deals bludgeoning Casting Time: 1 action
damage. Range: 120 feet
As a bonus action, you can mentally command the Components: V, S
animated object as long as it is within 60 feet of you. You Duration: 1 round
decide what action the creature will take and where it will You conjure an anvil 500 feet above a point you can see. At
move during its next turn, or you can issue a general initiative count 0 (Losing initiative ties) on the next round, the
command, such as to guard a particular chamber or corridor. anvil hits the ground; creatures within 5 feet of the target
If you issue no commands, the creature only defends itself point must make a Dexterity saving throw. On a success, they
against hostile creatures. Once given an order, the creature move to the closest unoccupied space outside of the radius, if
continues to follow it until its task is complete. no space is available or they cannot move, they automatically
If the object is securely attached to a surface or a larger fail. On failure, they take 10d10 + 10 bludgeoning damage.
object, such as a chain bolted to a wall, its speed is 0. It has Creatures within 20 feet of the target point take 4d4 thunder
blindsight with a radius of 30 feet and is blind beyond that damage.
distance. When the animated object drops to 0 hit points, it If the path of the anvil (directly above the target point) is
reverts to its original object form, and any remaining damage interrupted, the creature or object above it is hit first. If the
carries over to its original object form. creature or object is killed or destroyed, the anvil continues,
Animate Shadow though the damage dealt is subtracted from the final impact
3rd-level illusion damage of the anvil.
If the anvil deals less than 80 damage, the anvil survives
Classes: Occultist the impact, and is an anvil of moderate quality.
Casting Time: 1 action At Higher Levels. When cast with a 9th level spell slot, the
Range: 60 feet range of the spell becomes 120 miles, though you must still
Components: V, S, M (a smoke stained mirror) be able to see the target (such as via scrying).
Duration: Concentration, up to 1 hour
Targeting a creature you can see within range, you bring its
shadow to life under your control. If the creature has a CR of
more than 3 or the creature has no shadow (either from the
nature of the creature or from the lack of a light source to
cast one) the spell fails. Creatures without CR (Such as
players) are immune to this spell.
Otherwise a copy of the creature is created using its game
statistics adjacent to the creature (on the side away from the
brightest light near it). The shadow has no legendary actions,
legendary resistance, and cannot cast spells. The shadow has
hit points equal to half the target's hit points, and looks like
mirrored version of the creature it was summoned from
formed from inky black smoke. The shadow is resistant to
bludgeoning, piercing, and slashing damage from non-
magical sources while in darkness.
The shadow is vulnerable
to all damage while in bright light, and always vulnerable to
fire, lightning, and radiant damage. If the shadow is killed, the
target creature it was summoned from casts no shadows for
the next 8 hours.

Kibbles' Casting Compendium v1.4


9
Awaken Rope Beam of Annihilation
1st-level transmutation 6th-level evocation
Classes: Bard, Inventor, Occultist, Ranger, Wizard Classes: Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (60 foot line)
Components: V, S, M (10 to 60 feet of cord or rope, worth at Components: S
least 1 cp) Duration: Concentration, up to 3 rounds
Duration: Instantaneous You unleash a beam of pure energy, selecting cold, fire, force,
As an action, you can touch a rope 10 to 60 feet long and or lightning energy when you cast this spell and blasting it
issue a single command to it, selecting from the following outward in a line that is 60 feet long and 10 feet wide that
options: persists until the start of your next turn. Any creature that
Bind. The rope attempts to bind a creature of your choice starts their turn in this beam must make a Dexterity saving
within 20 feet of you. The creature must make a Dexterity throw. On a failed save they take 8d8 damage of the beam's
saving throw or become restrained until it is freed. A energy type, or taking half as much on a successful save.
creature can use its action to make a DC 10 Strength While you are concentrating on this spell, your movement
check, freeing itself or another creature within its reach speed is zero. At the start of each of your turns, you can use
on a success. Dealing 5 slashing damage to the rope (AC your action to maintain the beam or redirect it, rotating it up
10) also frees the creature without harming it, ending the to 90 degrees in any direction. Any creature the beam passes
effect and destroying the rope. through while rotating (if the beam passes completely
Fasten. The rope flies up 60 feet and ties one end to an through them and they will not start their turn inside of it)
object or surface that a rope could be tied to, before must make a Dexterity saving throw or, take 4d8 damage of
becoming inanimate again, hanging from the object. the beams energy type on a failed save, and taking no damage
Grab. The rope lashes out grabs one Small or smaller on a successful save.
object that is not being worn by a creature within a range If you do not use your action maintain or redirect it, the
equal to the length of the rope and pulls that object back spell ends early.
to your hand. If that object is being carried by a creature, it Baba's Walking Hut
must make a Strength saving throw. On success, it retains 6th-level transmutation
the object, and on failure the object is pulled from the
creature. Classes: Occultist
Casting Time: 10 minutes
At Higher Levels. When you cast this spell using a spell Range: Touch
slot of 2nd level or higher, you can target a chain instead of a Components: V, S, M (a chicken leg)
rope. It has the same available actions, but it has a DC 15, an Duration: 24 hours
AC of 15, and resistance to slashing damage when taking the
Bind action. When cast with a spell slot of 3rd level or higher You touch a hut, cabin, or other building no more than 15 feet
targeting a rope, that rope is magically imbued for 1 minute, by 15 feet by 10 feet. On completion of the spell, the building
gaining an DC of 15, an AC 20, and 20 hit points. grows legs large enough to support it, as well as the
structural integrity needed stand and move, and becomes a
Bad Blood gargantuan creature. It has 250 hit points, an AC of 12, and a
1st-level necromancy walking speed of 20 feet. If it drops to 0 hit points, the spell
ends.
Classes: Druid, Occultist, Warlock, Wizard On your turn, you can direct it to move (no action required)
Casting Time: 1 action and it will continue to move as directed until you direct it to
Range: 60 feet stop or reaches its destination. It can take no actions, but if it
Components: V, S, M (a piece of rotten meat) walks over a large or smaller creature, you can direct it to
Duration: Concentration, up to 1 minute attempt to step on that creature, and that creature must
Targeting a creature you can see within range, you attempt to succeed a Dexterity saving throw, or take 2d10 bludgeoning
corrupt its blood. Creatures without blood are immune to this damage and be knocked prone.
effect. The target must make a Constitution saving throw. On If you cast this spell on the same building every day for a
failure, they take 1d12 poison damage and become poisoned year, the spell lasts until dispelled, or you cast it on another
for the duration. building.
At the end of each of its turns, the target can make another
Constitution saving throw. On a success, the spell ends on the
target, on failure; they take an additional 1d4 poison as the
poison continues to ravage them.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional target
for each slot level above 2nd. The targets must be within 30
feet of each other when you target them.

Kibbles' Casting Compendium v1.4


10
Become Fire Befuddling Curse
2nd-level transmutation 1st-level enchantment
Classes: Druid, Sorcerer, Warlock, Wizard Classes: Occultist
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S Components: V, S, M (something from the target creature
Duration: 1 round (such as blood, hair, or scales) which the spell consumes)
Duration: Concentration, up to 1 minute
You become a burst of elemental flames. Until the start of
your next turn, you gain the following benefits: You befuddle a creature's mind, swapping the position of two
things it can see that are of the same size and category (for
You are resistant to fire damage and to bludgeoning, example, two medium creatures or two gargantuan
piercing, and slashing damage from nonmagical attacks. buildings). The target creature must make a Wisdom saving
You can move through the space of other creatures and throw. On failure, it is unaware the two things have been
ignore difficult terrain. The first time you enter the space swapped.
of another creature on a turn, it takes 1d6 fire damage. Each time the creature interacts with, attacks, or is
Once during your turn when you roll fire damage, you can attacked by a swapped targets, it can repeat its saving throw
maximize the value of one die of fire damage. against the effect.
Become Stone
2nd-level transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
You solidify into a stone. Until the start of your next turn, you
are petrified. Your AC becomes 20 and you gain 10 temporary
hit points. Any remaining temporary hit points fade when the
spell ends.
Become Water
2nd-level transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
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.
Become Wind
2nd-level transmutation
Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
You become a burst of elemental wind until the start of the
next turn. You gain resistance to lightning damage and
bludgeoning, piercing, and slashing damage from nonmagical
attacks. Additionally; you gain flying speed of 30 feet, can
move through the space of other creatures, and ignore
difficult terrain, but will fall at the start of your next turn if not
held aloft.

Kibbles' Casting Compendium v1.4


11
Binding Curse Bond Item
1st-level enchantment 1st-level conjuration
Classes: Occultist Classes: Inventor
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: Touch
Components: V, S, M (something from the target creature Components: V, S
(such as blood, hair, or scales) which the spell consumes) Duration: 8 hours
Duration: Concentration, up to 1 minute You touch an item weighing no more than 100 pounds and
You bind a creature to a point within 5 feet of it, causing a form a link between you and it. Until the spell ends, you can
glowing chains of light to connect it to that point. For the recall it to your hand as a bonus action.
duration of the spell, if the creature attempts to move away If another creature is holding or wearing the item when
from that point, the must make a Wisdom saving throw, or be you try to recall it, they make a Charisma saving throw to
unable to move more than 5 feet away from from that point retain possession of the item, and if they succeed, the spell
until the start of their next turn. fails. They make this save with advantage if they have had
If a creature starts its turn more than 10 feet from the possession of the item for more than 1 minute.
binding point, they must make a Strength saving throw or be
dragged 5 feet toward the binding point. Bramble Binding
1st-level transmutation
Blazing Beacon Classes: Druid, Occultist, Ranger
2nd-level evocation Casting Time: 1 action
Classes: Cleric, Paladin, Warlock Range: 30 feet
Casting Time: 1 Action Components: V, S
Range: Self Duration: Instantaneous
Components: V, S Brambles burst from your hand, lashing out at a target within
Duration: Concentration, Up to 1 minute range. The target must make a Dexterity saving throw. On
You are bathed in holy light, shedding bright light up to 30 failure, they take 4d4 piercing damage and, if the target is
feet and dim light for additional 30 feet. Large or smaller, it becomes entangled by brambles. While
Any creature targets you with an attack roll or spell that entangled by brambles, it can't move, but it can free itself as
requires them to see you must make a Constitution saving as an action (taking no additional damage) or rip itself free
throw. On failure, they are blinded until the start of their next using half of its movement and taking an additional 2d4
turn. A creature with darkvision makes this roll with piecing damage. On a successful save, they take half as much
disadvantage. A creature without eyes automatically passes damage and aren't entangled by brambles.
their saving throw. At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, both the initial damage and the
Boil Blood damage taken ripping free of the brambles increases by 1d4
2nd-level necromancy for each slot level above 1st.
Classes: Occultist Bramble Barrier
Casting Time: 1 action 3rd-level transmutation
Range: 60 feet
Components: V, S Classes: Druid, Occultist, Ranger
Duration: Concentration, up to 1 minute Casting Time: 1 action
Targeting a creature that has taken slashing or piercing Range: 60 feet
damage in the last minute, you make it's blood heat and boil. Components: V, S
The target creature must make a Constitution saving throw. Duration: Instantaneous
On failure, it's blood begins to heat. At the start of it's turn You create a line of low brambles that erupts from a point you
while affected, it takes 3d4 fire damage and is crippled with can see within range. This line is 30 feet long and 5 feet wide,
agony, all terrain is difficult terrain for it. made of up of six 5-foot squares of brambles. Each patch
At the end of each of its turns, the target can make another much connect to another patch and be placed on the ground.
Constitution saving throw. On a success, the spell ends on the The bramble patches are difficult terrain and a creature that
target. enters a square of brambles takes 4d4 piecing damage and
At Higher Levels. When you cast this spell using a spell must make a Constitution saving throw. On failure, their
slot of 3rd level or higher, the damage increases by 2d4 for speed becomes 0 until the end of their turn.
each slot level above 2nd. The brambles wither and die after 1 day if the area isn't
suitable for them to grow. Each 5-foot-square portion of
brambles requires at least 1 minute to clear by hand, or can
be cleared if they take 5 or more fire damage. The brambles
crumble to dust immediately if you cast this spell again.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, you can create two additional 5-foot
squares of brambles for each slot level above 3rd.

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Burn The plants have AC 14 and 30 hit points, and have
Transmutation cantrip vulnerability to fire and slashing damage. Each plant regains
all its hit points at the start of your turn if it has at least 1 hit
Classes: Druid, Occultist, Sorcerer, Warlock point. A plant dies if it is reduced to zero hit points. When the
Casting Time: 1 action spell ends, the plants wither and die leaving behind difficult
Range: Touch terrain unless they were killed be fire damage.
Components: V, S At Higher Levels. When you cast this spell using a spell
Duration: Instantaneous slot of 5th level or higher, you can summon 1 additional
You ignite a brilliant flame around your hand that sears carnivorous plant for each slot level above 4th.
anything you touch. Make a melee spell attack against the a
creature or object within range. On hit, the target takes 1d12 Cold Snap
fire damage. 2nd-level evocation
The spell's damage increases by 1d12 when you reach 5th Classes: Sorcerer, Wizard
level (2d12), 11th level (3d12), and 17th level (4d12). Casting Time: 1 action
Range: 90 ft (5 ft radius)
Burning Strike Components: S
2nd-level transmutation Duration: Instantaneous
Classes: Paladin, Ranger With a snap of your fingers a swirling burst of freezing wind
Casting Time: 1 bonus action erupts at a point you choose within range. Each creature in a
Range: Touch 5-foot-radius sphere centered on that point must make a
Components: V, S, M (a piece of ammunition or weapon Constitution saving throw. On a failed save, a creature takes
worth at least 1 cp) 3d8 cold damage and becomes stuck in the ice, reducing
Duration: 1 round their movement speed by 10 feet until the start of your next
You touch a piece of ammunition or weapon, imbuing it with turn. On a success, the target takes half as much damage and
licking magic flames. The first time you attack with the is not stuck in ice.
empowered item, it bursts into brilliant flames. On a hit, the The ground in the area is covered with slick ice and snow,
target takes an additional 4d4 fire damage and begins to making it difficult terrain until the start of your next turn.
burn. On a miss, the target takes half as much damage and At Higher Levels. When you cast this spell using a spell
does not start to burn. slot of 3rd level or higher, the damage increases by 1d8 for
The burning target sheds bright light in a 10-foot radius each slot level above 2nd.
and dim light for an additional 10 feet and takes 1d4 fire
damage at the end of its turns unless a creature uses their Crackle
action to put the flames out. 2nd-level evocation
Once an attack has been made with the piece of Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
ammunition or weapon, the spell ends. If you touch a weapon Casting Time: 1 action
with the Light property, you can immediately make a single Range: 60 feet
weapon attack with it as part of the same action as casting Components: V, S
the spell. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell You create three arcs of lightning striking targets in range.
slot of 3rd level or higher, both the initial and ongoing burn You can direct them at one target or several.
damage are increased by 1d4 damage. Make a ranged spell attack for each arc. On a hit, the target
Carnivorous Garden takes 1d12 lightning damage. If three or more arcs hit a
4th-level trasmutation single target, they must make a Constitution saving throw or
become shocked, stunning them until the start of their next
Classes: Druid turn.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 60 feet slot of 3rd level or higher, you create one additional arc for
Components: V, S, M (a dried carnivorous plant) each slot level above 2nd.
Duration: Concentration, up to 1 minute
Targeting four unoccupied spaces that you can see within
range, rooted carnivorous plants erupt from the ground,
filling a 5-foot cube each. The ground within 5 feet of them
becomes difficult terrain. When the plants appear, they each
attack a creature of your choice within 5 feet of them. Each
plant makes a melee spell attack, dealing 2d8 piercing
damage on hit. Make a separate attack roll for each plant.
If a creature ends their turn within 5 feet of one or more of
the carnivorous plants, the plants automatically attack that
creature unless you use your reaction to prevent them from
doing so. The plants use your spell attack modifier, and deal
2d8 piercing damage on hit.

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Crippling Agony Stab the doll, causing the creature take 4d6 piercing
1st-level necromancy damage.
Rip the doll in half, ending the spell, destroying the doll,
Classes: Occultist and dealing 4d12 necrotic damage to the creature.
Casting Time: 1 action.
Range: 60 feet Each time after the first you use an action to manipulate
Components: V, S, M (a joint bone) the doll, after the effect takes place, the creature can repeat
Duration: Concentration, up to 1 minute the Charisma with disadvantage, ending the effect on a
successful save.
You can inflict crippling agony on a foe. Choose one Once a creature has been targeted by this spell, they cannot
creature that you can see within range to make a Constitution be targeted again for 24 hours.
saving throw. If the target fails, it becomes crippled with At Higher Levels. When cast with a 5th level spell slot or
horrific pain. Whenever the creation moves more than half of above, the range of the spell becomes unlimited, as long as
it's movement speed or takes an action, the crippling pain the target is on the same plane as the caster.
causes it to take 1d6 necrotic damage.
It can repeat the saving throw at the end of each of its Crushing Singularity
turns, the target can make a Constitution saving throw. On a 3rd-level transmutation
success, the spell ends.
Classes: Wizard
Crashing Wave Casting Time: 1 action
1st-level conjuration Range: 60 feet
Classes: Druid, Sorcerer, Wizard. Components: V, S
Casting Time: 1 action Duration: 1 round
Range: Self (15 foot cone) You create an overwhelming gravitational singularity at a
Components: V, S point within range that lasts until the start of your next turn.
Duration: Instantaneous When you cast this spell, any creature within 15 feet of the
point must make a Strength saving throw. Creatures that fail
A wave of water sweeps out from you. Each creature in a 15- their saving throw are moved to the closest available space
foot cone must make a Strength saving throw. On a failed adjacent to the singularity and take 3d6 bludgeoning damage,
save, a creature takes 2d6 bludgeoning damage and is and an additional 1d6 bludgeoning damage for each other
knocked 10 feet away from you. If a creature is knocked into creature that fails the saving throw, up to a maximum of 6d6
a wall, another creature, or fails by 5 or more, it is bludgeoning damage.
additionally knocked prone. On a successful save, the While within 15 feet of the singularity, moving away from
creature takes half as much damage and is not knocked back. the singularity requires twice as much movement. If a
If there is a source of water of at least 5 cubic feet within 5 creature ends its turn within 15 feet of the singularity, it must
feet of you when you cast the spell, you can displace that make a Strength saving throw. On failure, they take 2d6
water, increasing the range of the spell to a 25 foot cone. bludgeoning damage are dragged back to the closest
At Higher Levels. When you cast this spell using a spell available spot to the center of the singularity.
lot of 2nd level or higher, the damage increases by 1d6 for
each level above 1st. Curse of Impotence
Cruel Puppetry 5th-level enchantment
3rd-level necromancy (ritual) Classes: Occultist
Casting Time: 1 action
Classes: Occultist Range: 60 feet
Casting Time: 1 action Components: V, S, M (something from the target creature
Range: 120 feet (such as blood, hair, or scales) which the spell consumes)
Components: V, S, M (a small humanoid doll worth at least 5 Duration: Concentration, up to 1 minute
gp and something from the target creature (such as blood, You curse a target creature, causing an overwhelming sense
hair, or scales) both of which the spell consumes) of powerlessness to wash over it. Any time the target creature
Duration: Concentration, up to 1 minute attempts to attack, cast a spell that deals damage, or use an
You attempt to bind a creatures soul to a doll, linking the action that deals damage, it must make a Wisdom saving
creature to the doll in a sympathetic link. The target must throw. On success, they take their action as normal. On
make a Charisma saving throw. On failure, the creature failure, they complete their action, but their action does no
becomes bound to the doll. On a successful save, the creature damage to any target.
is not bound and the spell ends.
As part of casting the spell when the creature fails the save,
and on subsequent turns using your action until the spell
ends, you can perform one of the following actions:
Hold the doll still, causing the creature to be Restrained
until start of your next turn.
Force the doll to move, causing the creature to move 15
feet in a direction of your choice that it can move.

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Dancing Wave Devouring Darkness
2nd-level conjuration 5th-level necromancy
Classes: Druid, Occultist, Sorcerer, Wizard Classes: Occultist, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self (20-foot radius)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You summon a surging mass of water into existence at a Dark tendrils burst out from you in all directions.
point on the ground within range. The mass of water remains Creatures of your choice within must make a Constitution
cohesive filling a 5 foot radius, though only rises 3 feet from saving throw. On failure, they take 6d8 necrotic damage, and
the ground. The area is difficult terrain for any creature you can move them in a straight line to within 5 feet of you if
without a swimming speed. there is an empty space they can be pulled to. On success,
For the duration of the spell, as a bonus action you can they take half as much damage and are not moved.
You regain
move the wave of water up to 30 feet along a surface in any hit points equal to one quarter (rounded down) of the
direction. The first time the wave enters any creature's space necrotic damage taken by all targets effected by the spell.
At
during a your turn, they must make a Strength saving throw Higher Levels. When you cast this spell using a spell slot of
or take 1d6 bludgeoning damage and be knocked prone. A 6th level or higher, the damage increases by 1d8 for each slot
creature automatically fails this saving throw if they are level above 5th.
prone.
Decaying Touch
Necromancy cantrip
Classes: Druid, Occultist, Sorcerer, Warlock
Casting Time: 1 action
Range: Touch
Components: V, S, M (powdered remains of a dead animal)
Duration: Instantaneous
You wreath your hand in necrotic decay that causes anything
you touch to wither and die. Make a melee spell attack
against a creature or object within range. On hit, the target
takes 1d6 necrotic damage is starts to flake and decay. The
first time they take damage from another source before the
start of your next turn, they take an additional 1d6 necrotic
damage. Targets immune to diseases are immune to this
effect.
The both the initial and secondary damage of the spell
increases by 1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
Deglove Creature
5th-level necromancy
Classes: Occultist
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a finger bone)
Duration: Instantaneous
You point at a creature within range, and attempt to make it's
skeleton rip free of it's body. The creature must make a
Constitution saving throw. The target takes 7d10 + 7 necrotic
damage on a failed save, or half as much damage on a
successful one.
If this damage kills the target creature, it's flesh sloughs of
it's skeleton, collapsing a pile, and the skeleton becomes a
Skeleton (Basic Rules, pg. 152), hostile to all living creatures
that attacks the closest target.

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Disorient
2nd-level illusion
Classes: Bard, Occultist, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a mobius strip)
Duration: 1 minute
Targeting a creature with you can see, you flip their
perception of reality. The target creature must pass a
Wisdom saving throw or become disoriented. A disoriented
creature has disadvantage on all attack rolls and at the start
of their turn moves 10 feet (up to its speed) in a random
direction before their speed becomes zero until the start of
their next turn.
At the end of each of its turns, the target can make another
Wisdom saving throw. On a success, the spell ends, but if the
target fails by 5 or more, it fails prone.
Dispel Construct
3rd-level abjuration
Classes: Inventor
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You can attempt to purge the magic animating a construct
within range, rendering it inert. The target takes 4d10 force
damage and must succeed on a Constitution saving throw or
become stunned for 1 minute. At the end of each of its turns,
the target can make another Constitution saving throw. On a
success, the spell ends on the target. If the target has less
than 50 hit points remaining when it fails, it is reduced to
zero hit points.
Dimension Cutter
4th-level conjuration
Classes: Ranger
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, M (a melee weapon you are proficient with
worth at least 1 cp)
Duration: Instantaneous
You flourish a weapon weapon you are proficient with used in
the casting and sweep through the air, slashing apart the
dimensional space. Each creature in a 15-foot cone takes 6d6
force damage.

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Divide Self Classes: Druid, Sorcerer, Warlock, Wizard
5th-level illusion Casting Time: 1 action
Range: Self
Classes: Occultist, Sorcerer, Wizard Components: V, S
Casting Time: 1 bonus action Duration: Concentration, up to 10 minutes
Range: Self For the duration of the spell, you gain the benefits of the form
Components: S of fire, form of ice, form of stone, form of water, and form of
Duration: Concentration, 1 minute wind spells.
You you create an exact duplicate of yourself in an empty
space you can see within 30 feet of you. When you cast this Electrify
spell at the start of each of your turns for the duration, you 1st-level evocation
can switch places with your duplicate. Classes: Occultist, Ranger, Sorcerer, Wizard
The duplicate has all of your stats, abilities, and equipment Casting Time: 1 bonus action
(including magic items). It acts on your initiative, and has its Range: Self
own actions, though it shares its concentration on this spell, Components: V, S
and if either of you lose concentration, the spell ends. Duration: 1 round
Your current hit points are divided between you and the
duplicate and shares all other resources and abilities with You channel lightning into your hands. The next time you
you (including limited use magic items), with any usage by hit a creature with a melee attack (including a melee spell
either you or the duplicate depleting the resource for both of attack) before the start of your next turn, the target takes
you. 1d12 lightning damage and must make a Constitution saving
Your duplicate can take any action you can take, but it can throw. On a failed save, the target becomes stunned until the
deal a maximum of 15 damage on its turn (any additional start of their next turn.
damage dealt deals no further damage, when dealing area of The spell ends after dealing damage, or at the start of your
effect damage, damage is split between all targets equally up next turn, whichever occurs first.
to the maximum). Electrocute
If either you or the duplicate is reduced to zero hit points,
the spell ends and you become the copy that was not reduced 3rd-level evocation
to zero hit points. When the spell ends, if both you and the Classes: Sorcerer, Wizard
duplicate are still present, decide which is you, and the other Casting Time: 1 action
vanishes. Anything that was copied during the spell has the Range: 60 feet
copied version vanish. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
slot of 6th level or higher, the starting hit points of you and A massive arc of lightning leaps from your hand to a target
the duplicate both increase by 15 (up to a maximum of you you can see within range. The target must make a
and the duplicate starting with your current hit points) and Constitution saving throw. On a failed save, the target takes
the maximum damage the duplicate can do during its turn 4d12 lightning damage and is stunned until the start of your
increases by 10 for each slot level above 5th next turn. On a successful save, the target takes half as much
Echoing Lance damage and isn't stunned.
4th-level evocation At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d12 for
Classes: Bard, Occultist, Sorcerer, Wizard each slot level above 3rd.
Casting Time: 1 action
Range: 60 feet Earth Ripple
Components: V, S 2nd-level transmutation
Duration: Concentration, up to 1 minute Classes: Druid, Occultist, Sorcerer, Wizard
You emit a targeted burst of intense sonic energy at a Casting Time: 1 action
creature within range. The target must make a Constitution Range: 60 feet
saving throw. On a failure, they take 3d8 thunder damage and Components: V, S
become stunned for the duration by the intense sound. On a Duration: Instantaneous
successful save, the target takes half as much damage and You cause the earth to deform and ripple, a target creature
isn't stunned. must make a Dexterity saving throw or suffer one of the
At the end of each of its turns, the target can make another following effects (your choice):
Constitution saving throw. On a success, the spell ends, on
failure, they take an additional 1d8 thunder from the echoes It is pulled into the earth, taking 1d8 bludgeoning damage
within their mind. and reducing its movement speed to zero until a creature
At Higher Levels. When you cast this spell using a spell spends an action to dig it free.
slot of 5th level or higher, the damage increases by 1d8 for It is slammed 5 feet in a direction of your choice by a wave
each slot level above 4th. of earth, taking 2d8 bludgeoning damage and being
knocked prone.
Form of the Elements It is impaled by a spike of earth, taking 4d8 piercing
9th-level transmutation damage.

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Entomb Field of Stars
1st-level transmutation 5th-level evocation
Classes: Wizard Classes: Druid, Occultist, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (60 foot radius)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You attempt to encase a Medium or smaller creature you can You cause 5 star-like motes of light to spring forth at points
see within ice. The creature must make a Strength saving you can see within range. Each mote of light must be at least
throw or become restrained by ice for the duration. At the 10 feet from any other mote of light. Each mote of light sheds
end of each of its turns, the target takes 1d8 cold damage and bright light in a 10 foot radius and dim light for an additional
can make another Strength saving throw. On success, the 10 feet. If a creature moves within a 5-foot radius of a mote of
spell ends on the target. light or ends their turn within 5 feet of one, the mote
If the creature takes more than 5 fire or bludgeoning explodes in a brilliant flash, dealing 4d12 radiant damage to
damage from a single damage roll while restrained, the ice all creatures within 5-feet of that mote before fading away.
breaks and the target is freed, ending the spell for the target. For the duration of the spell, while you have any motes of
At Higher Levels. When you cast this spell using a spell light remaining, as an action you can rearrange the remaining
slot of 2nd level or higher, the damage increases by 1d8 for motes, placing them anywhere within range (this movement
each slot level above 1st. cannot cause them to detonate).
At Higher Levels. When you cast this spell using a spell
Erode slot of 6th level or higher, the range increases by 10 feet and
3rd-level conjuration you create an additional star-like mote of light for each slot
Classes: Occultist, Wizard level about 5th.
Casting Time: 1 action Fireburst Mine
Range: 20 feet 3rd-level abjuration
Components: V, S
Duration: Instantaneous Classes: Inventor
You blast a target with a glob of acid. The target must make a Casting Time: 1 minute
Dexterity saving throw. On failure, the target takes 8d4 acid Range: Touch
damage immediately and becomes covered in acid. On a Components: V, S, M (Any tiny nonmagical item, which is
success, the target takes half as much damage and is not destroyed by the activation of the spell)
covered in acid. While covered in acid, the target takes 2d4 Duration: 8 hours
acid damage at the end of each of its turns. The target or a You can set a magical trap by infusing explosive magic into an
creature within 5 feet of it can end this damage by using its item. You can set this item to detonate when someone comes
action to clear away the acid. within 5 feet of it, or by a verbal command using your
At Higher Levels. When you cast this spell using a spell reaction (one or more mines can be detonated).
slot of 4th level or higher, the damage (both initial and later) When the magic trap detonates, each creature in a 20-foot-
increases by 1d4 for each slot level above 3rd. radius sphere centered on the item must make a Dexterity
saving throw. A creature takes 5d8 fire damage on a failed
Fall save, or half as much damage on a successful one. If a
1st-level transmutation creature is in the area of effect of more than one fireburst
Classes: Inventor, Sorcerer, Wizard mine during a turn, they take half damage from any mines
Casting Time: 1 action beyond the first.
Range: Self A magical mine must be set 5 feet or more from another
Components: V, S mine, and cannot be moved once placed; any attempt to move
Duration: Instantaneous it results in it detonating unless the caster that set it disarms
it with an action.
You alter gravity for yourself, causing you to reorient which
way is down for you until the end of your turn. You can pick
any direction to fall as if under the effect of gravity, falling up
to 500 feet before the spell ends.
If you collide with something during this time, you take
falling damage as normal, but you can control your fall as you
could under normal conditions by holding onto objects or
move along a surface according to your new orientation as
normal until your turn ends and gravity returns to normal.

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Fire Cyclone Creatures in that line must make a Dexterity saving throw.
3rd-level conjuration On a failure, a creature falls into a suddenly opened crevice in
the ground, falling into it before it snaps shut, crushing them.
Classes: Druid, Sorcerer, Wizard Creatures that fail the saving throw take 6d10 bludgeoning
Casting Time: 1 action damage from the fall and crushing. The creature is buried in
Range: 60 feet 10 feet of rubble, and creatures without a burrowing speed
Components: V, S, M (a pinch of ashes from a forest fire) require 25 feet of movement to extract themselves from the
Duration: Concentration, up to a 1 minute loose rubble to return to where they failed the saving throw. If
Targeting a point you can see, you cause a cyclone made of they end their turn while buried, they take an additional 1d10
whipping flames with a radius of 5 feet and height of 30 feet bludgeoning damage.
to form. Flash Freeze
When a creature starts its turn inside the cyclone's radius 3rd-level evocation
or enters it for the first time during a turn, it must make a
Strength saving throw. On a failed saving throw, it takes 3d6 Classes: Sorcerer, Wizard
fire damage and, if it is entirely inside the cyclone's area, it's Casting Time: 1 action
also flung 15 feet upwards and lands 15 feet in a randomly Range: Self (30-foot cone)
determined horizontal direction. On a successful save, the Components: V, S
creature takes half as much damage and is not flung. Duration: Instantaneous
When a creature is not entirely inside the cyclone's radius A freezing wind ripples outward. Each creature in a 30-foot
but within 30 feet of its center at the start of its turn, it still cone must make a Constitution saving throw. On a failed
feels the intense draw of the raging cyclone, and must spend save, a creature takes 4d8 cold damage and is restrained by
2 feet (or 3 feet if it is flying) of movement for every 1 foot it ice until the start of your next turn. On a successful save, the
moves away from the cyclone. If a creature starts its turn target takes half as much damage and isn't restrained.
outside of the cyclone's radius but within 10 feet of its center, At Higher Levels. When you cast this spell using a spell
it must make a Strength saving throw or be pulled 5 feet slot of 4th level or higher, the damage increases by 1d8 for
toward the center of it. each slot level above 3rd.
At Higher Levels. At Higher Levels. When you cast this
spell using a spell slot of 4th level or higher, the damage Fling
increases by 1d6 and the height of the cyclone as well as the 2nd-level transmutation
distance a creature is thrown upward increases by 5 feet for
each level above 3rd. Classes: Sorcerer, Wizard
Casting Time: 1 action
Fists of Fire Range: 30 feet
Transmutation cantrip Components: V, S
Duration: Instantaneous
Classes: Druid, Occultist, Sorcerer, Warlock
Casting Time: 1 bonus action You manipulate gravity around one large or smaller
Range: Self creature. The target creature makes a Strength saving throw.
Components: V, S On failure, you can fling them 40 feet straight up or 20 feet in
Duration: 1 minute any direction.
You cause your fists to erupt in flames. For the duration, If you fling them straight up they immediately fall, taking
your fists become a set of simple natural weapons that deal 4d6 damage falling damage, and fall prone. If you fling them
1d6 fire damage. You are proficient in these weapons, and any other direction, they take 2d6 damage and fall prone. If
they have the Light property. their movement would be stopped early by a creature or
For the duration, any flammable object you attempt to hold object, both the target and creature or object takes 3d6
catches fire. If you end your turn grappling another creature bludgeoning damage.
with your hands, it takes 1d4 fire damage. Force Blade
You can end the spell early (no action required). 4th level evocation
Fissure Classes: Sorcerer, Wizard
5th-level transmutation Casting Time: 1 bonus action
Range: Self (5 feet)
Classes: Druid, Sorcerer, Wizard Components: V, S
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: Self (60 foot line)
Components: V, S You create an oversized blade of pure scintillating force
Duration: Instantaneous energy in your hand. For the duration of the spell, as an
action, you can sweep the blade through one creature within
You rend asunder the earth in a 60-foot-long 5-foot-wide line, reach, dealing 2d12 force damage.
targeting an area of dirt, sand, or rock at least 10 feet deep. At Higher Levels. When you cast it using a 5th- or 6th-
level spell slot, the damage increases to 3d12. When you cast
it using a spell slot of 7th level or higher, the damage
increases to 4d12.

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19
Force Bolt You can use your action to create a line of fire 30 feet long
evocation cantrip and 5 feet wide extending from you in a direction of your
choice. Each creature in the line must make a Dexterity
Classes: Sorcerer saving throw. A creature takes 6d6 fire damage on a failed
Casting Time: 1 action save, or half as much damage on a successful one.
Range: 120 ft. During your turn, if you roll fire damage, you can
Components: V, S maximize one die of the fire damage dealt.
Duration: Instantaneous
You hurl a mote of arcane energy at a creature or object Form of Ice
within range. Make a ranged spell attack against the target. 6th-level transmutation
On a hit, the target takes 2d4 force damage. Classes: Druid, Sorcerer, Warlock, Wizard
This spell's damage increases by 2d4 when you reach 5th Casting Time: 1 action
level (4d4), 11th level (6d4), and 17th level (8d4). Range: Self
Components: V, S
Form of Familiar Duration: Concentration, up to 10 minutes
2nd-level transmutation You freeze over, taking on a form of elemental ice. Until the
Classes: Occultist, Wizard spell ends, you gain the following benefits:
Casting Time: 1 minute
Range: Self You are immune to cold damage.
Components: V, S, M (a piece of your familiar such as fur, You can move across difficult terrain created by ice or
feathers, or scales, which the spell consumes) snow without spending extra movement.
Duration: 1 hour The ground in a 10-foot radius around you is icy and is
difficult terrain for creatures other than you. The radius
You assume the form of the familiar that provided the moves with you.
material component to the spell. The transformation lasts for You can use your action to create a 30-foot cone of
the duration, or until you drop to 0 hit points or die. Your freezing wind extending from your outstretched hand in a
game Statistics are replaced by the Statistics of the chosen direction you choose. Each creature in the cone must
creature, though you retain your Alignment and Intelligence, make a Constitution saving throw. A creature takes 4d8
Wisdom, and Charisma scores. cold damage on a failed save, or half as much damage on
You assume the Hit Points and Hit Dice of the new form. a successful one. A creature that fails its save against this
When you revert to your normal, you return to the number of effect has its speed halved until the start of your next turn.
Hit Points you had before you transformed. If you revert as a During your turn, if you roll cold damage, you gain
result of Dropping to 0 Hit Points, any excess damage carries temporary hit points equal to one die rolled (your choice).
over to your normal form. As long as the excess damage
doesn't reduce your normal form to 0 Hit Points, you aren't Form of Wind
knocked Unconscious. You can use an action to revert to your 6th-level transmutation
normal form at any time. Classes: Druid, Sorcerer, Warlock, Wizard
You are limited in the actions you can perform by the Casting Time: 1 action
nature of your new form, and you can't speak, cast spells, or Range: Self
take any other action that requires hands or speech. Your Components: V, S
gear melds into the new form. You cannot activate, use, wield, Duration: Concentration, up to 10 minutes
or otherwise benefit from any of your equipment.
You become a gust of elemental wind. Until the spell ends,
Form of Fire you gain the following benefits:
6th-level transmutation
You have a flying speed of 60 feet.
Classes: Druid, Sorcerer, Warlock, Wizard You can move through and occupy the space of other
Casting Time: 1 action creatures, and you ignore difficult terrain.
Range: Self You are invisible.
Components: V, S You can use your action to unleash a powerful blast of
Duration: Concentration, up to 10 minutes wind in a 30 foot cone. Each creature in the cone must
You become elemental fire, shedding bright light in a 30-foot make a Strength saving throw. A creature takes 4d8
radius and dim light for an additional 30 feet. Until the spell bludgeoning damage is knocked 15 feet away from you on
ends, you gain the following benefits: a failed save, or takes half as much damage and isn't
knocked backward on a successful one.
You are immune to fire damage.
You can move through the space of other creatures and
ignore difficult terrain. The first time on your turn you
enter the space of another creature, it takes 1d6 fire
damage.
If a creature within 5 feet hits you with a melee attack, it
takes 1d6 fire damage.

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20
Form of Water The spell's damage increases by 1d8 when you reach 5th
6th-level transmutation level (2d8), 11th level (3d8), and 17th level (4d8).
Classes: Druid, Sorcerer, Warlock, Wizard Gale Bolt
Casting Time: 1 action 1st-level evocation
Range: Self Classes: Druid, Occultist, Ranger, Sorcerer, Wizard
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 120 feet
You become a surge of elemental water. Until the spell ends, Components: V, S
you gain the following benefits: Duration: Instantaneous
You have resistance to bludgeoning, piercing, and slashing A blast of concentrated wind streaks toward a creature of
damage from nonmagical attacks. your choice within range. Make a ranged spell attack against
You can move through the space of other creatures and the target. On a hit, the target takes 2d8 bludgeoning damage
ignore difficult terrain; the first time you move through a and if it is Large or smaller is knocked 10 feet away from you.
Large or smaller creature, it must pass a Strength saving At Higher Levels. When you cast this spell using a spell
throw or be knocked prone. lot of 2nd level or higher, the damage increases by 1d8 for
You can use your action to unleash a blast of water 15 feet each level above 1st.
long and 5 feet wide extending from you in a direction
your choice. Each creature in the line must make a Gale Shot
Strength saving throw. A creature takes 5d6 bludgeoning 4th-level transmuation
damage and is knocked prone on a failed save, or half as Classes: Ranger
much and isn't knocked prone on a successful one. Casting Time: 1 bonus action
Range: Touch
Form of Stone Components: V, S, M (a piece of ammunition or weapon with
6th-level transmutation the thrown property worth at least 1 cp)
Classes: Druid, Sorcerer, Warlock, Wizard Duration: 1 round
Casting Time: 1 action You touch a piece of ammunition or weapon with the thrown
Range: Self property, imbuing it with the power of a hurricane for the
Components: V, S duration. The first time you attack with the empowered item,
Duration: Concentration, up to 10 minutes it unleashes a blasting galeforce, greatly empowering the
You become made of stone. Until the spell ends, you gain the shot. On a hit, the target takes an additional 4d8 damage
following benefits: from the attack, and is knocked backwards 30 feet. Any
creature the target is knocked into by this movement takes
You have resistance to bludgeoning, piercing, and slashing 2d8 bludgeoning damage. On a miss, the target takes half as
damage from nonmagical attacks. much damage and is not knocked back.
You can move across difficult terrain made of earth or Once an attack has been made with the piece of
stone without spending extra movement. You can move ammunition or weapon, the spell ends.
through solid earth or stone as if it was air and without At Higher Levels. When you cast this spell using a spell
destabilizing it, but you can't end your movement there. If slot of 5th level, the shot deals an additional 1d8 damage and
you do so, you are ejected to the nearest unoccupied the target is knocked backwards an additional 10 feet.
space, this spell ends, and you are stunned until the end of
your next turn. Gravity Surge
You can use your action to call spikes of stone to raise 2nd-level transmutation
from the ground. All creatures of your choice within 15
feet of you must make a Dexterity saving throw. A creature Classes: Wizard
takes 4d8 piercing damage on a failed save, or half as Casting Time: 1 action
much on a successful one. Their space becomes difficult Range: 60 feet
terrain either way. Components: V, S
Duration: Instantaneous
Freeze You create a crushing field of gravity in a 15 radius sphere.
Transmutation cantrip Any creature within the area must make a Strength saving
Classes: Druid, Occultist, Sorcerer, Warlock throw. On failure, creatures take 2d6 bludgeoning damage
Casting Time: 1 action and falls prone. On success, creatures take half as much
Range: Touch damage are not knocked prone. Creatures that are not on the
Components: V, S ground make this save with disadvantage.
Duration: Instantaneous
You instill a deadly chill into your hand. Make a melee spell
attack against a creature. On hit, the target takes 1d8 cold
damage, and the target's movement speed is reduced by 10
feet until the end of their turn.

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21
Grip of the Dead You condense wind into a razor sharp blast that shreds a 30-
1st-level necromancy foot-long 5-foot-wide line. Creatures in the area must make a
Dexterity saving throw. A creature takes 3d8 slashing damage
Classes: Occultist on a failed save or half as much on a success.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: Touch slot of 3rd level or higher, you can create an additional line of
Components: V, S effect. A creature in the area of more than one slash is
Duration: Concentration, up to 1 minute affected only once
You channel unholy strength into you hand, and reach out to Ice Weapon
grab a creature. The creature must make a Strength saving
throw or become restrained by your deathly iron grasp. As an Transmutation cantrip
action on its turn, the creature can attempt to escape using a Classes: Druid, Occultist, Warlock, Wizard
Strength (Athletics) or Dexterity (Acrobatics) check against Casting Time: 1 bonus action
your Spell Save DC. Range: Self
At the start of the creatures turn while you maintain the Components: V, S, M (a drop of water that was once snow)
grip and the spell, it takes 1d8 necrotic damage as you drain Duration: 1 minute
the life from it, and regain hit points equal to half the damage You conjure a weapon formed from magical ice in your hand.
dealt. You have proficiency with this weapon. When you form it and
At Higher Levels. When you cast this spell using a spell as a bonus action while wielding it, you can morph the
slot of 2nd level or higher, the damage increases by 1d8 for weapon into different forms that take on the following
each slot level above 1st. properties. If you lose or discard the weapon, you can reform
Geyser it in your hand as a bonus action.
4th-level conjuration Weapon Damage Properties
Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action Ice Spear 1d6 Thrown (30/90)
Range: 120 feet Ice Sword 1d6 Versatile (1d8)
Components: V, S
Duration: Instantaneous Ice Lance 1d8 Two-Handed, Reach

You cause a massive eruption of water to blast upwards from Ice Hammer 1d10 Two-Handed, Heavy
the ground at a point within range. Creatures within 10 feet Ice Dagger 1d4 Finesse, Thrown (30/90)
of the point must make a Dexterity saving throw or take 4d6
bludgeoning damage and be knocked 60 feet into the air. On Regardless of its form, the weapon deals cold damage. You
a successful save, creatures take half as much damage, and can end the spell early, letting the weapon melt to a harmless
are instead knocked their choice of 10 feet away from the splash of water (no action required). You can have up to three
point or 10 feet upward. ice weapons formed from this spell at a time. After forming a
fourth, the first created one melts away.
Grasping Roots
1st-level transmutation Ice Spike
Classes: Druid, Ranger 4th-level evocation
Casting Time: 1 action Classes: Sorcerer, Wizard
Range: 30 feet Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: Instantaneous Components: V, S
A twisting burst of roots launch from your hand, reaching to Duration: Instantaneous
grab a Large or smaller target. The target must make a You create a lance of ice that shoots up from the ground to
Strength saving throw. On success, the target is moved 5 feet impale a creature within range. The target must make a
in a direction of your choice. On a failure, the target is moved Dexterity saving throw. The target takes 4d8 piercing damage
20 feet in a direction of your choice. A creature can choose to and 4d8 cold damage on a failed save. The target takes only
fail this save. the 4d8 cold damage on a successful save.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you move a creature an additional slot of 6th or 7th level, you can create a second spike. When
5 feet for each slot level above 1st. you cast this spell using a spell slot of 8th or 9th level, you can
create a third spike. Additional spikes can target the same or
Hurricane Slash different creatures.
2nd-level evocation
Classes: Druid, Occultist, Ranger, Sorcerer, Wizard
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S
Duration: Instantaneous

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22
Impact Induce Headache
transmutation cantrip 1st-level evocation
Classes: Druid, Occultist, Sorcerer, Warlock Classes: Bard, Occultist, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S Components: V, S, M (a bad pun written on a scrap of
Duration: Instantaneous parchment)
You impart great force into a target you touch. Make a melee Duration: Concentration, up to 1 minute
spell attack against the target. On hit, the target takes 1d10 Targeting a creature with 6 or more intelligence, you inflict an
bludgeoning damage, and is knocked 5 feet directly away instantaneous headache on it. The target takes 1 psychic
from you. damage at the start of its turn, and has disadvantage on
The spell's damage increases by 1d10 when you reach 5th Constitution saving throws to maintain Concentration and
level (2d10), 11th level (3d10), and 17th level (4d10). Intelligence ability checks.
Imbue Luck Iron Wind Strike
2nd-level abjuration 2nd-level conjuration
Classes: Inventor Classes: Ranger
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (15-foot radius)
Components: V, S, M (a four leaf clover) Components: V, S, M (a melee weapon you are proficient
Duration: 1 hour with worth at least 1 cp)
You touch a weapon or worn item and imbue luck into it. If Duration: Instantaneous
imbued on a weapon, for the duration, on an attack roll, the You flourish a weapon weapon you are proficient with used in
wielder can roll an additional d20 (they can choose to do this the casting and then vanish to strike like the wind. Choose up
after they roll, but before the outcome is determined). The to three creatures you can see within range. Make a melee
creature can choose which of the d20s is used for the attack weapon attack against each target. On a hit, a target takes
roll. 3d8 damage of the weapon's damage type.
If imbued into a worn item, they can roll a d20 when You can then teleport to an unoccupied space you can see
attacked, then choose whether the attack uses the attacker's within 5 feet of one of the targets you hit or missed.
roll or theirs. At Higher Levels. When you cast this spell using a spell
With either use, the spell immediately ends upon rolling slot of 3rd Level or higher, it deals an additional 1d8 damage
the extra d20. to each target on hit for each slot level above 2nd.
Immutability Jumping Jolt
3rd-level transmutation 4th-level evocation
Classes: Cleric, Wizard Classes: Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You assume an immutable form. You become immune to You release an arc of lighting at a creature within range.
other transmutation spells or magical effects that would alter Make a ranged spell attack roll against the target. On hit, the
your form. target takes 4d12 lightning damage, and you can cause the
If you don't move during your turn, you gain advantage on spell to jump to another target within 20 feet of the first
Strength or Constitution saving throws made before the start target making a new attack roll for each target. The spell
of your next turn, and cannot be moved or knocked down cannot hit the same target twice, or jump to a target out of
against your will. the spells range. The spell can jump a maximum of five times.
While the spell is active, as a reaction to taking On a miss, the target takes half as much damage and the
bludgeoning, piercing, or slashing damage you can gain spell does not jump to a new target.
resistance to that damage type (Including the triggering At Higher Levels. When you cast this spell using a spell
damage) until the end of your next turn, but your movement slot of 5th level or higher, the starting damage increases by
speed becomes zero until the end of your next turn. 1d12 for each slot level above 4th.

Kibbles' Casting Compendium v1.4


23
Killing Curse Lightning Shot
5th-level necromancy 3rd-level transmutation
Classes: Occultist Classes: Ranger
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Touch
Components: V, S, M (something from the target creature Components: V, S, M (a piece of ammunition or weapon with
(such as blood, hair, or scales) which the spell consumes) the thrown property worth at least 1 cp)
Duration: Concentration, up to 1 minute Duration: 1 round
You curse a target to die. The targets current and maximum You touch a piece of ammunition or weapon with the thrown
hit points are reduced by 3d10 + 10. If this causes a creatures property, imbuing it with crackling lightning energy for the
to have zero hit points, the creature dies. duration.
For the duration of the spell, the target cannot regain hit The first time you attack with the empowered item, it
points unless from a spell cast using a spell slot of higher transforms into a bolt of lightning, and when fired blasts out
level than the spell slot this curse was cast with, and any from you in a line 100 feet long and 5 feet wide. Make the
death saving throw they roll is automatically considered a 1. weapon's attack roll against each creature in that line, (Using
At the start of a creatures turn while they are under the the same roll against each creature) dealing 4d8 lightning
effect of this spell, they make a Charisma saving throw. On damage on hit, and half as much on a miss. This damage roll
failure, their current and maximum hit points is reduced by does not add any modifiers or bonus associated to weapon
1d10 + 10. On a successful save, the spell ends. A creature's attacks. The lightning ignites flammable objects in the area
maximum hit points are restored when it takes a long rest. that aren't being worn or carried.
Once an attack has been made with the piece of
Lightning Charged ammunition or weapon, the spell ends.
2nd-level evocation At Higher Levels. When you cast this spell using a spell
Classes: Inventor slot of 4th level or higher, the damage increases by 1d8 for
Casting Time: 1 action each level above 3rd, up to a maximum of 6d8 at 5th level.
Range: Touch Lightning Tendril
Components: V, S, M (a piece of metal once used in a
lightning rod) 1st-level evocation
Duration: 10 minutes Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
You channel lightning energy into a creature. The energy is Casting Time: 1 bonus action
harmless to the creature, but escapes in dangerous bursts to Range: Self (20 feet)
other nearby creatures. Components: V, S, M (a twig from a tree that has been struck
Every time that creature strikes another creature with a by lightning)
melee attack, a spell with a range of touch, is struck by Duration: Concentration, up to 1 minute
another creature with a melee attack, or ends their turn while Crackling beams of blue energy leap from your hands. For
grappling or being grappled by another creature, they deal the duration of the spell, as an action, you can direct them
1d6 lightning damage to that creature. toward a creature within range, dealing 1d12 lightning
Once this spell has discharged 6 times (dealing up to 6d6 damage to that creature.
damage), the spell ends. At Higher Levels. When you cast this spell using a 3rd- or
At Higher Levels. The spell can discharge damage 2 4th-level spell slot, the damage increases to 2d12 and the
additional times (dealing 2d6 more total damage) before the range increases to 30 feet. When you cast it using a 5th- or
spell ends for each slot level above 2nd. 6th-level spell slot, the damage increases to 3d12 and the
range increases to 60 feet. When you cast it using a spell slot
of 7th level or higher, the damage increases to 4d12 and the
range increases to 120 feet.

Kibbles' Casting Compendium v1.4


24
Manipulate Fate
9th-level divination
Classes: Occultist, Wizard
Casting Time: 1 action
Range: Self
Components: V, S, M (a spool of silk thread)
Duration: Concentration, up to 1 minute
You reach out and grasp the imperceptible threads of fate,
subtly manipulating them. Whenever a creature within 60
feet of you makes an attack roll, saving throw, or ability check,
you can use your reaction to tweak their fate, altering the
value of the roll. You can choose to manipulate fate after the
die is rolled, but before the outcome is determined.
You can alter the roll of the die to an adjacent number to
the number rolled (outcomes listed on the table below).
d20 Tweaked Fates
Multishot
1 7, 13, or 19 1st-level evocation
2 12, 18, or 20 Classes: Ranger
3 17, 16, or 19 Casting Time: 1 bonus action
Range: Touch
4 11, 14, or 18 Components: V, S, M (a piece of ammunition or weapon with
5 13, 15, or 18 the thrown property worth at least 1 cp)
Duration: 1 round
6 9, 14, or 16
You touch a piece of ammunition or weapon with the thrown
7 1, 15, or 17 property, giving it a magical duplicate superimposed over it
8 10, 16, or 20 until the end of your next turn. The first time you attack with
the empowered item before the end of your next turn, select a
9 6, 11, or 19 second target within range of the weapon for the attack,
10 8, 12, or 17 making a separate ranged weapon attack roll for the
11 4, 9, or 13
magically duplicated projectile. On hit, the target takes 2d8
force damage. This damage roll does not add any modifiers
12 2, 10, or 15 or bonus associated to weapon attacks.
13 1, 5, or 11 Once an attack has been made with the piece of
ammunition or weapon, the spell ends.
14 4, 6, or 20 At Higher Levels. When you cast this spell using a spell
15 5, 7, 12 slot of 2nd Level or higher, you can select one additional
target for each slot level above 1st.
16 3, 6, or 8
17 3, 7, or 10
18 2, 4, or 5
19 1, 3, or 9
20 2, 8, or 14
When you alter a roll, you can choose to cast aside subtlty
and yank the thread of fate, and select any value of the d20 as
the outcome of the result, but the backlash causes you to take
a number d6 equal to the difference in the value selected
from the value rolled in necrotic damage. The spell
immediately ends after the result is changed in this more
drastic way.

Editor's Note
The numbers you can pick are the adjacent sides of
a d20 to the number rolled. This represents literally
nudging the die of fate.

Kibbles' Casting Compendium v1.4


25
Martial Steel Wind Strike
5th-level conjuration Caius' Notes: The Lost True Version
Another example of a great wizard's spell being
Classes: Ranger, Wizard tragically incompletely copied from the ancient
Casting Time: 1 action sources that clearly forgot to include the lines the
Range: Self (30-foot radius) equip the Wizard with gear to fit their
Components: V, S, M (a melee weapon you are proficient transformation.
with worth at least 1 cp)
Duration: Instantaneous
You flourish a weapon weapon you are proficient with used in Mutate
the casting and then vanish to strike like the wind. Choose up 3rd-level transmutation
to five creatures you can see within range. Make a melee Classes: Druid, Occutlist, Sorcerer, Warlock, Wizard
weapon attack against each target. On a hit, a target takes Casting Time: 1 action
6d10 damage of the weapon's damage type. Range: Self
You can then teleport to an unoccupied space you can see Components: V, S, M (something from an extinct animal)
within 5 feet of one of the targets you hit or missed. Duration: Concentration, up to 10 minutes
You manipulate the nature of your body with magic
Caius' Notes: Steel Wind Strike temporarily giving it new properties. You can select three of
I have long been confused by Steel Wind Strike - the following properties:
clearly a spell meant for Martials but one that they
cannot seemingly use. As usual, the culprit was Your body becomes malleable and amorphous. You have
meddlesome Wizards, you have tweaked the spell advantage on saves and checks against grapples and the
to suit them, leaving it rather unsuitable for its restrained condition, you do not suffer disadvantage from
intended audience. Fortunately, I have been able to squeezing into smaller spaces, and you can squeeze
reconstruct it's true form. through openings two sizes smaller than you.
You grow one additional appendage. This appendage
serves as an arm and a hand, though it can take the shape
Martial Transformation of an arm, tentacle, or similar appendage.
6th-level transmutation You extend the length of your limbs, increasing the reach
on melee attacks, touch spells, and object interactions by
Classes: Wizard 5 feet.
Casting Time: 1 action Your flesh hardens, your base AC becomes 14 + your
Range: Self dexterity modifier if it is not already higher.
Components: V, S, M (a few hairs from a bull) You grow more resilient, adapting against one external
Duration: 10 minutes threat. You gain advantage on one type of saving throw of
You endow yourself with endurance and martial prowess your choice.
fueled by magic. Until the spell ends, you can't cast spells or You adapt your body to an aquatic environment, sprouting
concentrate them, and you gain the following benefits: gills and growing webbing between your fingers. You can
breathe underwater and gain a swimming speed equal to
You gain 50 temporary hit points. If any of these remain your walking speed.
when the spell ends, they are lost. Your body grows ablative armor. You gain temporary hit
You have advantage on attack rolls that you make with points equal to your spellcasting ability modifier at the
simple and martial weapons. start of each of your turns.
When you hit a target with a weapon attack, that target You can grow one size larger or smaller.
takes an extra 2d12 force damage. You sprout wings. You gain a flying speed of 30 feet.
You have proficiency with all armor, shields, simple You grow a natural weapon; this weapon can have the
weapons, and martial weapons. statistics of any martial melee weapon without the thrown
You have proficiency in Strength and Constitution saving property, and takes on a form vaguely reminiscent of it.
throws. You have proficiency with this weapon, and are considered
You can attack twice, instead of once, when you take the to be holding it. You can use your spellcasting modifier in
Attack action on your turn. You ignore this benefit if you place of your Strength or Dexterity modifier for attack and
already have a feature, like Extra Attack, that gives you damage rolls with this natural weapon. The natural
extra attacks. weapon is magic and you have a +1 bonus to the attack
You can conjure and equip (as part of the action used to and damage rolls you make using it.
cast the spell) and set of heavy or medium armor and any
simple or martial weapon of your choice. These items For the duration of the spell, you can use an action to
have no strength requirements and are magical in nature change one or all of the properties, losing the benefits of your
though have the same properties as their nonmagical previously selected properties and gaining the benefits of the
counterparts, vanishing when the spell ends. new selected properties.
At Higher Levels. When you cast this spell using a spell
Immediately after the spell ends, you must succeed on a slot of 4th or higher, you can select one additional property
DC 15 Constitution saving throw or suffer one level of from the list of options, with one additional property per spell
exhaustion. level above 3rd.

Kibbles' Casting Compendium v1.4


26
Nauseating Poison Poison Puff
1st-level necromancy 4th-level transmutation
Classes: Druid, Occultist, Warlock Classes: Druid, Occultist, Warlock, Wizard
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Self (30-foot cone)
Components: V, S Components: V, S
Duration: 1 round Duration: 1 round
You shroud your hand, a weapon you are holding, or a natural You exhale a cloud of poison that magically expands to fill a
weapon in dark ichorous miasma. The next time you hit a 30 foot cone. Creatures in that area must make a
creature with a melee attack (including a melee spell attack) Constitution saving throw. On a failure, they take 4d12
before the start of your next turn, the attack deals an extra poison damage and become poisoned until the start of their
1d12 poison damage and the target must succeed on a next turn. On a success, the target takes half as much
Constitution saving throw or be poisoned until the end of damage and is not poisoned.
your next turn. The area is lightly obscured until the start of your turn, and
The spell ends after dealing damage, or at the start of your any creature that ends their turn within the area takes 2d4
next turn, whichever occurs first. poison damage.
Orbital Stones Pressure Cutter
4th-level transmutation 5th-level conjuration
Classes: Druid, Sorcerer, Wizard Classes: Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (60 foot line)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You lift three inanimate Small or Medium sized rocks or You unleash a blast of highly pressurized water in a 60-foot-
similar objects from within 10 feet of you, causing them to long 15-foot-wide line, slashing through everything in its path.
defy gravity and slowly circle you. With all three stones Each creature in the line must make a Dexterity saving throw,
orbiting, you have three quarters cover. With at least one taking 10d6 slashing damage on a failure. On a successful
stone remaining, you have half cover. save, a creature takes half as much damage.
As a bonus action while at least one stone remains in orbit, At Higher Levels. When you cast this spell using a spell
you can magically fling a stone at target within 60 feet. Make lot of 6th level or higher, the damage increases by 1d6 for
a ranged spell attack roll. On hit, the target takes 3d10 each level above 5th.
bludgeoning damage and is knocked backward 5 feet.
Poison Dart
2nd-level transmutation
Classes: Occultist, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Instantaneous
You conjure a dart of pure poison and hurl it at a creature you
can see within range. Make a ranged spell attack. On a hit,
the target takes 3d12 poison damage and must succeed a
Constitution saving throw or become poisoned until the start
of your next turn.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d12 for
each slot level above 2nd.

Kibbles' Casting Compendium v1.4


27
Rain of Spiders As a bonus action, you can move the dust devil up 30 feet
3rd-level conjuration in any direction. The first time you pass the dust devil's
radius through a creature, that creature must make the
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard saving throw against the dust devils's damage and are pushed
Casting Time: 1 bonus action out its way on failure. You can continue to move the dust
Range: 60 feet devil, but its strength is exhausted until the end of your turn
Components: V, S, M (a spider leg) and subsequent creatures an unaffected by it passing through
Duration: Concentration, up to 1 minute them.
A vertical column of spiders begins to rain down in 20 foot If the dust devil moves over sand, dust, loose dirt, or small
radius, 40 foot high cylinder, centered on a location you gravel, it sucks up the material and heavily obscures its radius
specify. A Swarm of Spiders (Monster Manual, pg 334) until the start of your next turn.
descends onto each creature within the cylinder when the Rotting Curse
spell is cast.
This swarm is considered to be climbing on the target 1st-level necromancy
creature and moves with it, even if they leave the affected Classes: Occultist
area, and takes its turn immediately after that creature's turn. Casting Time: 1 action
A creature can make use its action to attempt to remove the Range: 60 feet
spiders, making a Strength (Athletics) or Dexterity Components: V, S, M (something from the target creature
(Acrobatics) check against the spell save DC of the caster. (such as blood, hair, or scales) which the spell consumes)
The swarm uses the caster's spell attack modifier when Duration: Concentration, up to 1 minute
attacking (if it is higher than their attack modifier). A swarm You inflict a rotting decay on a creature, causing it to to begin
will attack the creature it fell on if it can, or move to chase the to rot. For the duration of the spell, every time the creature
creature if it has been knocked off of them. Any spiders that takes damage, it takes an additional 1d4 necrotic damage,
remain when the spell ends disappear. and the effect of all healing on the creature is reduced by half.
Repair The target creature has disadvantage on any Charisma
4th-level transmutation checks for social interaction during the effect of the spell.
Classes: Inventor Seeking Orb
Casting Time: 1 action 2nd-level evocation
Range: Touch Classes: Sorcerer, Wizard
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 5 feet
You touch a construct or inanimate object, causing it to Components: V, S
regain 10d6 hit points. This causes any parts or material that Duration: Concentration, up to 1 minute
has broken away from the construct or object to reattach, You create a Tiny orb of pure arcane energy that hovers
repairing it to the condition it was in before losing those hit within range, and designate a target creature within 120 feet.
points. For the duration of the spell, at the end of each of your turns,
If the construct or object's damaged state is the result of the orb grows larger and moves 30 feet directly toward the
age, you can instead repair to the condition it was in 10d6 creature. If the orb reaches the target, it will detonate dealing
years ago, if it was previously in a better condition during that 6d4 force damage and an additional 1d4 damage for each
time (the condition can only improve or not change). round since you cast the spell to the target. The spell ends
At Higher Levels. The hit points restored increases by 2d6 after it deals damage. If the orb does not reach the target
(or the years restored) for each slot above 4th. before the spell ends, it fades away without dealing damage.
Revised Dust Devil
2nd-level conjuration
Classes: Druid, Ranger, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet (5 foot radius)
Components: V, S, M (a pinch of dust)
Duration: Concentration, up to 1 minute
Choose a target point on the ground that you can see
within range. A small cyclone whips up at the target point
with a radius of 5 feet and a height of 30 feet.
Any creature that starts its turn within the radius of the
dust devil or enters its radius for the first time during its turn
must make a Strength saving throw. On a failed save, the
creature takes 1d12 bludgeoning damage is pushed 5 feet
away from the center. On a successful save, the creature
takes half as much damage isn't pushed.

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28
Seeking Projectile Spelltrap
1st-level transmutation 2nd-level abjuration
Classes: Inventor, Ranger Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 minute
Range: Touch Range: Self
Components: V, S, M (a piece of ammunition or weapon with Components: V, S
the thrown property worth at least 1 cp) Duration: 8 hours
Duration: Concentration, up to 10 minutes You create a spelltrap, marking it on yourself, typically as a
You touch a piece of ammunition or weapon with the thrown small glowing mark on your skin. The first time you have to
property imbuing it with the property of seeking its target. make a saving throw against a spell of 1st level or lower, the
When a ranged attack roll is made with that weapon, the spell is absorbed by the spell trap and none of the effects of
attack roll can add your spell casting modifier to the value on the spell take place.
the dice. If that makes the value on the die a 20 or more, the On your next turn, you can cast the spell absorbed the spell
attack is a critical hit as if a 20 was rolled. After making the trap without expending a spell slot. If you do not cast the
attack roll, the spell ends. spell during your next turn, the spell trap fades and trapped
spell is lost.
Sky Burst At Higher Levels. When you cast this spell using a spell
5th-level evocation slot of 3rd level or higher, the level of the spell it can absorb
Classes: Druid, Sorcerer, Wizard increases by 1 for each slot level above 2nd.
Casting Time: 1 action
Range: 120 feet Note:
Components: V, S Spelltrap absorbs the first spell you have to save
Duration: Instantaneous against that qualifies it for the criteria.
Five bolts of lightning strike five points of your choice that
you can see within range. Each creature within 5 feet of the
chosen points must make a Dexterity saving throw. A Star Dust
creature takes 4d12 lightning damage on a failed save, or half 2nd-level evocation
as much on a successful one. A creature in the area of more
than one lightning burst is affected only once. Classes: Sorcerer, Wizard
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 6th level or higher, you can call down an additional bolt Range: Self (30-foot cone)
of lightning targeting another point within range for each slot Components: V, S
level above 5th. Duration: Instantaneous
You evoke a burst of brilliant particles of force energy
Sonic Shriek sweeping out in a 30-cone originating from you. Creatures in
5th-level evocation the radius take 3d4 force damage and the next attack roll
Classes: Bard, Occultist, Sorcerer, Wizard made against them before the start of your next turn has
Casting Time: 1 action advantage.
Range: Self (120-foot cone)
Components: V, S Stinging Swarm
Duration: Instantaneous 4th-level conjuration
You emit a sonic blast covering a huge area. Each creature in Classes: Druid, Occultist, Warlock, Wizard
a 120-foot cone must make a Constitution saving throw. On a Casting Time: 1 action
failed save, a creature takes 6d8 thunder damage. On a Range: 60 ft
successful save, a creature takes half as much damage. A Components: V, S
creature automatically succeed on its saving throw if it is Duration: Concentration, up to 1 minute
more than 60 feet from you. You conjure a magical swarm of flying insects that fill a 5 foot
At Higher Levels. When you cast this spell using a spell cube within range. For the duration of the spell, the swarm is
slot of 6th level or higher, the damage increases by 1d8 for magically replenished and cannot be destroyed. As a bonus
each slot level above 5th. action, you can direct the swarm to move up to 30 feet. If the
swarm enters another creature's space, it stops and swarms
them, stinging repeatedly, and cannot be moved until the start
of your next turn. The creature takes 2d4 piercing damage
and must make a Constitution saving throw, taking 2d12
poison damage on failure.

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29
Stone Fist Sprout Tree
1st-level transmutation 2nd-level transmutation
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard Classes: Druid
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S Components: V, S
Duration: 1 round Duration: Instantaneous
You turn your hand and forearm (or similar appendage) to Targeting a 5-foot square on the ground that you can see
stone until the start of your next turn. As part of casting the within range, you cause a tree to sprout from the ground,
spell, you can make a melee spell attack against one creature growing rapidly to 20 feet tall with a 2-foot-radius trunk. This
you can reach. On a hit, the target takes 2d10 bludgeoning spell can only target a surface through with a tree could grow
damage. (for example, you can't target solid rock). At the DM's
Until the start of your next turn, you can use your reaction discretion, it can burst through up to 6 inches of most
when you take slashing or piercing damage from an attack to material.
gain resistance to damage from that attack. A Large or smaller creature in this space must make a
At Higher Levels. When you cast this spell using a spell Dexterity saving throw. On a failure, they are lifted 20 feet
slot of 2nd level or higher, the damage increases by 1d10 for into the air in the branches of the tree. On a success, they
each slot level above 1st. move 5 feet to an occupied space of their choice (if there is no
space they can move, they automatically fail). A Large or
Stone Forming smaller creature can choose to fail their saving throw. A Huge
transmutation cantrip or large creature automatically succeeds on their save. The
Classes: Druid, Occultist, Sorcerer, Warlock tree stops growing if it would hit a ceiling or other object
Casting Time: 1 bonus action when growing.
Range: Touch The tree provides as half cover to any creature within its
Components: V, S branches, and three-quarters cover from effects originating
Duration: Instantaneous on the other side of its trunk. The tree has an AC 13 and 50
hit points.
You touch a stone surface or the ground, and call forth The tree remains there, but may die rapidly if sprouted in
stone that shapes itself to your command. You can make any an unsuitable location or environment. Its wood is flammable
roughly shaped Small or Tiny item from the stone, including only when dried, and serves no useful purpose other than
functional simple or martial melee weapons (for Medium or firewood.
smaller creatures). Items made this way lose any magical
durability after one hour, and become easily broken if they Suffocate
would not normally be functional in that shape. 4th-level transmutation
Spider Bite Classes: Occultist, Sorcerer, Wizard
3rd-level transmutation Casting Time: 1 action
Range: 60 feet
Classes: Druid, Occultist, Warlock, Wizard Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Touch
Components: V, S You create a whirling sphere of air around a creature that
Duration: Instantaneous causes them to struggle to breathe. The target must make a
Constitution saving throw. On a failure, the target loses 5d8
You prick a target with a tiny magical fang of venom. Make a hit points due to lack of air, has disadvantage on all ability
melee spell attack against a creature within reach. On a hit, checks, and cannot speak. On a success, the target takes half
the target takes 4d12 poison damage and must succeed on a as much damage and suffers no other effects. For the
Constitution saving throw or becoming poisoned for 1 duration, as an action, you can force the creation to make a
minute. At the end of each of its turns, the target can make saving throw against the ability again.
another Constitution saving throw. On a success, the target is If a target fails their saving throw against this spell 3 times
no longer poisoned. in a row, they become incapacitated until they succeed on a
If you miss your melee attack roll, you can concentrate (as save or the spell ends. If you don’t use your action to force the
if concentrating on a spell) to maintain the attack for another target to make a save, it counts as a success.
attempt until the end of your next turn. (You may make A creature that does not need to breathe is unaffected by
subsequent attempts until you hit or lose concentration) this spell.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d12 for
each slot level above 3rd.

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30
Spiritual Consultation
1st-level necromancy
Classes: Occultist Archon Spirit
Casting Time: 1 minute Medium (Small for Lantern) celestial, unaligned
Range: Self
Components: V, S, M (1 gp worth of incense, which the spell Armor Class 11 + the level of the spell (natural
consumes) armor)
Duration: 10 minutes Hit Points 20 (Lantern or Trumpet only) or 30
(Hound Only) + 5 for each spell level above 2nd
You call forth a spirit that is proficient in one of the Speed 30 ft., fly 30 ft. (Trumpet and Lantern only)
following skills: Animal Handling, Arcana, History,
Investigation, Medicine, Nature, Perception, Religion, or
Survival. The spirit is ethereal and ephemeral and cannot STR DEX CON INT WIS CHA
interact with physical objects, but can provide guidance on
matters relating to the skill selected when you summon it. 14 (+2) 10 (0) 14 (+2) 10 (+0) 13 (+1) 14 (+2)
You can treat any check you make in the skill as if you have
proficiency with it so long as the spirit can communicate with Damage Resistances radiant
you. Alternatively, if the ability check is an Intelligence or Senses darkvision 60 ft., passive Perception 11
Wisdom check you can have the spirit make the check, and it Languages Celestial, understands the languages you
has a +8 modifier for the skill was summoned for. speak
Challenge —
The spirit will follow you and cannot stray more than 5 feet
from you. You can choose to release it early, dismissing it
back from whence it came. Keen Hearing and Smell (Hound only). The archon has
advantage on Wisdom (Perception) checks that rely
Summon Archon on hearing or smell.
2nd-level conjuration Lantern's Light (Lantern only). The archon sheds
Classes: Cleric, Paladin, Warlock bright light in a 30-foot radius and dim light for an
Casting Time: 1 action additional 30 feet.
Range: 90 feet Rallying Call (Trumpet only). Once per turn when the
Components: V, S, M (an ornate relic worth at least 200 gp) archon deals damage, it grants one creature of its
Duration: Concentration, up to 1 hour choice within 60 feet temporary hit points equal to
half the damage dealt.
You call forth a minor celestial archon. It manifests in an
unoccupied space that you can see within range. It takes the Actions
form of the archon spirit stat block. When you cast the spell, Multiattack. The celestial makes a number of attacks
choose Hound, Lantern, or Trumpet. The creature resembles (or Trumpet uses) equal to half this spell's level
the Archon of your choice, which determines certain traits in (rounded down).
its stat block. The creature disappears when it drops to 0 hit
points or when the spell ends. Greatsword (Hound only). Melee weapon attack: your
The creature is allied to you and your companions. In spell attack modifier to hit, reach 5 ft., one target.
combat, the creature shares your initiative count, but it takes Hit: 2d6 + 2 + the spell's level slashing damage.
its turn immediately after yours. It obeys your verbal Radiant Bolt (Lantern only). Ranged spell attack: your
commands (no action required by you). if you don't issue any, spell attack modifier to hit, 60 ft., one target. Hit:
it takes the Dodge action and uses its move to avoid danger. 1d8 + 2 + the spell's level radiant damage.
At Higher Levels. When you cast this spell using a spell Trumpet (Trumpet only. One creature of the archon's
slot of 3rd level or higher, use the higher level whenever the choice within 60 feet must succeed on a
spell's level appears in the stat block. Constitution saving throw (DC equal to your spell
save) or take 1d6 + 2 + the spell's level thunder
damage.

Kibbles' Casting Compendium v1.4


Summon Dragon
5th-level conjuration
Classes: Wizard, Sorcerer Dragon Spirit
Casting Time: 1 action Large dragon, unaligned
Range: 90 feet
Components: V, S, M (a dragon statuette worth at least 500 Armor Class 12 + the level of the spell (natural
gp) armor)
Duration: Concentration, up to 1 hour Hit Points 50 + 10 for each spell level above 5th
Speed 30 ft., fly 40 ft.
You call forth a magical dragon spirit. It manifests in an
unoccupied space that you can see within range. It takes the
form of the dragon spirit stat block. When you cast the spell STR DEX CON INT WIS CHA
choose a color from the table below. The creature resembles
a dragon of that color, which determines certain traits in its 18 (+3) 10 (+0) 18 (+4) 14 (+2) 16 (+3) 18 (+4)
stat block based on its color as per the Dragon Table below
where listed in traits in its stat block. The creature Damage Immunities The dragon's elemental type.
disappears when it drops to 0 hit points or when the spell Senses blindsight 30 ft., darkvision 120 ft., passive
ends. Perception 13
The creature is an ally to you and your companions. In Languages Draconic, understands the languages you
combat, the creature shares your initiative count, but it takes speak
its turn immediately after yours. If obeys your verbal Challenge —
commands (no action required by you). If you don't issue any,
it takes the Dodge action and uses its move to avoid danger. Actions
At Higher Levels. When you cast this spell using a spell Multiattack. The dragon makes a number of attacks
slot of 3rd level or higher, use the higher level whenever the equal to half this spell's level (rounded down). It can
spell’s level appears in the stat block. only attack with its bite or tail once per turn.
Dragon Table Bite. Melee weapon attack: your spell attack
modifier, reach 10 ft., one target. Hit: 1d6 + 3 + the
Dragon Elemental Damage Breath Weapon Area spell's level piercing damage + 1d6 of the dragon's
Black Acid 5 by 60 ft. line (Dex. save) elemental damage.

Blue Lightning 5 by 60 ft. line (Dex. save) Claw. Melee weapon attack: your spell attack
modifier, reach 5 ft., one target. Hit: 1d4 + 3 + the
Brass Fire 5 by 60 ft. line (Dex. save) spell's level slashing damage.
Bronze Lightning 5 by 60 ft. line (Dex. save) Tail. Melee weapon attack: your spell attack modifier,
reach 15 ft., one target. Hit: 1d8 + 3 + the spells'
Copper Acid 5 by 60 ft. line (Dex. save) level bludgeoning damage.
Gold Fire 30 ft. cone (Dex. save) Breath Weapon (1/Day). The dragon exhales
Green Poison 30 ft. cone (Con. save) elemental power in its breath weapon area from the
dragon table. Each creature in that area must make a
Red Fire 30 ft. cone (Dex. save) Dexterity saving throw with a DC equal to your spell
Silver Cold 30 ft. cone (Con. save) save DC, taking 8d6 + the spell's level elemental
damage on a failed save, or half as much damage on
White Cold 30 ft. cone (Con. save) a successful one.

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32
Monstrosity Spirit Displace (Displacer only). Attack rolls against the
monstrosity have disadvantage. If the monster is hit by
Medium monstrosity, unaligned
an attack this trait ceases to work until the start of the
monster's next turn.
Armor Class 11 + the level of the spell (natural armor)
Hit Points 35 + 15 for each spell level above 3rd Evasion (Displacer and Blinker only). If the monstrosity is
Speed 40 ft., burrow 40 ft. (burrower only). subjected to an effect that allows it to make a saving
throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only
half damage if it fails.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 4 (-3) 16 (+3) 5 (-3) Actions
Multiattack. The monstrosity makes a number of attacks
Senses darkvision 60 ft., tremorsense 30 ft. (burrower equal to half this spell's level (rounded down).
only), passive Perception 13
Languages Chomp. Melee weapon attack: your spell attack
Challenge — modifier, reach 5 ft., one target. Hit: 1d10 + 3 + the
spell's level piercing damage.
Blink (Blinker only). As a bonus action, the monstrosity Lash (Displacer only). Melee weapon attack: your spell
can magically teleport up to 30 feet to an unoccupied attack modifier, reach 10 ft., one target. Hit: 1d4 + 3 +
space it can see. the spell's level slashing damage.

Summon Monstrosity Summon Ooze


3rd-level conjuration 1st-level conjuration
Classes: Occultist, Sorcerer, Wizard Classes: Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 30 feet
Components: V, S, M (a statuette carved from a monster Components: V, S, M (a gold vial worth at least 100 gp)
bone or fang worth at least 300 gp) Duration: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour
You call forth a magical ooze. It manifests in an unoccupied
You call forth a magical monstrosity spirit. It manifests in an space that you can see within range. This corporeal form
occupied space that you can see within range. The corporeal uses the Ooze Spirit stat block. When you cast the spell,
form uses the Monstrosity Spirit stat block. When you cast choose from Green, Red, or Yellow. The creature resembles
the spell, choose Blinker, Burrower, or Displacer. The the creature of your choice, which determines certain traits
creature resembles the creature of your choice, which in its stat block. The creature disappears when it drops to 0
determines certain traits in its stat block. The creature hit points or when the spell ends.
disappears when it drops to 0 hit points or when the spell The creature is an ally to you and your companions. In
ends. combat, the creature shares your initiative count, but it takes
The creature is an ally to your and your companions. In its turn immediately after yours. It obeys your verbal
combat, the creature shares your initiative count, but it takes commands (no action required by you). If you don't issue any,
its turn immediately after yours. It obeys your verbal it takes the Dodge action and uses its move to avoid danger.
comments (no action required by you). If you don't issue any, At Higher Levels. When you cast this spell using a spell of
it takes the Dodge action and uses its move to avoid danger. 2nd level or higher, use the higher level whenever the spell's
At Higher Levels. When you cast this spell using a spell level appears in the stat block.
slot of 4th level or higher, use the higher level whenever the
spell's level appears in the stat block.

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33
Ooze Spirit Plant Spirit
Small ooze, unaligned Large (Medium for Dryad) plant, unaligned

Armor Class 6 + the level of the spell (natural armor) Armor Class 12 + the level of the spell (natural
Hit Points 5 + 10 for each spell level above 1st armor)
Speed 10 ft. Hit Points 35 + 10 for each spell level above 3rd
Speed 20 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+3) 6 (-2) 12 (+1) 1 (-5) 1 (-5) 1 (-5)
16 (+3) 8 (-1) 14 (+2) 10 (+0) 16 (+3) 10 (+0)
Damage Immunities acid, fire (Red only), lightning
(Yellow only), Poison (Green only) Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and Damage Resistances bludgeoning
slashing from nonmagical attacks Senses darkvision 60 ft., blindsight 60 ft.
Senses blindsight 10 ft. (blind beyond this radius), (Shambling Mound only), passive Perception 10
passive Perception 5 Languages Sylvan, understand the languages you
Languages understands the languages you speak speak
Challenge — Challenge —

Actions Engulf (Shambling Mound Only). If the plant hits a


target that is grappling, that target becomes
Multiattack. The ooze makes a number of attacks restrained until the grapple ends.
equal to half this spell's level (rounded down).
Tree Stride (Dryad Only). Once on its turn, the plant
Pseudopod. Melee weapon attack: your spell attack can use 10 feet of its movement to step magically
modifier, reach 5 ft., one target. Hit: 1d4 + 3 + the into one living tree within its reach and emerge
spell's level acid damage. from a second living tree within 60 feet of the first
tree, appearing in an unoccupied space within 5 feet
of the second tree. Both trees must be large or
larger.
Summon Plant
3rd-level conjuration Actions
Classes: Druid, Ranger Multiattack. The plant makes a number of attacks
Casting Time: 1 action equal to half this spell's level (rounded down).
Range: 90 feet
Components: V, S, M (a carved wooden figurine worth at Entangling Slam (Treant or Shambling Mound Only).
Melee Weapon Attack: your spell attack modifier to
least 300 gp) hit, reach 5 ft., one target. Hit: 1d10 + 3 + the
Duration: Concentration, up to 1 hour spell's level bludgeoning damage and the target is
You call forth a magical plant. It manifests in an unoccupied grappled (escape DC is your spell save DC). Until
space that you can see within range. This corporeal form this grapple ends, plant can't use this attack on
uses the Plant Spirit stat block. When you cast the spell, another target
choose Dryad, Shambling Mound, or Treant. The creature Vine Lash (Treant or Dryad Only). Melee Weapon
resembles the creature of your choice, which determines Attack: your spell attack modifier to hit, reach 15 ft.,
certain traits in its stat block. The creature disappears when one target. Hit: 1d8 + 3 + the spell's level slashing
it drops to 0 hit points or when the spell ends. damage and the target is grappled (escape DC is
The creature is an ally to you and your companions. In your spell save DC). Until this grapple ends, plant
combat, the creature shares your initiative count, but it takes can't use this attack on another target
its turn immediately after yours. It obeys your verbal
commands (no action required by you). If you don't issue any,
it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell Note: Vulnerable Limbs!
slot of 4th level or higher, use the higher level wherever the As per Sage Jeremy, a creature you are grappling
spell's level appears in the stat block. can attack you regardless if you are in its normal
attack range by attacking the limb grappling you.

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34
Summon Swarm
2nd-level conjuration
Classes: Druid, Occultist, Wizard Swarm Spirit
Casting Time: 1 action Medium swarm of Tiny beasts , unaligned
Range: 90 feet
Components: V, S, M (a golden insect worth at least 200 gp) Armor Class 10 + the level of the spell (natural
Duration: Concentration, up to 1 hour armor)
Hit Points 10 + 5 for each spell level above 1st
You call forth a magical swarm. It manifests in an unoccupied Speed 30 ft. (Spiders only), 5 ft. (Quippers, or
space that you can see within range. This corporeal form Wasps only) fly 30 ft (Wasps only), swim 30 ft.
uses the Swarm Spirit stat block. When you cast the spell, (Quippers only)
choose from Quippers, Spiders, or Wasps. The swarm
resembles the creatures of your choice, which determines
certain traits in its stat block. The creature disappears when STR DEX CON INT WIS CHA
it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In 3 (+-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
combat, the creature shares your initiative count, but takes its
turn immediately after yours. It obeys your verbal commands Damage Resistances bludgeoning, piercing, slashing
(no action required by you). If you don't issue any, it takes the Senses blindsight 10 ft., passive Perception 8
Dodge action and uses its move to avoid damage. Languages understands the languages you speak
Challenge —
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, use the higher level whenever the Spider Climb (Spider only). The swarm can climb
spell's level appears in the stat block. difficult surfaces, including upside down on ceilings,
without needing to make an ability check.
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move
through any opening large enough for a Tiny
creature. The swarm can't regain hit points or gain
temporary hit points.
Web Walker (Spider only. The swarm ignores
movement restrictions caused by webbing.
Actions
Multiattack. The swarm makes a number of attacks
equal to half this spell's level (rounded down).
Bite (Spider and Wasp only). Melee weapon attack:
your spell attack modifier, reach 0 ft., one target.
Hit: 2d4 + the spell's level piercing damage + 1d4
poison damage.
Bite (Quipper only). Melee weapon attack: your spell
attack modifier, reach 0 ft., one target. Hit: 3d4 +
the spell's level piercing damage.

Kibbles' Casting Compendium v1.4


35
Swapping Curse Thunder Pulse
5th-level enchanment 3rd-level evocation
Classes: Occultist Classes: Bard, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (15-foot cone)
Components: V, S, M (something from each creature (such Components: V, S
blood, hair, or scales) the spell is targeting, which the spell Duration: Concentration, up to 1 minute
consumes.) You gather sonic energy and can expel as a shockwave in a 15
Duration: Concentration, up to 1 minute foot cone. Each creature in that area must make a
You cast a curse targeting two individuals. Both targets must Constitution saving throw. On a failed save, a creature takes
make a Charisma saving throw (which they can choose to 3d8 thunder damage is knocked 10 feet away. On a
fail). If both targets fail their saving throws, for the duration of successful save, the creature takes half as much damage and
the spell their souls are swapped. A soul controls the body it not being knocked away.
inhabits. It gains all ability scores and actions the body had You can create a new shockwave as your action on
(besides legendary actions or legendary resistance), but subsequent turn until the spell ends.
retains its own spellcasting (if it has the spellcasting, innate At Higher Levels. When you cast this spell using a spell
or otherwise), and has disadvantage on all attack rolls and slot of 3rd level or higher, the damage increases by 1d8 for
strength, dexterity, and constitution saving throws for 1d4 each slot level above 2nd.
turns after swapping bodies.
At the end of a swapped creatures turn, it can choose to Thunder Punch
repeat the saving throw, ending the effect on a successful 1st-level evocation
save. If its CR (or character level if it has no CR) is higher Classes: Bard, Sorcerer, Wizard
than the body of the creature it is in, it has advantage on the Casting Time: 1 action
save. Range: Touch
If a creature dies while while its soul is swapped, the souls Components: V, S
return to their original bodies. If a soul was in a dying Duration: Instantaneous
creature that returns to a living body, that creature takes
5d10 necrotic damage. You charge your hand (or similar appendage) with thunder
power. Make a melee spell attack against a creature. On a hit,
Thunderburst Mine there is a thunderous crash audible from up to 300 feet of
2nd-level abjuration you and the target takes 3d8 thunder damage, and is knocked
Classes: Inventor 10 feet away from you.
Casting Time: 1 minute At Higher Levels. When you cast this spell using a spell
Range: Touch slot of 2nd level or higher, the damage increases by 1d8 for
Components: V, S, M (Any tiny nonmagical item, which is each slot level above 1st.
destroyed by the activation of the spell) Thunder Note
Duration: 8 hours Evocation cantrip
You can set a magical trap by infusing explosive magic into an Classes: Bard
item. You can set this item to detonate when someone comes Casting Time: 1 action
within 5 feet of it, or by a verbal command using your Range: 60 feet
reaction (one or more mines can be detonated). Components: V, S
When the magic trap detonates, each creature in a 10-foot- Duration: Instantaneous
radius sphere centered on the item must make a Constitution
saving throw. A creature takes 3d8 thunder damage on a You emit a crashing bang with a localized point of intensity
failed save, or half as much damage on a successful one. If a targeting a creature within range. The target must succeed
creature is in the area of effect of more than one on a Constitution saving throw or take 1d8 thunder damage
thunderburst mine during a turn, they take half damage from and become deafened until the start of their next turn.
any mines beyond the first. Constitution saving throws to maintain concentration on
A magical mine must be set 5 feet or more from another spells triggered by this damage are made with disadvantage.
mine, and cannot be moved once placed; any attempt to move This spell's damage increases by 1d8 when you reach 5th
it results in it detonating unless the casterer that set it level (2d8), 11th level (3d8), and 17th level (4d8).
disarms it with an action.

Kibbles' Casting Compendium v1.4


36
Tornado Vacuum Pull
5th-level transmutation 2nd-level evocation
Classes: Druid, Sorcerer, Wizard Classes: Druid, Occultist, Ranger, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 bonus action
Range: 120 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
A whirling tornado erupts, filling a 20-foot-radius, 40-foot- You cause a sudden savage burst of wind to howl toward
high cylinder centered on a point within range. you, attempting to pull a Huge or smaller creature within
Any creature that starts its turn within the tornado must range that you can see toward you. The target must succeed
make a Strength saving throw. On a failed save, the creature a Strength saving throw or be yanked off their feet and flung
takes 4d8 bludgeoning damage and is pushed 10 feet away toward you, landing within 5 feet of you and falling prone.
and 40 feet up. On a successful save, the creature takes half Flying creatures make the Strength save with disadvantage.
as much damage and isn't pushed. At Higher Levels. When you cast this spell using a spell
As a bonus action, you can move the tornado up to 30 feet lot of 3rd level or higher, the range of the spell increases by
in any direction. Any ranged weapon attack against a target 10 feet.
within 20 feet of the tornado has disadvantage, and any
ranged attack that passes through it automatically misses. Vicious Vapors
2nd-level transmutation
Twisting Eruption Classes: Druid, Occultist, Warlock, Wizard
7th-level conjuration Casting Time: 1 action
Classes: Occultist Range: 60 ft
Casting Time: 1 action Components: V, S
Range: 120 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a handful of dead plants) You fill the air with poisonous vapors in a cube 5 feet on each
Duration: Concentration, up to a 1 minute side. A creature must make a Constitution saving throw when
You target a point and call forth tendrils, twisted vines, and it enters the spell's area for the first time on their turn or
gnarled roots of dark energy that erupt from the ground in a starts its turn there. On a failed save, they take 1d12 poison
60 foot radius. All creatures of your choice in the area must damage and become poisoned until the end of their next turn.
make a Dexterity saving throw or be restrained as the On a successful save, they take half as much damage and do
shadowy plant tendrils grasp and drain the life from it. not become poisoned.
At start of a creature's turn, if it is restrained by the spell, it You can move the cloud of vapors up to 20 feet as a bonus
takes 2d10 bludgeoning damage, and 2d10 necrotic damage. action during your turn.
Each time a creature takes necrotic damage from this spell,
the caster regains 1d4 hit points. Vorpal Shot
A creature restrained by the tendrils can use its action to 5th-level transmutation
make a Strength or Dexterity check (its choice) against your Classes: Inventor, Ranger
spell save DC. On a success, it frees itself. A tendril can be Casting Time: 1 bonus action
destroyed, freeing a creature from its grasp. They have an AC Range: Touch
of 10, 20 hit point, and are immune to all damage besides Components: V, S, M (a piece of ammunition or weapon with
radiant and fire. Spells that deal radiant or fire damage to the thrown property worth at least 1 cp)
creatures in an area of effect also affect tendrils in that area. Duration: 1 round
Creatures that end their turn within the radius while not You touch a piece of ammunition or weapon with the thrown
restrained must make a Dexterity saving throw or become property, imbuing it with the ultimate edge. The first time a
restrained by the tendrils. creature attacks with the empowered item, it adds +3 to
Unburden attack and damage rolls, and ignores all resistances and
1st-level transmutation immunities to the weapons damage type. On a hit, the
creature takes 6d8 additional damage. If this damage reduces
Classes: Inventor the target to zero hit points, it is killed by a mortal wound.
Casting Time: 1 action Once an attack has been made with the piece of
Range: Touch ammunition or weapon, the spell ends.
Components: V, S
Duration: 1 hour
A creature you touch no longer suffers the penalties to
movement speed or to their Dexterity (Stealth) checks from
wearing medium or heavy armor, and is no longer
encumbered from carry weight unless they are carrying more
than twice the weight that would encumber them.

Kibbles' Casting Compendium v1.4


37
Vorpal Weapon Water Cannon
5th-level transmutation 3rd-level evocation
Classes: Inventor Classes: Druid, Sorcerer, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (30-foot line)
Components: V, S, M (a weapon worth at least 1 cp) Components: V, S
Duration: Concentration, up to 1 hour Duration: Instantaneous
You touch a weapon and imbue it with power. Until the spell You unleash a spout of water that blasts out in a line 30-foot-
ends, the weapon becomes indescribably sharp, ignoring long and 5 foot-wide-line. Creatures in the area must make a
resistance to slashing damage, and gains the Siege property, Strength saving throw, or take 6d6 bludgeoning damage and
dealing double damage to inanimate objects such as be pushed to an open space at the end of the line away from
structures. If a weapon has a modifier of less than +3 to you. If there is no open space to move to (for example they
attack and damage rolls, its modifier becomes +3 to attack would move into a wall or another creature), they are pushed
and damage rolls for the duration of the spell. to the closest space and take an additional 2d6 bludgeoning
Additionally, if a critical strike of this weapon would leave a damage and are knocked prone. On a successful save, they
creature with less than 50 hit points, the target creature is take half as much damage and are not pushed.
decapitated, killing it.
Wind Cutter
Vortex Blast 2nd-level transmutation
3rd-level evocation Classes: Druid, Inventor Occultist, Ranger, Wizard
Classes: Druid, Occultist, Sorcerer, Wizard Casting Time: 1 Bonus Action
Casting Time: 1 Action Range: Self (30-feet)
Range: Self (30-foot cone) Components: V, S, M (a melee weapon that deals damage
Components: V, S worth at least 1 cp)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You create a sudden violent vortex that blasts outwards in a You infuse the weapon used in the spell's casting with
30-foot cone, tossing characters and objects within the area. tempestuous power. For the duration, when you make an
Creatures in the area take 2d6 bludgeoning damage and attack during your turn with the weapon, the weapon used in
must succeed a Strength saving throw or be knocked 20 feet the spell's casting gains a reach of 30 feet, releasing slashes
backward and 40 feet upward. of razor sharp wind against foes beyond your normal reach;
At Higher Levels. When you cast this spell using a spell the weapon deals slashing damage when damaging targets
slot of 4th level or higher, the damage increases by 1d6 for beyond your normal reach.
each slot level above 3rd. For the duration, when you deal damage to a creature with
the weapon used in the spell's casting, you can deal 1d4
Water Blast slashing damage to up to two other creatures within 5 feet of
1st-level conjuration the target as they are cut by the razor winds released by your
Classes: Druid, Occultist, Sorcerer, Warlock, Wizard attack.
Casting Time: 1 action Windborne Weapon
Range: 30 feet transmutation cantrip
Components: V, S
Duration: Instantaneous Classes: Druid, Sorcerer, Wizard
You conjure a ball of water before hurling it at a target. Make Casting Time: 1 action
a ranged spell attack against the target. On a hit, the target Range: 150 feet
takes 3d6 bludgeoning damage and if it is Large or smaller Components: V, S, M (a piece of ammunition or weapon with
must make a Strength saving throw or be knocked prone. the thrown property worth at least 1 cp)
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
lot of 2nd level or higher, the damage increases by 1d6 for Make an attack using this spell's material component as part
each level above 1st. of the action used to cast this spell, turning it into a ranged
spell attack. This attack ignores cover. On hit, it deals 1d8
damage of the weapon's damage type.
At Higher Levels. This spell's damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

Kibbles' Casting Compendium v1.4


38
Windsense
2nd-level transmutation
Classes: Druid, Ranger
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 round
You cast your sense into the wind. Until the start of your next
turn, you gain a blindsight of 60 feet, and you gain advantage
on Wisdom (Perception) checks.
For the duration, when you make a ranged weapon attack,
you do not require line of sight as long as it is in the range of
your blindsight, and the target creature does not benefit from
cover, as you can send your shots in twisting impossible lines
riding the flow of the winds that only you can sense.
Whirling Conflagration
3rd-level transmutation
Classes: Ranger
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, M (a melee weapon you are proficient with
worth at least 1 cp)
Duration: Instantaneous
You flourish the weapon used in the casting and then whirl it
around, igniting it in whirling conflagration. Make a melee
weapon attack against each creature within 15 feet. (Using
the same roll against each creature) Each target takes 6d6
fire damage on hit, or half as much on a miss
At Higher Levels. When you cast this spell using a spell
slot of 4th Level or higher, it deals an additional 1d6 damage
to each target on hit for each slot level above 3rd.
Wither
3rd-level necromancy
Classes: Occultist, Warlock
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of powdered bone and sand)
Duration: 1 round
Dark energy tears the moisture from a body, sapping of life
and vitality from a creature within range. The target must
make a Constitution saving throw. The target takes 4d10
necrotic damage on a failed save and becomes withered until
the start of your next turn, or half as much on a successful
one and does not become withered. A withered creature
gains vulnerability to fire damage if they are not resistant to
it, or loses their resistance to fire if they were resistant to fire.
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 5th.

Kibbles' Casting Compendium v1.4


39
You flicker between the material and ethereal planes. Until
Psionics the start of your next turn, each time you would take damage,
The following are a special branch of ability: Psionics. While including the triggering attack, roll a d4. On a 2, you gain
much of Psionics is comparable to magic in effect, these are resistance to that instance of damage. On a 4, you don't take
a list of unique abilities to people with Psionic abilities. any damage.
These are part of the Psion class, but can be opened to any Mind Blast
character capable of Psionics at the discretion of the DM. 6th-level psionic
Delve Mind Casting Time: 1 action
3rd-level psionic Range: Self (60-foot cone)
Casting Time: 1 action Components: S
Range: 60 feet Duration: Instantaneous
Components: S You emit a blast of psychic energy. Each creature in a 60-foot
Duration: Concentration, up to 1 minute cone must make an Intelligence saving throw. A creature
You delve into a creature's mind, forcing it to make an takes 6d8 Psychic damage and is stunned until the end of
Intelligence saving throw. On a failure, for the duration or their next turn on a failed save. A creature takes half as much
until you end the spell you gain access to its memories from damage and is not stunned on a successful save.
the past 12 hours, and are able to recall things it remembers Psychic Drain
as if they are your own memories, but these memories 2nd-level psionic
contain only things the target creature remembers.
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 4th level or higher, you can delve an additional 12 Range: 60 feet
hours further back in the creature's memories for each slot Components: S
level above 3rd. Duration: Instantaneous
You draw on the psychic energy of another creature you can
Flicker see to sustain yourself. The target must make a Charisma
1st-level psionic saving throw. On failure it takes 3d8 psychic damage and you
Casting Time: 1 reaction, when you would take damage gain temporary hit points equal to half the amount of psychic
Range: Self damage dealt and regain one expended psi point.
Components: S At Higher Levels. When you cast this spell using a spell
Duration: 1 round slot of 3rd level or higher, the spell deals an additional 1d8
psychic damage.

Kibbles' Casting Compendium v1.4


40
Unlocked Potential
1st-level psionic The Unavoidable Death
Casting Time: 1 action In the case of number 2, passing the save will not
Range: 60 feet always be enough to make them not be reduced to
Components: S zero hit points. Sometimes they are reduced to
Duration: Concentration, up to 1 minute zero by something like falling damage that has no
save or attack. Sometimes life's a bummer that
You unlock the potential of a creature's mind, allowing it to way.
fully reach its limits. For the duration, once per turn the
creature can add 1d4 to any attack roll, damage roll, or saving
throw it makes. Each time it adds the additional 1d4, it takes
1 psychic damage as it pushes beyond its natural limitations. Nullify Effect
2nd-level psionic
Future Insight Casting Time: 1 reaction, which you take when you are
1st-level psionic forced to make an Intelligence, Wisdom, or Charisma
Casting Time: 1 action saving throw
Range: Self Range: Self
Components: S Components: S
Duration: 10 minutes Duration: 1 round
Your roll 3d4 or 1d12 (your choice) and record the results. You gain advantage on Intelligence, Wisdom, and Charisma
During the duration, you can expend one of these dice to add saving throws (Including the triggering save) until the start of
or subtract them dice you rolled from any attack roll, saving your next turn. You also gain resistance to Psychic and Force
throw, or ability check made by a creature within 60 feet of damage until the start of your next turn.
you until the dice are exhausted or the spell ends. You must At Higher Levels. When you cast this spell using a spell
expend the die after the roll is made, but before you know the slot of 4th level or higher, you can roll an additional d20 as
outcome of the roll. part of your advantage roll. If you cast this at the 5th level or
higher, it grants immunity to Psychic and Force damage for
Glimpse the Future the duration.
2nd-level psionic
Shockwave
Casting Time: 1 action 5th-level psionic
Range: 60 feet
Components: S Casting Time: 1 action
Duration: 10 minutes Range: Self (30-foot radius)
You give a creature within range a glimpse of their future. Components: S
Roll a d4 to determine outcome: Duration: Instantaneous
You unleash a burst of telekinetic force in all directions. Each
Result Effect creature of your choice within 30 feet of you is knocked 5 feet
back and must succeed on a Strength saving throw or take
The target foresees an action to come. Roll a d20 8d6 damage bludgeoning damage and be knocked prone. A
1
and record the value. Until the duration of the creature that succeeds on its saving throw takes half as much
spell ends, they can replace one of their d20 rolls
with the value rolled.
damage and isn't knocked prone.
The target sees their own death. If they are
reduced to zero hit points by an attack or failing a
save throw during the duration, they instead evade
2
the attack or pass the saving throw if they are not
otherwise incapacitated prior to being reduced to
zero.
They see a future victory, growing confident. They
gain 10 temporary hit points and are immune to
3
the frightened condition for the duration of the
spell.
The target sees an ambush or surprise, the first
time they would be surprised they are not, or the
4
first time an attack would made against them with
advantage, it is instead made with disadvantage.

Once any of the events foreseen occur, the spell ends.


At Higher Levels. When cast using 3 or more psi points,
you can select the effect instead of rolling a d4.

Kibbles' Casting Compendium v1.4


41
Inner World
8th-level psionic Quickly Constructed Worlds
Casting Time: 1 action The casting time of this spell is 1 action, which is 6
Range: Self seconds in game. While this should not be taken
Components: S literally, it is also an indication that this is a quickly
Duration: Concentration, up to 1 minute constructed world. It is recommended that that
you come up with a general layout and any
As an action, you create and enter an imaginary world. All resources needed for this spell in collaboration
other creatures within 120 feet are pulled this world with with your DM when you select the spell, and make
you. This world is centered on you, and extends in 120 feet in at most minor changes to the world when casting
all directions. it. It is reasonable for a DM to limit world planning
A creature that reaches the edge of this world can make a time to one minute.
Charisma saving throw to attempt to exit, spending 5 feet of
movement to return where they were before being pulled into
the world on success, and being unable to move out the world
until the start of their next turn on failure. A creature outside
the world can attempt to enter it by moving to where you cast
the spell (which is marked by a glowing psionic rift) and
making a Charisma saving throw to enter the world. You can
allow a creature to automatically pass their save to enter or
exit the world.
When you create this world, you can create obstacles and
terrain of your choice, creating walls, pillars, and other
obstacles that take up to twenty 5 by 5 square foot areas
(stylistically, these can appear however you choose). These
can be placed consecutively or spread out in any method of
your choosing, but any area with a creature must contain a
path that creature can fit through to both you and the edge of
the of the world.
You can additionally create up to five hazardous spaces on
the ground that are 5 foot squares. These can be fires, spikes,
biting mouthes, or whatever you choose, but regardless of its
form if a creature takes 4d4 + 4 psychic damage when it
enters the effect's area for the first time on a turn or starts its
turn there. Each of these hazards must be at least 20 feet
from another hazard.
While in this inner world, if you fail saving throw, you
choose to succeed instead. You can do up to 3 times during
the duration of the spell. All spells and powers have their psi
point cost reduced by one.
During the spell, as an action, you can attempt to destroy a
creature within the world. The target must make an
Intelligence saving throw. On failure, it takes 8d8 + 8 psychic
damage and is removed from the imaginary world, returning
to where they were before being pulled into it.
The world can be brightly or dimly lit, and you control the
weather within it.
When the spell ends, you and any creature that remains in
the world exit the world returning to space you entered the
world from.

Kibbles' Casting Compendium v1.4


42
Changelog
1.1 [+6 spells]
Added Ranger Spells That Don't Suck.
Added Revised "Martial" Transformation.
1.2 [+41 spells]
Added Generic Elemental Spells
1.3 [+10 spells]
Added "Become [Element]" spells
Added "Form of [Element]" spells. These spells largely
serve as a replacement for Investiture spells.
Added Elemental Avatar.
1.4 [+6 spells]
Added Plant Mage spells (Sprout Tree, Grasping Roots,
Bramble Barrier, Carnivorous Garden, Summon Plant)
1.4.1
Corrected spell list assignments.
Sweeping editing

Kibbles' Casting Compendium v1.4


43
Peter Steil
Supported By PrussiAntique (Antiqua)
Creation is made possible by generous patrons: PurblyDurbly
Robert White
Abeezy Rory Collier
Abyssal Knight Sam
Andrew Hartung B. Spivey
Andrew Keenan Richardson Seffykun
Andrew Valenti Seranata
AndrewRP8023 Slippygate
Angel Gomez Solarfed
Arcturus Eaenar SonOfSofaman
Aren Harper Spectre Creations
Austin Fox Suliman Adel
Bailey Halsall Thortron
BenPriebe Tony Bucher
bigbird Verixa Okblek
Brendan Witasmott
Bucket WitchDoctorXera
C. Dobb Wraithkin
Cameron Zak McPherron
CelticGamingGod Zaubern
Colin Reilly
CovertMuffin ...and many more!
Dallas blanch
david santistevan
Devin
Dr.arielpro
Drowrin
Elijah McGowan
FS-1414
Garion Pankievich
Garrí K
Garth Ott
Gengoron
Glacirus
Glider Onair
GM Binder
Herdsheep
Ihileath
Issac Dyne
Jack Coldborne
Jack Inacker
Jacob Herrera
Jake Sine
James Twinn
Jason Lasica
Johannes Wieland
Kainoa Pacarro
KnightOfAlcea
Lane Mosier
Larry Eger
Louis.
masterofastra
Meerkat Manor
Michael Molik
Michael Ramage
Mitchell Baltosser
Name
Nannette Groft
Nicholas Sherman
Nick
orionSquared
Patrick Hart

Kibbles' Casting Compendium v1.4


44
6. Notice of License Copyright: You must update the COPYRIGHT
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contributing original material as Open Game Content, You Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
represent that Your Contributions are Your original Creation original material by E. Gary Gygax and Dave Arneson.
and/or You have sufficient rights to grant the rights conveyed by END OF LICENSE
this License.

Kibbles' Casting Compendium v1.4

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