Exal’Dal’s Greater Misty Step

Exal’Dal’s Greater Misty Step

5th-level conjuration

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

When you cast this spell, and as a bonus action on each of your turns until the spell ends, you may teleport up to 30 feet to an unoccupied space that you can see.

Usable by: Wizard, Sorcerer

Prismatic Ray

Prismatic Ray

5th-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You create a thin line of flashing light that flares toward a target you choose within range. Make a ranged spell attack against the target. On a hit, roll a d8 to determine which color ray affects it.

1. Red. The target takes 6d6 fire damage on a failed save, or half as much on a successful one.
2 Orange. The target takes 6d6 acid damage on a failed save, or half as much on a successful one.
3. Yellow. The target takes 6d6 lightning damage on a failed save, or half as much on a successful one.
4. Green. The target takes 6d6 poison damage on a failed save, or half as much on a successful one.
5. Blue. The target takes 6d6 cold damage on a failed save, or half as much on a successful one.
6. Indigo. The target is restrained It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet. The target is blinded It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special. Roll twice more, rerolling any 8s, and keep both results.

Usable by: Bard, Sorcerer, Wizard

Summon Slime

Summon Slime

5th-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V,S,M (a vial of acid)
Duration: Concentration, up to 1 hour

You summon ooze creatures that appear in unoccupied spaces that you can see within range. A summoned creature disappears when it drops to 0 hit points or when the spell ends. Choose one of the following options for what appears:

  • One ooze creature of challenge rating 4 or lower.
  • Two ooze creatures of challenge rating 2 or lower.
  • Four ooze creatures of challenge rating 1 or lower.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns.

They obey any verbal commands that you issue to them (no action required by you). If you don’t issue commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creature’s statistics.

Usable by: Sorcerer, Warlock, Wizard

Forgotten Pain

Forgotten Pain

5th-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

You remind a creature of the greatest pain it has ever suffered, and magnify that agony tenfold. Roll a d4 and consult the following table. The creature takes 3d6 damage of that type. While you maintain concentration on this spell, you can use a bonus action to force the target to take that much damage of the same type again if it fails a Charisma saving throw.

 

Roll Damage Type
1 Poison
2 Fire
3 Lightning
4 Psychic

Usable by: Bard, Sorcerer, Warlock, Wizard

Revoke

Revoke

5th-level Abjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a burnt piece of paper from a dead wizard’s spellbook)
Duration: Instantaneous

Bane of spellcasters, this spell forcefully expends one of the target’s spell s lots. When cast, you choose one target you can see within range. That creature makes a saving throw using its spellcasting modifier; if the creature does not have a spellcasting modifier specified, they instead make a Constitution saving throw. If the creature targeted has no spell slots, the caster takes 2d6 damage per level of the slot expended on this spell.

On a failed saving throw, the creature loses its highest level spell slot. It also takes 1d8 necrotic damage per level of the highest level slot lost. These slots can be regained as normal.

At Higher Levels. When cast as a 7th level spell you remove instead the target’s two highest spell slots. When cast as a 9th level spell you remove the target’s three highest spell slots.
Usable by: Bard, Cleric, Druid, Paladin, Warlock, Wizard