Modified Spells

Acid Splash

Starting at 5th level this spell will leave a pool of acid on the ground in a 10’ square that will last for one round. Increases to 2 rounds at 11th, and 3 at 17th.

Counterspell

Both casters roll a Spell Attack roll at each other, also adding in +1 per spell level (Counterspell always starts at +3 for 3rd level).
Example a 1st level mage with a 15 INT casts Magic Missile. They would have a +4 Spell Attack roll and Magic Missile is a first level spell for a total of +5. A 20th level  mage with a 20 INT tries to Counterspell  Magic Missile. That mage has a +12 Spell Attack roll, but Counterspell is still adding +3, for a total of +15. Both wizards roll a d20 and add their modifiers. In this example it is possible, but really unlikely, for the magic missile to succeed unless the counterspelling wizard rolls poorly.

A tie causes a Wild Magic Surge. Countering a spell by using the exact same spell negates it without a roll on the Wild Magic chart. A Fireball, even upcast, can be countered by another magic user if they have Fireball prepared by using their Reaction.

Find Familiar

The spell is now a Bonus Action. It instantly heals the familiar to full hp and adds your Prof bonus in temp hit points. If you want a familiar please contact me and we will try to come up with something cool and unique if you don't want to just do the list. I like to make familiars full-fledged NPCs. These creatures are real and require food and care.

Friends

At 5th level it lasts for 10 minutes, at 11th level 1 hour, at 17th level one day (scales up w/level).

Silvery Barbs

This spell doesn't exist in my games. Currently it is the only spell on the banned list.

Tenser’s Transformation

Caster experiences a He-Manesque transformation where they also add their Prof bonus to their AC rather than allowing heavy armor.

True Strike

Takes an action. First attack targeted character takes next round (doesn’t have to be a weapon) is granted advantage. A miss it is still a hit. A hit turns into a crit. A Nat 20 does triple DMG. True Strike only misses on a NAT 1 (with advantage two 1s would have to be rolled to miss).

New or Improved Spells

These are either new spells created by the Evil DM, or improvements to standard spells. New spells may be taken instead of standard ones, and improved feats replace those listed in the handbook.

New Spells
Arranged by spell level

Fakeout

Cantrip Illusion. Range 30’, Instant.

One creature you can see makes a WIS save to negate against 1d4 (scales w/level) damage of a type you choose. Creatures immune to charm or illusions are not affected. The damage is not real but target thinks it is.

Source: Arcane Trickster, Bard, Cleric of Trickery, Sorcerer, Warlock, Wizard.

Sparkle

Cantrip Illusion. Touch, Instant.

A blinding light deals 1d4 force damage (scales w/level) to a single creature you can see and blinds creature for 1 round. No save.

Source: Arcane Trickster, Artificer, Bard, Cleric of Light, Sorcerer, Warlock, Wizard

Endless Reaper

1st level Necromancy, Touch, 1 minute.

Infuse a melee weapon with a necrotic link. The first time in a combat round it deals damage to a living creature, the caster heals 1d6 hit points.

Source: Cleric, Warlock, Wizard.

Grasp of Shadows

1st level Necromancy, Range 60’, 1 minute Concentration.

Deals 3d4 necrotic damage and makes that character treat all terrain as rough terrain for 1 round. A CON save deals half damage and ignores the terrain. Can increase spell level for extra die.

Source: Cleric of Death, Sorcerer, Warlock, Wizard.

Verbal Embargo

1st level Enchantment. Range 60’.

WIS negates. Creature unable to talk, write, or even hint about a subject of your choice for one hour.

Chant

 2nd level enchantment, Range 30’, Concentration up to 1 minute.

This spell works like Bless but does 1d6 instead.

Source: Cleric

Fortress

2nd level  abjuration, Range Self; Up to 10 minutes.

This spell grants +8 to AC. Every attack roll that misses the target takes 2 points off that bonus. Casting the spell again when there are still charges from the previous casting does not stack. The bonus simply returns to +8 AC.

Source: Wizard, Sorcerer, Cleric of War or Protection. 

Hex of Rage

2nd level Enchantment, Range 90’, Concentration

You have advantage on all attack rolls against the target.

Poison Web

2nd level Necromancy

Acts as Web Spell except at the beginning of the  Caster's next turn the web dissolves into a puff of poison. This poison deals 2d10 poison damage to any creature within the area of the web.

Source:
Sorcerer, Wizard

Healing Mushrooms

2nd level transmutation. R 30’, AoE 5’ Radius, 3 rounds.

Any creature that is not undead or a construct that starts its turn within the AoE heals 5 hit points. This lasts until the spells ends or the mushrooms have healed 25 total hit points.  It only last 3 rounds so the most one creature could heal is 15hp. Druids cannot exclude targets.

Source: Druid.

Curse of the Average

3rd level Divination, Range 60’, 10 minutes.

INT save negates. On any attack roll, saving throw, or skill check, roll 3d20 and take the middle result (median). Ignore anything that grants advantage or disadvantage. Cannot sneak attack. Only Dispel can end spell early.

Source: Cleric of Knowledge, Wizard.

Doom

3rd level enchantment, Range 30’, 1 minute, Concentration

CHA save and save after each round. Creature cannot regain hit points, has -1d4 to all d20 rolls and takes extra 1d6 damage from caster. This is basically Bane, Chill touch, and Hex all rolled into one tidy (nasty) package.

Source: Cleric

Hex of Misfortune

3rd level Enchantment, Range 90’, Concentration

The target has Disadvantage to attack you or on any saving throw against you.

Phantom Chasm

3rd level Illusion, Range 60’ , AoE 10’ radius, Concentration up to 1 minute

Creatures you designate are immune. For one minute an area spawns a deep, dark, chasm that creatures think they plummet into. Creatures make a INT save, taking 2d6 bludgeoning and 2d6 necrotic damage and fall prone. Must move out of the area (crawl at half speed) before being able to stand. Enemies moving into the area can try to jump over with a Athletics check DC 20. Creatures that can fly or levitate are immune.

Source: Arcane Trickster, Sorcerer, Wizard

Prayer

 3rd level enchantment, Range 30’, Concentration up to 1 minute

This spell works like Bless but does 1d8 instead.

Shackles of Pain

3rd level necromancy, Range 30’, Concentration up to 1 minute

This spell forces the targeted creature you can see within 30 feet to make a Charisma saving throw. If the creature fails then spectral chains that seem to be made of transparent bone connect the caster to the target. Once connected distance is no longer a problem as long as both creatures are on the same plane of existence. The creature can attempt to end the spell with a new save at the end of its turn.

Any damage done to the caster is also done to the target. This only results in hit point damage the caster took, not any resistances or immunities the target has. For example if the caster is not immune to fire but the target is, and the caster takes fire damage, then the target also takes the damage even though it is immune. Only hit point damage is transferred this way, not status affects. Any healing done to the caster doesn't translate to the target.

Source: Cleric of Death, Evil, Wizard, Warlock

Voltage Orbs

3rd level Evocation, Range 100’,  1 minute, Concentration

Create two orbs anywhere within 100 feet from you in places you can see. The orbs are destroyed if they get within 5’ of each other or more than 100’ from you.

The orbs have a AC of 15, 20 hit points, and are immune to lighting, poison, or psychic damage.

As a bonus action, you can command one orb to move up to 30 feet but it must stay within 100 feet of you. As an action you can command the orbs to create a electrical current between them that is 5’ wide. This forces all creatures between them to make a Dexterity saving throw or take 5d6 lightning damage.

Source: Artificer

Armor of Leaves

 4th level abjuration, Self, 10 minutes.

The druid cast a spell that covers them with 4 coatings of leaves. Whenever they they are hit by a weapon attack the deals piercing, slashing, or bludgeoning damage, instead a coat of leaves falls off and the druid takes no damage. It does not matter the amount of damage stopped by the spell. If the attack would have dealt any other type of damage, the druid suffers from it normally.

Source: Druid

Dark Exchange

4th level Necromancy,  60’, Instant

Two creatures you can see that are both missing hit points may each make a CON save. If both fail then they swap their current damage totals. If this swap would kill either creature, that creature instead has at least 1 hp.

Source: Cleric of Death, Sorcerer, Warlock, Wizard.

Hex of Vitality

4th level Enchantment, Range 90', Concentration

Caster gains 1d6 hit points whenever they attack the hexed target. If the attack hits and causes damage, the caster gets another 1d6 hit points and if the target regains hit points before the beginning of your next turn, you gain the same amount.

Awaken from Afar

 5th level divination, Range 60’.

Allows the caster to use any magic item they can see within 60’ if the caster has a rough idea of how it works. Doesn’t matter if the item needs attunement or a command word. This also works as a Identify spell. If the item has charges, the caster may use any amount of charges. This spell will allow Wands/Rods/Staves to fire off but will not make a weapon swing or armor move.

Hex of Wizardry

 5th level Enchantment, Range 90', Concentration

Target loses lowest available spell slot when you attack target. If the attack hits then the target loses another spell slot of the lowest level remaining. In addition, the caster has Disadvantage on concentration checks forced by you.

Pearl

5th level evocation,  30’, Instant

3 glowing spheres of radiant energy about 1’ diameter circle around 1 creature you can see. Deals 8d6 radiant damage. No save. Component is a 100gp pearl.

Source: Cleric

Hex of Oblivion

6th level Enchantment, Range 90’, Concentration

The target gains Vulnerability to all your damage. After damage is rolled, you may choose to instead roll max damage. Doing this will end the Hex spell.

Lacerating Rain

6th necromancy, Range 120’, Instant.

A 15’ radius centered on a point the caster can see starts raining blood shards. Creatures must make a Dexterity saving throw or take 7d8 slashing damage and start to bleed, losing 2d6 hit points at the end of each turn or until they receive magical healing. A successful saves halves the damage and do not suffer the bleed effect. Creatures without vital bodily fluids have advantage on the save and do not suffer the bleed effect.

Parley

6th level Divination, 10 minutes

The caster can summon the projection of one entity from anywhere in the multiverse and cause it to appear in a meeting room on a demiplane designed by the caster. Only creatures of Demigod status or above are allowed a WIS save to negate.  Otherwise during this meeting both entities are physically helpless.  While in this meeting both parties are able to converse without a language barrier although the caster can do nothing to physically hurt the target. The caster may end the spell early. The target of the spell may also end the spell early but only by willing the caster to die, which will happen suddenly and with no saving throw if the target wishes.

Source: Cleric.

Ray of Heroes

6th level Evocation, 120’, Instant

This ray attack cannot be counterspelled. If it hits a creature that has the Legendary Resistance feature, then the creature must use one for the day. This spell has no effect on a creature without that trait.

Source: All.

Arena of Heroes

7th level Transmutation, 100’, AoE, 10 minutes, Concentration.

Any creature that has Legendary Actions has one less per round in this area of effect.

Source: All.

Resistance Inversion

 7th abjuration, Range 60’, 1 minute.

No save. A creature with Magic Resistance has Disadvantage on saves vs magic for the next minute.

Source: Wizard.

Lair of Heroes

8th level Transmutation, 500’, AoE, 10 minutes, Concentration.

Lair Actions of monsters do not activate in this area of effect.

Source: All.  

Point in Time

9th level Dunamancy

This spell creates a “Point in Time”. The spell either creates a point in time OR returns the caster to the last moment they cast this spell provided it was within the last 9 days. Basically it is literally a save point. Component is a 2000gp gem.

Source: Wizard.