The primary setting for the League of Legends universe. Runeterra is a plane of existence composed of the physical realm and the Spirit Realm. A spherical planet with three known continents: Valoran Shurima The Camavoran Continent
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One-Cut Silence
You strike with a swift, silent cut, causing your target to suffer both slashing and psychic damage. If your target is reduced to 0 HP, they fall without a sound; if they survive, they are blinded and silenced until the end of their next turn.

Warrior King's Aura
You emanate a powerful aura that shrouds your allies in spectral armor, granting them enhanced protection and resilience in battle. Allies within range gain temporary hit points and a bonus to their armor class for the duration of the spell.

Disarming Slash
You perform a swift unarmed strike, attempting to disarm your opponent by grabbing their weapon and redirecting it against them. If the target fails a Dexterity saving throw, they are disarmed and you can make a melee attack with their weapon on your next turn.

By the Sword
Casting Time: 1 bonus action Range: Melee Duration: Instant For one moment, the blade leaves its sheath. The world holds its breath. One life ends — or one is saved. You make a single attack roll against a creature within 5 ft. On a hit, deal 10d10 slashing + 5d10 radiant. This bypasses resistances. Instead of attacking, you may touch a fallen ally (who died within the last minute) and return them to life with 1 HP, glowing with swordlight. After using this ability, you cannot use martial weapons again until your next long rest.

Draw Without Drawing
You strike with your sheathed blade, using presence, force, and perfect posture. When you hit with an unarmed strike or monk weapon, you can spend 1 ki to deal an extra Martial Arts die of damage and choose to either knock the target back 10 feet or disarm them, all while maintaining the elegance of a subtle hip-draw or shoulder flick.

Stillness After the Storm
You choose one creature within melee range and make a single melee attack. They must make a Constitution saving throw (DC = 8 + your Wisdom + proficiency). On a failure: They take 12d10 slashing damage, and if this brings them to 0 HP, they fall silently — no scream, no reaction, just collapse. On success: Half damage, but they are blinded until the end of their next turn. If the creature hasn't attacked (paralyzed in fear, restrained, or held their action): You may choose to spare them. Instead of damage, they are frightened for 1 minute, and gain a level of exhaustion from sheer spiritual pressure.

Sever the Thread
You strike a thread only you can see — the tether between life and fate. The body falters. The soul follows. Target makes a Wisdom save: Fail: 8d10 force damage and paralyzed until the end of your next turn. Success: Half damage, no additional effect. If the target is below half HP, they make the save at disadvantage.

For Whom the Bell Tolls
Casting Time: 1 action Range: 30 ft Duration: 1 round You utter a single word — not loud, but final. A chime rings behind your target’s ear, and in that moment, their death feels inevitable. Target must succeed on a Wisdom saving throw or become frightened until the start of your next turn. If the target is already frightened or has killed someone in the last hour, they take 3d6 psychic damage and are stunned for 1 round on a failed save. Ki Version: Spend 2 ki to activate this instead of casting.

Whisper Draw
You blur through space, drawing your sword just enough to leave a line of force across your target. The target must succeed on a Dexterity saving throw or take 4d6 slashing damage and 2d6 radiant damage, and cannot speak or cast verbal spells until the end of their next turn.

Phantom's Parkour
Using parkour you become one with nature, gaining proficiency in Stealth and Athletics. You can effortlessly climb vertical surfaces without checks and can hide as a bonus action in forest or urban environments, blending seamlessly with your surroundings.

Hidden Blade Counter
When a creature misses you with a melee attack, you can use your reaction to make a melee attack against that creature with a dagger or shortsword. You have advantage on this attack, allowing you to strike back swiftly and unexpectedly.

Crimson Finale
Upon reaching 0 hit points, you can unleash a burst of necrotic energy in a final act of defiance. This reaction allows you to cast Death Lotus, dealing damage to all enemies within range before you succumb to your injuries.

Blade Recaller
You throw a dagger (range 20/60) as a bonus action. When you Blinkstep to the space where it landed, you regain the dagger and gain advantage on your next melee attack.

Death Lotus
As an action, you whirl in place, launching a flurry of dagger strikes at nearby enemies. All creatures of your choice within 10 feet must make a Dexterity saving throw or take slashing damage, reflecting your deadly precision and agility.

Rebound Kill
Upon reducing a creature to 0 hit points, you can swiftly move up to 10 feet and make an additional melee attack against a different creature that you haven't attacked this turn, without using your reaction. This spell embodies the relentless nature of a skilled combatant, allowing them to capitalize on their victories in battle.

Stand Your Ground
In a desperate moment, you unleash a barrage of attacks on the nearest enemy, stunning them with the sheer force of your onslaught. As you blast away, your determination fuels your strikes, making each shot count.

Pirate's Gambit
Unleash a cunning attack against your foes, choosing from three devious maneuvers: a sucker punch that stuns, a concealed shot that deals extra damage, or a backstab that targets the enemy's weak point for maximum effect.

Citrus Rejuvenation
You consume a magical orange that restores a percentage of your maximum health and removes one status effect of your choice, such as blinding, paralysis, or charm. The vibrant energy of the orange revitalizes your spirit and body, allowing you to continue your adventure with renewed vigor.

Cannon’s Judgment
Unleashing a devastating wave of fire, you call upon the fury of the elements to engulf a massive area in flames. All creatures within the radius must contend with the searing heat, suffering severe burns and potential incapacitation.

Legend or Liar
Once per day, you can automatically succeed on a Charisma check, allowing you to sway opinions, charm others, or deceive with ease. This spell embodies the essence of your persona, whether as a legendary hero or a cunning trickster, enhancing your social prowess in critical moments.

Dirty Fighting
Harness the art of underhanded tactics to gain the upper hand in combat. Choose one of the following effects: disarm an opponent, trip them, or gouge their eyes, causing them to suffer penalties in battle.

Dark Sailor Pact
Invoke the dark powers of the abyss to gain one of three formidable abilities: summon tentacles from the depths to ensnare foes, radiate an aura of fear that terrifies nearby enemies, or cloak the battlefield in a thick fog that obscures vision and confuses opponents.

Dramatic Exit
With a flourish, you vanish in a spectacular explosion of rum and smoke, leaving your enemies bewildered. This spell allows you to teleport up to 30 feet to an unoccupied space you can see, while creating a cloud of rum-scented smoke that obscures the area for a brief moment.

Death Before Dishonor
Upon being reduced to 0 hit points, you can unleash a final act of defiance. Choose one of three effects: explode in a burst of necrotic energy, heal an ally within range, or intimidate nearby enemies, leaving a lasting impression even in death.

Powder Tricks
You unleash a barrage of explosive projectiles, throwing barrels or igniting fusebombs that explode on impact. Choose a point within range to create a fiery explosion, dealing damage to all creatures in the area.

Pirate’s Grasp
You summon spectral tendrils of water that lash out at your enemies, ensnaring them in a watery embrace. Each creature in range must succeed on a Strength saving throw or become restrained, taking 2d6 cold damage at the start of their turn until they break free.

Shanty of the Sea
You sing a rousing sea shanty that sends out protective melodies, healing nearby wounded allies. Allies within the aura gain a temporary shield that absorbs damage, ensuring a safer voyage through battle.

Pirate's Barrage
You summon a spectral cannon that unleashes a devastating 20-foot-radius explosive barrage. Creatures within the area must succeed on a Dexterity saving throw or take 6d6 force damage, halved on a successful save. The area becomes difficult terrain until the start of your next turn, hindering movement for foes.

Wrath of the Dutchman
Summon the fury of the storm and the ghostly crew of the Flying Dutchman to unleash chaos upon your enemies. This spell conjures a tempest that deals lightning damage and can frighten foes, embodying the wrath of the sea and the cursed ship.

Rum Slash
You imbue your sword with a mystical blue flame by rubbing it with rum. On a successful hit, the target takes 2d8 fire damage and must make a Strength saving throw or be forced to run 10 feet away in terror.

Summon Phobia
You conjure an embodiment of your target's worst fear, which manifests as a terrifying creature or phenomenon. This entity attacks the target, potentially stunning or frightening them based on their willpower to resist.

Air Manipulation
You can manipulate the air around you, altering its speed, density, and weight. This spell allows you to create strong gusts of wind, generate vacuums, or even create a dense fog, affecting movement and visibility in the area, sometimes with an icy blue side effect to any of these abilities.

All Elements Break Loose
Unleash the primal forces of nature, causing elemental chaos in a wide area. Choose up to four different elemental effects (fire, ice, lightning, acid, or poison) that erupt from the ground, dealing damage and imposing conditions on all creatures within range.

Animative Imagination
With a piece of paper and a quill or pencil, you can bring your drawings to life. Whatever you sketch on the parchment becomes a temporary ally or a possible living weapon, aiding you in battle or other tasks for a short duration.

Aroma-Infused Trap
You create a fragrant illusion that lures creatures into a designated area. When a creature enters the area, they must succeed on a Wisdom saving throw or become charmed and incapacitated by the sweet aroma for the duration.

Barrier Down
This spell allows the caster to dismantle any barrier in their path, whether it be a physical wall, a magical shield, or an ethereal force. Upon casting, the barrier disintegrates, leaving a clear passage for the caster and their allies.

Beautify
Transform the appearance of you, a creature, or an object, enhancing its beauty and charm. The target glows with a radiant aura with lush hair and meaningful eyes, gaining advantage on Charisma checks for the duration of the spell.

Biting Wrath
Unleash a torrent of spectral fangs that bite at your enemies, dealing damage and instilling fear. The fangs swarm around a target, causing pain and terror with each bite.

Blinding Speed
You harness the power of speed, allowing you to move with incredible swiftness. For the duration of the spell, your movement speed is doubled, and you can take an additional action on each of your turns, which can only be used to take the Dash action. Additionally, your dexterity is increased by +5.

Blood Ritual
You perform a dark ritual that requires a drop of your own blood, channeling its power to enhance your spells. For the next however long you would like, your spellcasting ability is heightened, allowing you to add your spellcasting modifier to the damage of your spells, but you take 1d4 Piercing damage for as long as the spell is active.

Blood Summon
You draw upon your own life force to summon a spectral creature from your blood. The creature acts as a temporary ally, fighting alongside you for a short duration before dissipating back into the ether.

Braincell Loss
Target a creature's mind, causing confusion and mental disarray. The target must make a saving throw or suffer from a temporary loss of intelligence, affecting their ability to think clearly and act effectively.

Burn Immunity
This spell grants the target complete immunity to fire damage for the duration of the spell. Additionally, any fire-based spells cast by the target will have their damage increased by 1d6.

Cataclysmic Meteor
You redirect a nearby massive planet-sized meteor from the cosmos that crashes down in a designated area, dealing devastating damage to all creatures within its impact zone. The meteor leaves behind a lingering aura of cosmic energy that can affect the battlefield for a short duration.

Curse of Age
You inflict a debilitating curse on a target, causing them to age rapidly. The target suffers physical and mental deterioration, reducing their abilities and potentially leading to their demise if not cured.

Draconic Inferno
Unleash a torrent of draconic fire that engulfs your enemies in a blazing inferno. The flames deal damage and may leave lingering heat that continues to harm those caught within its radius.

Dramatic Death
You feign death, collapsing to the ground and appearing lifeless to your enemies. This spell can only be cast when your health is below 25%, allowing you to deceive foes into believing you are dead, potentially causing them to lower their guard, or for you to make a great escape.

Dune Walker
You gain the ability to manipulate sand, shaping it into barriers, weapons, or creatures. Additionally, you become immune to the effects of extreme heat and dehydration found in desert environments, allowing you to traverse arid landscapes with ease.

Electric Blood
You infuse your blood with electrical energy, allowing you to channel powerful shocks through your body. As a bonus action, you can deal lightning damage to a creature that hits you with a melee attack, or you can choose to release a surge of electricity in a 10-foot radius, dealing damage to all creatures within range.

Elemental Mount
Summon a mount made of elemental energy (fire, water, earth, or air) and your choice of animal that serves you for a duration. The mount can traverse difficult terrain and has unique elemental abilities based on its type.

Fake Fire
You conjure a barrier of illusory flames that deters creatures from approaching. The barrier can absorb some damage, and the rest passes through to damage you. Any creature that attempts to pass through it takes psychic damage as they perceive the flames as real.

Fiery Vortex
You create a swirling vortex of fire that encircles a target, dealing continuous fire damage each turn. The vortex lasts for the duration of the spell, and if combined with a wind-based spell, it transforms into a Flame-Enveloped Tornado, increasing its damage and area of effect, possibly even throwing the target up to 20 feet away from the user.

Fire Stride
You become enveloped in flames as you move, leaving a trail of fire in your wake. While this spell is active, you gain immunity to fire damage, can walk through fire unharmed, and traverse lava as if it were solid ground.

Gourmet Blessing
You can consume any non-magical object, regardless of its size or material, and gain temporary benefits based on its properties. The effects last for 1 hour, but you can only gain one effect at a time.

Grasp of the Undead
You summon skeletal hands that burst forth from the ground, reaching out to ensnare a target within range. The target must succeed on a Strength saving throw or become restrained by the skeletal hands until they make a successful Strength saving roll.

Health of Decay
You gain the ability to heal from ongoing damage caused by Necrotic, Acid, and Poison attacks and spells. This spell must be cast before you begin to take gradual damage from these sources, allowing you to convert the harmful effects into healing instead.

Heart Pressure
You create a surge of magical energy that constricts the heart of a target, causing intense pain and potential harm. The target must make a saving throw or suffer debilitating effects and damage, and possibly stunned.

Hive Mind
Connects the minds of multiple targets, creating a shared consciousness that can confuse or dominate. The caster can choose to either disorient the targets or designate one as the leader, granting them influence over the others' thoughts and actions.

Hostile Switcharoo
In a chaotic twist of fate, you magically swap the allegiances of all creatures within range. Allies become enemies, and enemies become allies, creating confusion and potential chaos on the battlefield.

Inevitable Destruction
Unleashes a cataclysmic wave of natural disasters, including earthquakes, hurricanes, floods, and volcanic eruptions, affecting a vast area. The spell harnesses the raw power of nature, causing chaos and devastation to all within its range.

Infernal Explosion
Unleash a devastating blast of hellfire at a target location, causing fiery destruction in a wide area. Creatures caught in the explosion must make a saving throw or suffer severe burns and lingering fire damage.

Ink Wave
You conjure a wave of magical ink that crashes over your enemies, obscuring their vision and dealing damage. The ink lingers in the area, creating difficult terrain and potentially blinding those who enter it, as well as leaving an imprint on those who were hit, disabling invisibility.

Lame Curse
You unleash a wave of magical energy that saps the strength and will of your target, causing them to feel weak and ineffective in battle. The target must succeed on a saving throw or suffer penalties to their attack rolls and ability checks for the duration of the spell.

Leprechaun Army
Summon a horde of mischievous leprechauns that hurl gold pieces at your enemies, causing chaos and channeling luck. Each leprechaun grants a temporary boon to allies or a curse to foes, enhancing the unpredictability of battle.

Lofty Shield
Summon a shimmering barrier of ethereal energy that envelops a target, granting them increased protection and the ability to deflect incoming projectiles. The shield absorbs a portion of damage and can reflect a single ranged attack back at the attacker.

Luring Wisps
You conjure wisps of light that dance and flicker, enticing creatures to follow them. The wisps can lead targets into traps or away from danger, creating opportunities for ambushes or escapes.

Magic-Enforced Nausea
You unleash a wave of unsettling energy that causes creatures within range to feel intense nausea. Affected creatures must succeed on a Constitution saving throw or become incapacitated and poisoned for the duration, suffering disadvantage on attack rolls and ability checks.

Meal of Unexpectancy
This spell conjures a mysterious meal that can have unpredictable effects on those who consume it. The meal may grant a +2 bonus to ability checks, potentially level up the eater, poison them, or even drain 50% of their health, making it a gamble for any adventurer.

Mental Exchange
You create a telepathic link with a target, allowing for the exchange of thoughts and emotions. Both you and the target can communicate silently, sharing ideas and feelings directly without the need for spoken words.

Mind Control
You exert a powerful influence over the mind of only one target at a time, compelling them to follow your commands. The target must succeed on a Constitution saving throw or be charmed for the duration, obeying your spoken commands to the best of their ability.

Monochromacy
This spell envelops a select group of targets in a dull, blocky monochrome vision, stripping away the vibrancy of colors and reducing their perception to shades of gray and splotchy patches of shapes. As a result, targets are unable to distinguish between creatures and inanimate objects, making it difficult to identify threats, allies, or obstacles, even affecting senses like tremorsense, truesight, blindsight, etc.

Nature's Manifestation
Unleash the primal forces of nature, causing vines and carnivorous plants to erupt from the ground within a 300-foot radius. Enemies caught in the area are pulled into the earth by the vines, while the carnivorous plants grapple and drag them down, dealing devastating damage.

Necrotic Grasp
You channel dark energy into your hand, allowing you to drain the life force from a target. Upon a successful touch attack, the target takes necrotic damage and you regain hit points equal to half the damage dealt.

Numbing Curse
You inflict a debilitating curse on a target, causing their limbs to feel heavy and unresponsive. The target must succeed on a saving throw or suffer from reduced mobility and impaired actions for the duration of the spell.

Pain Split
You share your pain with your enemy and are now bonded to a cursed bond between life force. The target's current hit points are reduced to match the percentage of health you have left, regardless of their original total. This only works with your health, when the target loses health, you don't lose health.

Panic
You instill a deep sense of fear in your target, causing them to become overwhelmed with dread. The target must make a saving throw or become frightened for the duration, unable to move closer to you and suffering disadvantage on ability checks and attack rolls while frightened.

Petrifying Gaze
You fix your gaze upon a creature, attempting to turn it to stone. The target must succeed on a Constitution saving throw or become petrified for the duration, encased in a layer of stone that renders it immobile and unable to speak. However, if it is attacked it will break free, but possibly losing a petrified limb in the process.

Phase Change
This spell allows the caster to alter the state of matter, transforming solids into gases, gases into solids, liquids into solids, solids into liquids, gases into liquids, and liquids into gases. It can even affect normal blood, making it a perilous choice in combat or delicate situations.

Poison Stake
You conjure a jagged stake made of dark, twisted wood that is imbued with toxic energy. When thrown, it impales a target, dealing poison damage and potentially poisoning them for a short duration, able to be summoned and duplicated.

Psychic Flare
A creature within your line of sight, and of your choice, instantaneously combusts into flames due to the power of your mind, causing both psychic and fire damage.

Punishment of the Reaper
You summon the spectral form of a reaper to deliver a swift judgment upon your enemies. The target must face the chilling touch of death, suffering necrotic damage and potentially being paralyzed by fear.

Reveal Illusion
This spell allows the caster to unveil hidden illusions within a specified area, exposing any creatures or objects that are magically concealed. The caster can choose to reveal illusions in a 30-foot radius, making them visible for a duration of 1 minute.

Reverse Domain
This spell inverts the ground and ceiling within a 30-foot radius, causing creatures and objects to experience disorientation as they are effectively flipped upside down. The effect lasts for 1 minute, allowing the caster to maintain control over the inversion for as long as desired during that time.

Seismic Implosion
You create a localized seismic disturbance that causes the ground to implode in a 20-foot radius. Creatures within the area must make a saving throw or take significant damage and be knocked prone as the earth collapses beneath them.

Self-Detonation
You unleash a catastrophic explosion, dealing massive damage to all creatures in a radius around you. In the process, you sacrifice 70% of your total health, regardless of your current hit points, to fuel this devastating spell. Shrapnel of "who knows what" flies everywhere as you detonate causing extra piercing damage. Any creature with the radius of your explosion must make a Constitution saving throw to endure the shrapnel and explosion as there is no chance for them to dodge this attack.

Self-Mending
You channel restorative energy into your own body, healing your wounds and revitalizing your spirit. As a bonus action, you can regain hit points equal to 1d8 + your spellcasting ability modifier, and you gain advantage on your next saving throw against being poisoned or frightened until the end of your next turn.

Shadow Travel
You meld into the shadows, allowing you to teleport to a location within your line of sight that is also in dim light or darkness. Upon arrival, you leave behind a shadowy afterimage that lingers for a brief moment before dissipating.

Shapeshifter
Transform into a creature you have seen before, gaining its physical traits and abilities for the duration. You can revert to your original form as a bonus action, and the transformation lasts for up to one hour or until you choose to end it.

Slime Clone
You create a semi-transparent clone of yourself made of magical slime. This clone can mimic your actions and distract enemies, providing you with tactical advantages in combat.

Spiked Summoning
You conjure a field of sharp, menacing spikes that erupt from the ground in a 20-foot radius. These spikes deal piercing damage to any creature that enters or starts its turn in the area of 20 feet, creating a hazardous terrain that can deter foes and control the battlefield, or create a nasty trap with a combination of other spells.

Split Conscious
You temporarily split your consciousness into two separate entities, allowing you to act independently in two locations within range. Each entity can perform one action per turn, but they share the same hit points and mental state, making it crucial to manage both effectively.

Summon Bridge
Conjure a sturdy, magical bridge that spans a gap or chasm, allowing creatures to cross safely. The bridge lasts for a duration of 1 hour or until dismissed, providing a safe passage over obstacles.
Absorb Elements
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Swaying Hypnosis
You weave a mesmerizing pattern in the air, captivating the minds of your foes. Those who fail to resist your enchanting sway become entranced, unable to take hostile actions against you or your allies for the duration.

Sweet Talk
You exude an aura of charm and persuasion, making your words more convincing. For the duration of the spell, you gain advantage on Charisma checks and saving throws against being charmed.

Tame Creature
You attempt to tame a creature of your choice within a 20-foot radius. The target must succeed on an Intelligence saving throw or become tamed, losing its aggressive tendencies and becoming friendly towards you and your allies, essentially becoming your ally in battle and in adventure. However, creatures with high intelligence are immune to this effect.

Thorn-Cursed Telepathy
You establish a telepathic link with a target, flooding their mind with fear and painful thoughts, not only suffering mental agony, but physical pain and anguish as mental thorns take root in their mind.

Thorny Tendrils
You summon thorn-covered vines that lash out at your enemies, ensnaring them and dealing piercing damage. The tendrils hinder movement, making it difficult for foes to escape their grasp, imposing disadvantage on their attempts to break free.

Throw Inanimate Object
You can telekinetically hurl an inanimate object weighing up to 10 pounds at a target within range. The object deals damage on impact and can knock the target prone if they fail a saving throw.

Time Trick
You manipulate the flow of time, allowing yourself to travel into the past or future. Creatures within a 20-foot radius come with you and perceive the present as if it has always been the time period you have chosen, altering their memories and perceptions accordingly.

Trick Room
You create a magical field that forces you and your target to swap health bars and any advantages or disadvantages currently affecting you while dealing an amount of psychic damage. For the duration of the spell, both parties must adapt to their new circumstances, leading to unpredictable outcomes in battle.

Trick of Familiarity
This spell allows you to mess with the target's mind, making them think that they know you. The target must succeed on an Intelligence check to discern your true identity; if they succeed, your face then morphs into that of a known acquaintance, forcing them to make a Wisdom check to differentiate you from the person you resemble.

Underworld Banishment
You invoke the power of the underworld to banish a creature to a shadowy realm. The target must succeed on a Wisdom saving throw or be transported to a temporary pocket dimension, incapacitated and blind for the duration of the spell.

Utter Extinction
Unleash a wave of destructive energy that obliterates all life within a designated area. Creatures caught in the blast must contend with the overwhelming force of annihilation, risking their very existence.

Vampire's Curse
The target is cursed to burn under even dim sunlight, becoming vulnerable to garlic and suffering from a chance to transform into a small bat upon being hit by the spell. This curse lasts for 1 hour, causing the target to experience intense pain and fear of light.

Whisper of Death
You utter a chilling whisper that resonates with the essence of death itself. A target within range must make a saving throw or either suffer necrotic damage, be frightened for the duration, or drop to the ground dead.

Create Campsite
This spell conjures a small, cozy campsite complete with a single tent, two bedrolls, a firepit, and a pack of supplies. The campsite is designed to provide comfort and safety for adventurers during their travels, allowing them to rest and recuperate in the wilderness.

Herbal Tea
You summon a variety of magical herbs that can be mixed in any order to create a soothing tea. The tea grants temporary benefits based on the herbs used, such as increased focus, healing, or resistance to certain effects.

Herblore's Brew
You create a potion from herbs and secondary ingredients, granting the drinker a temporary skill boost or status effect. The effects last for 1 minute per caster level, degrading at a rate of 1 level per minute until they wear off completely.

Blooming Burst
You toss a seed bomb that bursts into fast-growing, radiant blossoms. Creatures in the area must make a Dexterity saving throw or take 2d6 radiant damage as vines lash out. Allies within the radius regain 1d4 hit points as soothing pollen settles over them.

Nature's Insight
This spell grants the caster the ability to identify poisons, edible plants, flammable materials, and toxic odors within a specified range. Upon casting, the caster gains a heightened awareness of their surroundings, allowing them to discern the nature of various substances with clarity.

Sporecloud Tonic
You drink a fermented extract that releases a cloud of symbiotic spores around you. Enemies who enter or start their turn in the cloud must make a Constitution saving throw or take 2d8 poison damage and have disadvantage on attack rolls until the end of their turn. Allies inside the cloud have advantage on Stealth checks due to the obscuring mist.

Volatile Vial
You hurl a glass vial filled with unstable compounds at a point within range. Choose one damage type: acid, fire, cold, or poison. Creatures within a 10-ft radius must succeed on a Dexterity saving throw or take 2d6 damage of the chosen type (half on success).

Rootbind Serum
You lob a flask filled with root-growth accelerant. From the impact zone, thorned vines erupt, ensnaring enemies in a 15-foot radius. All enemies in the area must succeed on a Strength saving throw or become restrained. While restrained, they take 2d6 piercing damage at the start of their turn. The terrain becomes difficult for everyone except you, making it harder for foes to maneuver.

Jungle Potion
This chaotic potion, brewed from rare jungle herbs and fruits, induces a wild frenzy in the drinker, causing erratic behavior and unpredictable effects. When applied to a weapon, it grants the wielder a surge of manic energy, enhancing their attacks with bizarre and unexpected results.

Dragon's Venom
You infuse a weapon with the potent essence of dragon scale dust, creating a deadly poison that coats the weapon's blade. For the duration of the spell, any successful hit with the weapon deals additional poison damage and may poison the target.

Overclock Brew
You slam a glowing hex-elixir, temporarily enhancing your physical and magical capabilities. For the next minute, you gain advantage on Strength and Dexterity checks, and your spellcasting ability modifier increases by 2, but you take 1d4 damage at the start of each of your turns as the elixir's effects take a toll on your body.
Puppet
Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
Friends
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
Frostbite
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Glowing Coin
When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Green Flame Blade
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Gust
You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Distort Value
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC. This lasts for 8 hours and the caster need not be present for it's duration. At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.
Psychic Lance
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Id Insinuation
You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Incite greed
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Catnap
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for ten minutes. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Starry Whisp
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Magic Aura
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. False Aura. You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask. You change the way the target appears to spells and magical
Magic Stone
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it.
Sapping Sting
You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone. At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Antagonize
You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Mind Sliver
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mind Whip
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Mischief
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll. d4 Effect 1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. 2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. 3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. 4 Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.
Shadow Blade
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Toll the Dead
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Enemies Abound
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Charm Monster
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Shape Water
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Pass Without Trace
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Ego Whip
You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
Dissonant Whispers
One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Infestation
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Ebonflame Arrow
You conjure and fire three purple flaming arrows at a target. Each arrow deals fire damage, and the black smoke from the flames can cause blinding and poison if the target fails an Intelligence saving throw.

Arcane Shot
Unleash special magical effects with your ranged weapon attacks. Choose two Arcane Shot options at 3rd level, applying one to your attack when it hits. You have two uses of this ability, regaining them after a short or long rest. Each option is tied to a school of magic and improves at 10th and 18th levels. Your Arcane Shot save DC is 8 + your proficiency bonus + your Intelligence modifier.

Banishing Shot
You use abjuration magic to attempt to temporarily banish your target to a harmless location in the Feywild. The creature hit by the attack must succeed on a Charisma saving throw or be banished, becoming incapacitated and with a speed of 0 until it reappears at the end of its next

Shadow Shot
You weave illusion magic into your attack, causing it to occlude your foe’s vision with shadows. The creature hit by the attack takes an extra 2d6 psychic damage, and it must succeed on an Intelligence saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 3d6 at 10th level and to 4d6 at 18th level.

Imploding Shot
You evoke Dunamantic magic to magnify the gravity of a specific location. Target an area within your weapon's range; every creature within 15 feet must succeed a Strength saving throw or take 2d4 force damage and be pulled to an unoccupied space nearby. The affected area becomes difficult terrain for 1 minute or until dispelled as a bonus action. At 18th level, damage increases to 4d4, and creatures moving in the area must spend 4 feet of movement for every 1 foot they move.

Warping Shot
You charge your shot with conjuration magic, allowing it to ferry you to your destination. If the creature hit is within 30 feet, it must succeed on a Wisdom saving throw or switch places with you. If you or the creature cannot fit in the other's previous space, the effect does not occur. You can also target an object or area within 30 feet, teleporting to that location upon a successful hit. The range increases to 45 feet at 10th level and 60 feet at 18th level.

Erupting Shot
You imbue your attack with force energy drawn from the school of evocation. The shot detonates after your attack hits the target, causing a thunderous explosion that deals damage to the target and all creatures within 10 feet.

Imbued Magic
You can infuse your nonmagical simple or martial ranged weapon with magic for a single attack, allowing it to overcome resistance and immunity to nonmagical attacks. At 10th level, infused weapons gain a +1 bonus to attack and damage rolls, increasing to +2 at 18th level.

Curving Shot
This spell allows you to redirect a missed attack to a new target. When you make an attack roll with a magic shot and miss, you can use a bonus action to reroll the attack against a different target within 60 feet of the original target.

Sacrificial Shot
You invoke the dark magic of blood mages, sacrificing a part of yourself to unleash a torrent of agony upon your enemy. By spending Hit Die up to half your proficiency bonus, you roll D12s equal to the amount spent, taking necrotic damage equal to the total rolled, which cannot be reduced. The target suffers the same amount of

Draining Shot
You weave necromantic magic into your attack. The creature hit by the attack takes an extra 2d6 necrotic damage. The target must make a Constitution saving throw; on a failure, you heal equal to the necrotic damage dealt, and the damage dealt by the target's weapon attacks is halved until the start of your next turn. The necrotic damage increases to 3d6 at 10th level and 4d6 at 18th level.

Unraveling Shot
You evoke the magic of the scribes to unravel and understand magic. This shot takes your entire attack action and cannot be used as a reaction. You may shoot a creature, object, or tangible magical effect, choosing a spell or magical effect that lasts 24 hours or less affecting the target. If you choose a magical effect or a 3rd-level spell or lower, it ends immediately. For spells of 4th level or higher, make an Intelligence check against a DC of 10 + the spell's level; on a success, the magic is dispelled. At 18th level, spells of 5th level or lower are dispelled automatically without a check.

Grasping Shot
When this shot strikes its target, transmutation magic morphs the ammunition or equipment into thorny brambles, wrapping around the target. The creature hit takes an extra 2d6 piercing damage, its speed is reduced by 10 feet, and it suffers 2d6 slashing damage the first time it moves 1 foot or more without teleporting. The target or any creature that can reach it can use their action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. The brambles last for 1 minute or until you use this option again, returning the ammunition or equipment to its usual shape when the effect ends.

Ever-Ready Shot
At 15th level, you have mastered the art of imbuing your attacks with magic, allowing you to use Arcane Shot every time you take the Attack action or as a reaction. This spell enhances your archery skills, making each shot a potent blend of physical and magical prowess.

Menacing Attack
With a swift strike, the fighter can attempt to frighten their target. On a successful melee weapon attack, the target must make a Wisdom saving throw or become frightened until the end of the fighter's next turn.

Menacing Shot
With a swift fire of the bow, the fighter can attempt to frighten their target. On a successful melee weapon attack, the target must make a Wisdom saving throw or drop their weapon and become frightened until the end of the fighter's next turn.