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2016-01-20, 04:41 AM
Bard Spells
Arcane Sensitivity
Analyse Portal
Chill Metal
Gate Seal
Scatterspray
Shadow Mask
Shadow Spray

Cleric Spells
Armour of Darkness
Darkbolt
Entropic Shield
Fantastic Machine
Fiery Vision
Gate Seal
Gembomb
Maelstrom
Moon Beam
Moon Blade
Moon Path
Moonfire
Redirect Spell
Stonetrap
Sun Bolt
Waterspout
Wall of Pain

Druid Spells
Brittleskin
Chill Metal
Coral Growth
Dispel Fog
Easy Trail
Land Womb
Maelstrom
Maw of Stone
Moon Beam
Moon Blade
Moon Path
Moonfire
Rock Catch
Rock Burst
Waterspout

Paladin Spells
Redirect Spell

Ranger Spells
Brittleskin
Dispel Fog
Easy Trail
Land Womb
Rock Catch

Sorcerer Spells
Analyze Portal
Blacklight
Circlet of Enervation
Claws of Darkness
Coral Growth
Dispel Fog
Flashburst
Flensing
Gate Seal
Great Shout
Lightning Fog
Scatterspray
Shadow Spray
Shuffle
Sticks and Stones
Stone Trap
Sun Bolt
Suspension
Thunderlance
Tidal Wave
Wall of Pain

Wizard Spells
Analyze Portal
Blacklight
Circlet of Enervation
Claws of Darkness
Coral Growth
Daltim’s Fiery Tentacles
Darsson’s Chilling Chamber
Darsson’s Cooling Breeze
Darsson’s Fiery Furnace
Dispel Fog
Elminster’s Evasion
Flashburst
Flensing
Gate Seal
Great Shout
Grimwald’s Graymantle
Kyristan’s Malevolent Tentacles
Lesser Ironguard
Lightning Fog
Moon Beam
Mycontil’s Last Resort
Scatterspray
Shadow Mask
Shadow Spray
Shuffle
Sparkles
Sticks and Stones
Stone Trap
Sun Bolt
Suspension
Thunderlance
Tidal Wave
Wall of Pain

Analyse Portal
3rd level Divination (Ritual)
Casting Time – 1 minute
Range – 60ft
Components – V, S, M (Crystal lens and a small mirror)
Duration – Concentration, up to 1 minute

You can tell if an area contains a magic portal. If you study an area for 1 round, you know the sizes and the locations of any portals in the area, and once you discern the location of the portal, you can study it. Each round you study the portal, you can discern one of the following properties of the portal-
• Key or Command Word needed for the portal
• Special circumstances around the opening of the portal (time of activation, barred creatures, etc.)
• One way or Two Way portal
• Glimpse of where the portal leads (You can look at the area where the portal leads for 1 round)
The spell does not allow other divination spells to extend through the portal.
For each of the Properties, you make a Wisdom check against DC 18. If you fail, you can attempt the check the next round.

Arcane Sensitivity
Divination Cantrip
Casting Time – 1 Action
Range – Touch
Components – V, S
Duration – Instant

When you touch a creature, you instantly determine if the creature can cast spells and the maximum level of spells it can cast. You also determine the creatures school of magic if it is a Wizard, Element if Wu Jen, Sorcerous Origin if Sorcerer, and Patron if Warlock.

Armour of Darkness
4th level Abjuration
Casting Time – 1 Action
Range – Touch
Components – V, S, DF
Duration – 10 minutes

You touch one creature and a flickering shadow covers the creature. If you so wish, the shroud can cover the features of the wearer. The shroud grants the subject of the spell a +2 bonus to AC, and the subject has advantage on saving throws against spells with radiant damage and light spells or effects.
Undead creatures gain advantage on saving throws to combat Channel Divinity effects

Blacklight
3rd level Evocation
Casting Time – 1 action
Range – 30ft
Components – V, S, M (Lump of coal and the dried eyeball of any creature)
Duration – 1 minute

You create an area of total darkness in a 30ft radius centred on a creature, object or a point in space. The darkness is impenetrable to normal vision and Darkvision, but you are able to see normally within the blacklit area. Creatures outside the spells area (with the exception of you) cannot see though it.
You can cast this spell on a point in space, but the effect is stationary, unless you cast it on a mobile object. You can cast the spell on a creature (the creature gets a Wisdom saving throw), and the effect then radiate from the creature and moves as it moves.
This spell counters or dispels any light spell of equal or lower level.

Brittleskin
3rd level Transmutation
Casting Time – 1 action
Range – 120ft
Components – V, S
Duration – Concentration, up to 1 minute

You cause a creatures skin to crystallise and become brittle. Whenever the creature is hit in combat, it takes additional 1d8 of bludgeoning damage.

Chill Metal
2nd level transmutation
Casting Time – 1 action
Range – 60ft
Components – V, S, M (A piece of iron and a chip of marble)
Duration – Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour that you can see within range. You cause the object to chill. Any creature that is in physical contact with the object takes 2d8 cold damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing an object, the creature must make a Constitution saving throw or drop the object if it can. If it does not drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels – for every slot this spell is cast above 2nd, an additional 1d8 of cold damage is dealt.

Circlet of Enervation
5th level Necromancy
Casting Time – 1 action
Range – 60ft
Components – V, S, F (Jet bracelet worth 500gp)
Duration – Concentration, up to 1 minute

You form a small ring of negative energy in your hand, which harms neither you or your equipment. As an action, you launch the circlet launches from your hand and on a successful spell attack roll, a struck creature takes 3d8 of Necrotic damage (Undead are healed and gain 5 temporary hit points). The circlet appears in your hand after the attack, ready to be used again.
At higher levels – For every spell slot above 5th you cast this spell at, it deals another 1d8 of damage and undead gain an additional 5 temporary hit points.

Claws of Darkness
2nd level Illusion
Casting Time – 1 action
Range – Personal
Components – V, S
Duration – Concentration, up to 1 minute

With a word and a gesture, you draw material from the Plane of Shadow, and your hands and your forearms elongate and change shape into featureless claws of inky blackness. You may use the claws to make unarmed attacks which you are proficient in, and deal 1d8 of cold damage. If you grapple your opponent, you deal 1d8 of cold damage with each successful grapple check, and your opponent is under the effect of a slow spell for as long as you maintain the grapple unless the opponent makes a successful Constitution save.
The claws extend to 10ft, and when this spell is in effect, you may not cast spells with anything other than verbal components, nor may you carry items with your hands.
At higher levels – When you cast this spell in a slot above 3rd level, the damage goes up by 1d8 for every slot higher than 3rd.

Coral Growth
3rd level Transmutation
Casting Time – 1 action
Range – 30ft
Components – V, S, M (Small Piece of Coral)
Duration – Permanent

You cause living, submerged coral to grow at an accelerated pace in a shape of your choosing. Since you control the form, you can cause the coral to grow into a wall, a large ball, and so forth, to an area of 30ft square.

Daltim’s Fiery Tentacles
4th level Conjuration
Casting Time – 1 action
Range – 90ft
Components – V, S, M (Section of tail from a giant strider)
Duration - Concentration, up to 1 minute

As Evard’s Black Tentacles, except the damage dealt is fire damage instead of bludgeoning damage.

Darkbolt
5th level Evocation
Casting Time – 1 action
Range – 150 feet
Components – V, S
Duration – Instant/Concentration

You unleash beams of darkness from your open palm, and make a spell attack roll. You hurl five bolts. You can hurl all the bolts at once, or you can hurl one bolt per round as a bonus action, starting on the round in which you cast the spell. You must maintain concentration and you must hurl a bolt on each round. If you hurl the bolts all at once, all the targets must be within 60ft of each other.
Each bolt does 2d8 of cold damage to a living creature on a failed Dexterity save, and the creature is dazed for 1 round unless it makes a Wisdom saving throw. Undead take no damage, but are dazed if they fail their saves.

Darsson’s Chilling Chamber
2nd level Evocation
Casting Time – 1 action
Range – 30ft
Components – V, S
Duration – 1 hour

With a word and a gesture, you lower the temperature to that of extreme cold (DMG, page ). Those that are wearing metal armour, as well as those coming into contact with metal that has been in the area for at least 1 hour, are affected as if by a Chill Metal spell.
This spell is used to preserve food (its original use, cast inside cellars), but it is also used as a deterrent and for creating comfortable environments for cold loving pets.
At higher levels – For every slot that you cast this spell at, the duration of the spell increases by 1 hour

Darsson’s Cooling Breeze
1st level Evocation
Casting Time – 1 Standard Action
Range – 60ft
Components – V, S
Duration – 1 hour

You create a line shaped light breeze (approx. 10mph) that originates from any point you designate within range to the extreme of the range, 5 foot wide. Any airborne vapours, fumes, clouds, smoke and gasses drift away from the point at a speed of 80ft per round and dissipate in one fourth the normal time. The breeze can move wind chimes, scatter pieces of paper or parchment, cause a candle or hearth flames to flicker, and so forth.

Darsson’s Fiery Furnace
2nd level Evocation
Casting Time – 1 action
Range – 30ft
Components – V, S
Duration – 1 hour

With a word and a gesture, you lower the temperature to that of Extreme Heat (DMG, page 110). Those that are wearing metal armour, as well as those coming into contact with metal that has been in the area for at least 1 hour, are affected as if by a Heat Metal spell.
This spell is used to cook food (its original use, cast inside brick ovens and smoke houses), but it is also used as a deterrent and for creating comfortable environments for heat loving pets.
At higher levels – For every slot that you cast this spell at, the duration of the spell increases by 1 hour

Dispel Fog
2nd level Abjuration
Casting Time – 1 action
Range – 120ft
Components - V, S
Duration – Concentration, up to 1 minute

You make normal or magical fog within a 30ft area instantly and completely vanish. You can move the cube 20ft per round and this spell is effective against mist and cloudkill, but not against bodies of water, precipitation or smoke. The area that is dispelled stays clear for 1 minute regardless of other conditions. Natural fog is cleared in the area, and reforms within 1 minute of the expiration of the spell. You need to make a dispel check against the original caster to clear the area for magical fog. If you fail, you can make another check the next round, and you only have to succeed once during the duration of the spell to enable the cube to begin to clear away the fog.
Creatures that are in fog or mist form that are in the area must make a successful Constitution save or take 3d10 points of damage and immediately assume another shape. On a failed save, the creature takes no damage but must still make a successful check.

Easy Trail
2nd level Abjuration
Casting Time – 1 action
Range – Personal
Components – V, S
Duration – 1 hour

You radiate energy that gently pushes plants aside, thus allowing easy movement and hiding your trail after you pass. Creatures in the effect find that the undergrowth held aside as they pass. This means that difficult terrain caused by thick undergrowth becomes normal terrain. Once you pass, plants return to their normal shape, and the DC to track anyone that travelled within the effect to increase by 5.
This spell cannot push or hold creatures of the plant type aside.

Elminster’s Evasion
9th Level Evocation
Casting Time – 10 minutes
Range – Personal
Components – V, S, M (Those of the companion spells plus quicksilver, the eyelash of an oni or a ki-rin, and some of your own blood), F
Duration – Until discharged

This spell automatically transfers you to a locale you name. When you cast the spell, you must specify the locale and detail up to six specific conditions that trigger the spell. When any of these situations occurs, you mind, body and soul are whisked away to the location, which can be any place in the multiverse that you have visited.
In addition, when you cast Elminster’s Evasion, you can cast two other spells that are to take effect when you arrive at your destination. The spell whisks you through the Astral Plane to your destination if the destination is on a different plane, so a spell or an effect that prevents astral travel also foils Elminster’s Evasion.
The spells that are brought into effect by Elminster’s Evasion must be ones that affect your person, and be of a spell level no higher than 6th. The spell pulls together your mind, body and soul if they have been separated. If your soul has been magically trapped (as per a trap the soul spell), then you must succeed at a DC check of 8 + Proficiency bonus of original caster + spellcasting ability of original caster).

Entropic Shield
1st level Abjuration
Casting Time – 1 action
Range - Personal
Components – V, S
Duration – Concentration, up to 1 minute

A magical field appears around you, and glows in a number of multi-coloured hues. You have a +2 AC bonus to each ranged attack that requires either an attack roll or a spell attack roll.
At higher levels – For each spell slot above 1st this spell is cast at, you choose 1 other creature to give the effect to.


Fiery Vision
5th level Evocation
Casting Time – 1 action
Range – 60ft
Components – V, S, DF
Duration – Concentration, up to 1 minute

With a gesture, a word and a focus, your eyes fill with rolling flames, allowing you to fire two beams from your eyes, targeting one or two creatures. On a successful spell attack roll, each ray does 3d6 of fire damage. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
At higher levels – for every slot this spell is cast above 5th, an additional 1d6 of fire damage is dealt by each bolt

Flashburst
3rd level Evocation
Casting Time – 1 action
Range – 150ft
Components – V, S, M (Pinch of sulphur or phosphorus)/DF
Duration – Instant

A flash of light forms, and creatures within a 30ft radius are blinded for 1d8 rounds on a failed wisdom save. Those that succeed are dazzled for one round (have disadvantage on attack rolls). Creatures that have line of sight to the burst and fail their Wisdom saves can be blinded for 1d4 rounds on a failed save.

Flensing
7th Level Evocation
Casting Time – 1 action
Range – 90ft
Components – V, S, M (An onion)
Duration – Concentration, up to 1 minute

You take the onion in one hand, and as you strip layers from the union, you strip the flesh from a corporeal creatures frame. Each round, the target suffers 1d8 of slashing damage and 1d8 of psychic damage, and 1d6 of temporary Charisma and Constitution damage on a failed Constitution Save. A successful save negates the temporary ability damage and reduces the slashing and the psychic damage by half. The target can make a saving throw each round to reduce the damage. This spell has no effect on creatures in incorporeal form, or in gaseous form.
The lost ability score points return at a rate of 1 per long or short rest.

Gate Seal
6th level Abjuration
Casting Time – 1 action
Range – 60ft
Components – V, S, M (Silver bar worth 50gp)
Duration – Permanent until dispelled.

You permanently seal a gate or portal, and this spell prevents the activation of the gate or portal, though the seal may be negated with a Dispel Magic spell cast upon the gate. A Chime of Opening dispels the spell, but a Knock spell fails.

Gembomb
1st level conjuration
Casting Time – 1 action
Range – Touch
Components – V, S, M (Five gems worth at least 1gp each)
Duration – Until bombs are used.

You touch a gem, and it becomes a weapon infused with latent arcane energy that is released by throwing them at enemies. Only you can use the gems as weapons. The bombs have a range of 120ft, and are capable of inflicting 2d10 of force damage on a creature that is hit with a successful attack roll (you can use dexterity or strength for the roll) and you are considered proficient) and the target fails a dexterity save. The creature takes half damage on a successful saving throw. On a hit, the bomb explodes in a rainbow coloured shower of magical force.
Tossing a Gembomb counts as one attack.

Great Shout
7th level evocation
Casting Time – 1 action
Range – 60ft
Components – V
Duration – Instant

You emit a blaring yell that stuns, deafens and damages creatures in a 60ft cone emanating from you. All within the area, on a failed Constitution throw, take 10d6 of thunder damage, and are deafened for 1d4 rounds and are stunned for 1d4 rounds. A successful save negates the damage, and reduces the conditions to 1 round.
This spell cannot penetrate the spell Silence.
Creatures with Proficiency in Perception have disadvantage on the saving throw.

Grimwald’s Graymantle
5th level necromancy
Casting Time – 1 action
Range – 150ft
Components – V, S, M (Skull or bone)
Duration – Concentration, up to 1 minute

You lay your hand on a skull or a bone and then hurl it at a target creature within range. On a successful ranged attack roll (Dexterity or Strength, you have proficiency on the throw) and a failed constitution save by the target, the gray radiance that covered the skull is transferred to the target creature, and for the duration of the spell, the target is unable to heal – either by regaining hit points or ability score points. Natural regeneration is stopped, and spells that remove disease or conditions cease to function. Upon the expiration of the spell, automatic healing abilities begin to work again.
You can attack with the skull or the bone on the round the spell is cast, but otherwise, it is a full round action.

Kyristan’s Malevolent Tentacles
4th level Necromancy
Casting Time – 1 action
Range – 90ft
Components – V, S, M (Piece of an undead creature)
Duration – Concentration, up to 1 minute

This spell functions as Evard’s Black Tentacles, except the tentacles deal Necrotic instead of Bludgeoning damage. The tentacles themselves stink of rotten meat.

Land Womb
4th level Abjuration
Casting Time – 1 action
Range – Touch
Components – V, S
Duration – 1 hour

You descend into a protective bubble in the earth 10ft below where you are standing. It appears as though the ground opened up and swallowed you. A Land Womb only opens through tillable soil, not rock.
Up to 4 creatures can accompany you into the land womb. Such creatures must be touching one another, with at least one touching you. Creatures inside the womb can breathe and speak normally, but the space is too tight to move about in or cast spells with somatic components
The surface above the land womb cannot be sensed without magical means, and anything within the land womb cannot be detected by divination spells of 4th level or lower.
At the end of the spell or upon the dismissal of the spell, everything inside the land womb returns to the spot where it stood before the spell took effect.

Lesser Ironguard
5th level Abjuration
Casting Time – 1 action
Range – Touch
Components – V, S, M (A tiny shield of wood, glass or crystal)
Duration – Concentration, up to 1 minute

You or a creature that you touch become immune to non-magical metal. Metal items simply pass though you, and you can walk through metal barriers such as iron bars, and shackles pass through your wrists if they are made of metal. Magic metal affects you normally, as do spells, spell like abilities and supernatural abilities. Attacks that are delivered by metal items affect you normally. If the spell expires while metal is inside you, the metal is expelled from your body, or you are shunted away from the metal if it is an immovable object. You and the object take 2d8 points of force damage as a result.
As a consequence of passing through metal, you may ignore the armour bonuses from metal armour on opponents you make unarmed attacks on.

Lighting Fog
3rd level Conjuration
Casting Time – 1 action
Range – 120ft
Components – V, S
Duration – Concentration, up to 1 minute

You conjure a fog of a 20ft radius sphere of fog centered on a point within range, and the fog obscures all sight as Fog Cloud does. In addition, the discharges deal 3d6 of Lighting damage on a failed save to everything within the cloud on your turn each round.
A wind of at least 10 mph disperses the cloud.


Mycontil’s Last Resort
9th level Evocation
Casting Time – 1 action
Range – personal
Components – V, S, M (Finger bone of an archmage that has been packed in diamond dust worth 5000gp for a tenday)
Duration – Instant

You unleash deadly explosive power, similar to the effects of a retributive strike created by breaking a staff of power. The spell converts any remaining spell slots in your mind into a blast of magical energy. All creatures within a 10ft radius of you take 12 points of damage per spell slot, all creatures within a 20ft radius of you take 10 points per spell slot, and all creatures within a radius of you take 8 points of damage per spell slot. The damage is halved on a successful saving throw. You take full damage and are allowed no saving throw.
The inventor of this spell was a mage of Halruaa that used this spell to lay waste to a barbarian horde under the banner of the Arkaium chieftain, Reinhar the 1st of Dambrath. Mycontil and his assistants were presumed destroyed after the magic circle ceremony in which this spell was deployed, the only recorded use of this spell.

Maelstrom
9th level Conjuration
Casting Time – 1 round
Range – 150ft
Components – V, S, DF
Duration – Concentration, up to 1 minute

You hold your focus in your hands and with a word and a gesture, cause a whirlpool 120ft wide and 60ft deep to form (a body of water sufficient for this to form must be present or the spell will fail to function), and all waterborne creatures or objects within 60 feet of the vortex must make successful Dexterity saves or be sucked into the maw. Once inside the maw, creatures and objects take 14d6 worth of bludgeoning damage each round, and remain trapped for 2d4 rounds. Subjects of huge or gargantuan size are ejected from the bottom of the vortex, large and smaller subjects ejected from the top.

Maw of Stone
7th level Transmutation
Casting Time – 1 action
Components – V, S, DF
Range – 60ft
Duration – 1 hour

You animate a single natural opening or chamber up to 15ft high and 15ft wide, and it can attack. You can issue orders for it to attack any creature, a creature type (fiend, elemental etc.) or a specific creature and you can also order it to attack under a certain specific circumstance, such as when creatures attempt to leave or when they try to touch something.
The maw can only attack creatures that try to move through it, and a chamber can attack every creature that is inside. Only one maw of stone can be active on one particular opening or chamber at a time
The animated opening or chamber has an attack bonus equal to your spell attack bonus, and has a strength score of 30. The animated opening can make one grapple check against a creature each round, and does so with advantage. If it succeeds, it deals 4d8 + your spell attack bonus of bludgeoning damage with a successful hold. An animated chamber can make a separate attack against each creature inside.
The stone has an AC of 15, and hardness equal to the stone of the opening or chamber. An opening has 80 hit points and a chamber has 140 hit points.

Moon Beam
1st level Evocation
Casting time – 1 action
Range – 30ft
Components – V, S, M(Pinch of white powder)/DF
Duration – Concentration, up to 1 minute

A cone of pale moonlight springs from your hand, and on your turn each round, you can change the direction the cone points. Light from the moonbeam does not adversely effect creatures that are sensitive to light, but lycanthropes in humanoid form that are caught in the cone must succeed on Wisdom saving throws to avoid involuntary assumption of animal forms. On a failed save, the lycanthrope can change out of their animal form on their next turn, though if they are still in the area of the spell, they must succeed at a Wisdom save to do so. Once a lycanthrope saves against Moon Beam, they are not affected by any more of your moonbeam spells for 24 hours.
The Moon Beam spell penetrates any darkness spell of equal or lower level, but it does not counter or dispell it. A darkness spell cast on it must beat the save DC of the caster of the Moon Beam to block it

Moon Blade
3rd level Evocation
Casting Time – 1 action
Components – V, S, M(Small candy made with wintergreen oil)/DF
Range – Self
Duration – Concentration, up to 1 minute

A 3 foot long, blazing beam of moonlight springs forth from your hand, and you have proficiency with the beam and it can be used as a finesse weapon.
On a successful melee attack roll, the weapon deals 3d12 of radiant damage, and if the target is a spellcaster, they have to make a Wisdom saving throw or be unable to use magic or magic items on its next turn.
At higher levels – For every slot this spell is cast at above 3rd level, the damage caused by the blade increases by 1d12

Moon Path
5th level Evocation
Casting Time – 1 action
Range – 150ft
Components – V, S, M/DF
Duration – Concentration, up to 10 minutes

This spell allows you to create a stair or a bridge from one spot to another, a ribbon of glowing white translucent force like a glass strip, from 3 to 20 foot wide, and 60ft long. It sticks to the endpoints unshakably.
You can designate five creatures to receive extra protection, and these gain the benefit of Sanctuary, except the save DC is the same as your spell save DC, and if one breaks the effects of Sanctuary, then the effect is broken for all the subjects. The creatures that are chosen also gain the spider climb ability. If a creature leaves the path, it loses these two benefits
A moon path can be dispelled, and a disintegrate spell leaves a hole 10ft in area in the path. Spells and breath weapons cannot pass through the path, though teleport and other spells can. Gaze attacks do not function through the moon path.
The path must be straight, continuous and unbroken when it is formed, and if the surface is broken by any creature at the time of creation, then the spell fails. The bridge version must be created flat, and the stair version cannot rise or descend any more sharply than 45 degrees

Moonfire
9th level Evocation
Casting Time – 1 action
Range – 60ft
Components – V, S, DF
Duration – Instant

A cone of fiery moonlight springs from your hand and bathes all those in range. Living creatures feel an unnatural chill and take 14d6 of cold damage on a failed Dexterity save, with Undead and Shapechangers taking double damage. On a successful save, the damage is halved.
All magical auras in the cone glow with a faint blue light for 1 minute, and disguised, shapechanged or polymorphed creatures and objects in the spells area must make will saves or immediately return to their normal forms. Even if the save succeeds, they remain covered in ghostly white outlines for 1 minute
The area covered by the cone glows silver white for 1 minute afterwards, and negates electricity and thunder based spells and powers for 1 minute, unless the caster succeeds at a spellcasting check against the DC of the caster of the Moonfire spell. If an electricity effect is generated outside the glowing cone, then the cone negates the effect.

Redirect Spell
3rd level Abjuration
Casting Time – 1 action
Range – 120ft
Components – V, S, DF
Duration – 1 minute

You forge a magical condition, and as such any spells that target the ally are redirected towards you. For example, a Fireball directed at your ally is instead directed at you. Should you and the subject of the spell move out of range of each other, the spell ends

Rock Catch
2nd level Transmutation
Casting Time – 1 action
Range – Touch
Components – V, S
Duration – 1 minute

A single creature that you touch gains the ability to catch hurled rocks of Small to Large size, including projectiles of a similar shape. Once per round, as a bonus action taken during another creatures turn, when the subject of the spell would be hit with a rock, he can make a Dexterity save to catch it. The DC for catching a rock is 10 for a small or smaller one, 15 for a medium rock, and 20 for a large rock. Caught rocks must be subsequently dropped as part of the action.

Rockburst
3rd level Evocation
Casting Time – 1 action
Range – 120ft
Components – V, S
Duration - Instant

You cause a stone object, with a volume of at least 8 cubic feet, to explode. Rock shards fly outwards from the detonation. Creatures within the area of the spell take 2d6 of slashing damage, 2d6 of piercing damage and 2d6 of bludgeoning damage. A successful Dexterity save halves the damage.
Magic stone objects (including a boulder animated by a galeb duhr) or non-magic stone objects in the possession of a creature, get a Constitution save to negate the effect. Creatures cannot be affected by Rockburst.

Shuffle
6th level conjuration
Casting Time – 1 action
Range – Touch
Components – V, S
Duration – Concentration

You grant one creature the ability to teleport a short distance as a move action. The subject can use the ability once per round, on its turn, to travel to a spot it knows intimately or can see, which can be no more than 60ft away. The subject of the spell can carry objects as long as the weight of the object or objects do not exceed the subjects maximum load. If a subject of this spell would arrive in an area that is occupied by solid material, that attempted teleport simply fails.

Scatterspray
Transmutation Cantrip
Casting Time – 1 action
Range – 30ft
Components – V, S
Duration – Instant

You point to a collection of little, unsecured items that weigh no more than 25 pounds and are within 1 foot of each other, and cause them to fly in all directions in a 10ft radius. If the items are hard or sharp (such as stones, bullets, coins and the like), creatures in the burst take either 1d8 of slashing damage, 1d8 of bludgeoning damage or 1d4 of slashing and 1d4 of bludgeoning damage depending on the objects on a failed Dexterity save. A successful save halves the damage.

Shadow Mask
1st level Illusion
Casting Time – 1 action
Range – Personal
Components –V, S, M (Mask of Black Cloth)
Duration – Concentration, up to 10 minutes

A mask of shadows forms around your face, and this mask cannot be removed, hides your features and protects you from certain attacks. You have advantage on saving throws against light and darkness spells, as well as spells that rely on bright light for damaging effects. You also have advantage on saving throws against gaze attacks.
When the spell ends, the mask fades over the course of 1d4 rounds. A Dispel Magic cast successfully against the Shadow Mask ends the spell, causing the same slow fading.

Shadow Spray
1st level illusion
Casting Time – 1 action
Range – 120ft
Components – V, S, M
Duration – 1 round

You cause a multitude of ribbonlike shadows to explode outward in a 10ft radius burst from the target point. Creatures in the area on a failed Constitution saving throw are dazed for 1 round and have disadvantage to saves against fear spells and effects.

Sparkles
4th level Conjuration
Casting time – 1 action
Range – 150ft
Components - V, S, M (Pinch of ground mica)
Duration – 10 minutes

You create a cloud of multi-coloured, sparkling motes that shower down in a 30ft radius and attach to any living creature in the area. The motes visibly outline the living creatures they attach to, cannot be removed by non-magical means, continue to glow and twinkle until the spell fades. Any creature that is covered by the motes takes a -30 penalty to hide checks.
This spell is popular during celebrations in the nation of Halruaa, where wizards cast it over the revellers from skyships.

Sticks and Stones
3rd level Necromancy
Casting Time – 1 action
Range – 30ft
Components – V, S
Duration – Concentration, up to 1 minute

With a word and a gesture, you animate a pile of rocks, branches, limbs and other debris into the crude shape of a skeletal creature of medium size that immediately attacks whatever foe that you designate. You can change the animated creatures chosen target as a move action. The crude creature has the statistics of a skeleton (MM, p272) and has the Life Drain ability of a wight (MM, p300)

Stone Trap
7th level transmutation
Casting Time – 1 action
Range – 60ft
Components – V, S, M(Drop of blood and a pebble)/DF
Duration – Until triggered

You cause a block of stone up to 2000 pounds to turn invisible and hover at a designated point in the air (Maximum 40ft off the ground). The stone remains there until triggered, either by special conditions or a command word that you choose.
The stone of the Stone Trap can be positioned so it holds up additional material within the weight limit of the spell. For example, a 1100 pound stone could support an additional 900 pounds.
As a trap, the suspended stone has an attack bonus equal to your spell attack bonus. Any creatures that are hit by the stone when it falls take 1d10 of bludgeoning damage per 200 pounds of weight, plus 1d6 of bludgeoning damage for every 10ft the stone falls.
The conditions for activation can be as simple or as elaborate as you desire. Special conditions can be based on a creatures name, identity or alignment, but otherwise must be based on observable actions or qualities. Other intangibles such as level, class, hit dice and hit points don’t qualify.

Stonefire
5th level Evocation
Casting Time – 1 action
Range – 60ft
Components – V, S, DF
Duration – Concentration, up to 1 minute

You cause an area of 30ft of natural, non-living stone to combust, emitting thick black smoke and heat. Anyone touching the burning rock takes 5d8 of fire damage each round, while the intense heat coming from the stone deals 3d6 of fire damage per round to creatures within 10 feet and 2d4 to those past 10ft but within 30ft of the burning stone. Undead take double damage from stonefire
Ignited stone is consumed at the rate of 1 foot per thickness per round, so a 10ft thick wall would require 10 rounds to burn through.
If the burning stone takes 20 points of cold damage or more in 1 round, the flames go out.

Streamer
5th level Evocation
Casting Time – 1 action
Range – 150ft
Components – V, S, M (6 Inch strand of red spider silk)
Duration – Concentration, up to 1 minute

You cause a glowing red streamer to shoot forth from your hand when you cast this spell, targeting one creature. It moves on its own, pursuing its target and hovers in the same space as the target with a readied touch attack. Whenever the target takes any sort of action, you make a spell attack roll, and on a successful hit, the streamer does 2d10 of force damage. The streamer can be attacked, but only magic weapons have any effect on them. Their AC is 20 and Hp of 40

Sun Bolt
2nd level Evocation
Casting Time – 1 action
Range – 120ft
Components – V, S
Duration – Instant

A ray of burning sunlight springs from your hand, and on a successful spell attack roll, a creature struck by the bolt is blinded for 1 round and takes 3d4 of fire damage. Creatures that are harmed by sunlight take double damage, as do fungi, molds, oozes and slimes. Undead always take double damage.
A successful Dexterity save negates the blindness.

Suspension
4th level Transmutation
Casting Time – 1 action
Range – Touch
Components – V, S, M (Small leather loop suspended from a bent wire of gold)
Duration – Concentration, up to 1 hour

This spell functions as Levitate, except as noted above and as follows. You can cast this spell on any non-living object that weighs up to 2000 pounds, and you can move the object up and down as much as 40 feet each round for the duration of the spell.

Thunderlance
3rd Level Evocation
Casting Time – 1 action
Range – Self
Components –V, S, M (Small metal spear)/DF
Duration – Concentration, up to 1 minute

A faint, gray, shimmering force in the general shape of a staff or spear appears in your hand. You can make the lance retract or grow to any size from 1 foot to 20 feet, but it always remains a straight lance of force. It can have a reach of up to 20 feet, and deals 1d8 of Thunder Damage and 1d8 of Force damage on a successful melee attack, as well as force damage equal to your spell attack bonus, which you use for the attack roll.
If you attack a target that is protected by any force effect from a 3rd level spell or lower (such as mage armour), the Thunderlance will dispel the effect on a successful spell check.

Wall of Pain
3rd level Necromancy
Casting Time – 1 Action
Range – 30ft
Components – V, S, F (Miniature scourge)
Duration – Concentration, up to 1 minute

You fill a 30ft area with horrid energy that inflicts severe pain to all those that pass though the wall. Affected creatures have disadvantage on all attacks, saving throws and checks while inside the affected area. The wall deals 3d6 of slashing damage to anyone that is caught in it.

Waterspout
7th level Conjuration
Casting Time – 1 action
Range – 150ft
Components – V, S, DF
Duration – Concentration, up to 1 minute

You focus on your holy symbol, and the water rises from a body of water at least 10 feet wide and 20ft deep. The 10ft wide, 80ft spout that is formed moves at a speed of 30ft and must remain over water, and moving it is an action. If the waterspout moves further than 120ft away from you, the spell ends.
The waterspout batters creatures, and often lifts them into the air or sucks them up. Any creature that comes into contact with the waterspout must make a Dexterity check successfully or take 6d12 points of bludgeoning damage. Creatures of a size smaller than Large sized are sucked into the spout and take 3d12 of bludgeoning damage with no save allowed. Trapped creatures remain inside the spout for up to 1d4 rounds before they are ejected, falling back to the surface (taking falling damage), 1d8x5 feet from the base of the waterspout.
Waterbourne creatures that are within 10 feet of the spout (below and on all sides) must make successful Dexterity saves or be sucked into the spout if they are medium size or smaller.
Only the smallest canoes, kayaks or coracles can be sucked into the spout.

M Placeholder
2016-01-20, 05:09 AM
Here is a list of spells converted from the Forgotten Realms Campaign Setting for 3.5 to 5e, and the Shining South sourcebook.

Will add more spells later.

Scuronotte
2016-01-20, 08:19 AM
Here is a list of spells converted from the Forgotten Realms Campaign Setting for 3.5 to 5e, and the Shining South sourcebook.

Will add more spells later.

Thank you for the work.

Are all the classes able to use these spells?

M Placeholder
2016-01-20, 08:22 AM
Are all the classes able to use these spells?

I'll add the classes later, and format the rest of the spells tonight. Also, check out Spells of the Unapproachable East.
(http://www.giantitp.com/forums/showthread.php?475298-Spells-of-the-Unapproachable-East-%28Forgotten-Realms%29&p=20307333#post20307333)
EDIT - Added the class spell list.

Scuronotte
2016-01-20, 07:58 PM
Here is a list of spells converted from the Forgotten Realms Campaign Setting for 3.5 to 5e, and the Shining South sourcebook.

Will add more spells later.

Moonbeam already exists in PHB

M Placeholder
2016-01-20, 08:28 PM
Moonbeam already exists in PHB

Renamed it Moon Beam. The one in PHB is a second level spell, Moon Beam is only really useful for flushing out lycanthropes and dispelling darkness effects.

REVISIONIST
2016-01-22, 11:36 AM
Darssons' Fiery Furnace and Chilling Chamber are similar by description? Thanks for your hard work, very nice lit of extra spells.

Michael7123
2016-01-22, 04:22 PM
Thank you so much for making this. I'll definately try to get my DM to let me use some of these in an upcoming campaign.

M Placeholder
2016-01-23, 04:49 AM
Darssons' Fiery Furnace and Chilling Chamber are similar by description? Thanks for your hard work, very nice lit of extra spells.

No problem, it was fun doing them, and WoTC really dropped a blooper by not adding more spells to SWAG (Elminster? Nertheril? Thay? Halruaa? That book needed a section on magic.

Fixed the description on Darsson's spells.