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EN5ider Compilations Spells of The Ages
EN5ider Compilations Spells of The Ages
Nature’s Fury
N ature is a harsh and
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The following spells are new additions to the Spell Descriptions
druid’s repertoire and represent the cornucopia of
blessing that Nature shares with her greatest allies. Blade of Grass
A handful of these spells are available for rangers 6th-level transmutation (druid)
as well. Nature is not stingy to those who protect Casting Time: 1 bonus action
her sacred places. Range: Touch
Druids and rangers may add these spells to Components: V, S, M (a freshly plucked blade of grass)
their spell lists, or GMs may require that a player Duration: 1 hour
character complete a quest to prove herself worthy You transform a blade of grass into a scimitar that
of Nature’s newest gifts. glows with emerald radiance. A +2 scimitar appears
in your hand for the spell’s duration. Attacks made
Druid Spells with this weapon are melee spell attacks, and all
1st Level 5th Level damage dealt by this weapon is radiant damage.
earth barrier earthen prison When this weapon leaves your grasp, it reverts
to a blade of grass. As long as this spell is active,
2nd Level 6th Level you may create another sword by picking another
venomous succor blade of grass blade of grass.
rebirth
3rd Level Cobra’s Spit
cobra spit 8th Level 3rd-level conjuration (druid)
wolfsbane druidhome Casting Time: 1 action
Range: Self
4th Level 9th Level Components: S, M (a poisonous snake’s fang)
know the true form evergreen army Duration: Concentration, up to 1 minute
For the duration of this spell, you gain the ability
Ranger Spells to spit venom up to 30 feet as an action. When you
2nd Level 4th Level spit venom, choose one target within range and
venomous succor know the true form make a ranged spell attack. On a successful hit, the
target takes 4d8 damage and is poisoned until the
3rd Level end of its next turn.
wolfsbane At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the damage
increases by 1d8 for each slot level above 3rd.
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Evergreen Army Know the True Form
9th-level conjuration (druid) 4th-level divination (druid, ranger)
Casting Time: 1 hour Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, F (emerald worth at least 10,000 gp) Components: V
Duration: Concentration, up to 24 hours Duration: Concentration, up to 1 hour
A druid’s greatest power is to command the forest One creature you touch gains the ability to see
itself. No other spell proves the truth of this in as the original form of any creature that has changed
direct a manner. its shape or had its shape changed by another effect,
When you finish casting this spell, you enter a such as through shapeshifting, polymorphing, or
deep trance and you awaken all the trees and plants transformation via lycanthropy. This does not grant
within 1,000 feet of you. These plants rise up under the ability to see through illusions.
your control and act on your initiative. Although you
are in a trance, you command your awakened army, Rebirth
ordering them to advance, attack, or retreat. Trees 6th-level transmutation (druid)
and plants within the radius of the spell become Casting Time: 1 action
awakened trees and shrubs. Trees over 1,000 years Range: Touch
old awaken as treants. In a heavily forested area, Components: V, S, F (shards from a gold dragon’s egg)
this spell awakens one thousand trees and two Duration: Concentration, up to 10 minutes.
thousand shrubs. In a lightly forested area, this You are able to de-age a creature back to the
spell awakens one-quarter that number of plants. moment of its birth. Depending on the type of
If you take any action other than continuing creature, this may be a newborn infant, a larva, an
to concentrate on this spell, the spell ends egg, or some other form of life.
immediately and the trees and plants set down As part of this spell, make a melee spell attack
roots wherever they may be currently located. against a creature. If it hits, the creature must make
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Strands of
Life
H ealers have been
staple of fantasy roleplaying
since Gary Gygax rolled his first
a
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Spells of | the Ages
Spells | Strands
of the Ages of Life
Paladins and Rangers the bards’ Cutting Words and Combat Inspiration
These classes can be considered “secondary abilities are even more efficient, since they don’t
healers,” who have the ability to heal, but often have consume spell slots.
better options in the midst of combat. A ranger’s
healing talents should relate to his knowledge Gradual Healing
of the natural world and his role as a survivalist, While the initial hit point recovery of gradual
staying in the middle ground between a purely healing spells is not as potent as direct healing, it
non-magical warrior and a druid’s complex skillset. becomes more efficient if you can keep it active
Paladins’ spells are generally more useful when cast for the duration. This makes heal-over-time spells
offensively, but their Lay on Hands ability allows the best choice when you have time to spare. In
them to keep their allies healthy without spending previous editions, spells like lesser vigor used to
precious spell slots, putting them one step ahead fill this niche, but the Fifth Edition core rules are
of the ranger. seriously lacking in options for healing over time.
This article presents a slew of new gradual healing
New Paladin New Ranger spells to help to fill that niche.
Spells Spells
1st Level 1st Level Direct Healing
suppress pain regrowth This is your basic role as a healer: answering direct
damage with direct healing. There are many flavors
2nd Level 3rd Level of direct hit point recovery, but cure wounds is your
shield of honor warrior’s blessing bread and butter. Other spells, like healing word—
which can restore hit points from range—trade
3rd Level numerical efficiency for utility. While gradual
warrior’s blessing healing requires patience and damage mitigation
requires planning (and a little luck), direct healing
solves problems immediately. Be wary when
Know Your Methods: preparing these spells, though, because dealing
A Practical Guide For damage is usually a more effective use of your
Healing Magic action than healing it. Direct healing is your most
powerful resource, but keep in mind that others are
Damage Mitigation more cost-effective, if you have time to set them up.
Because of their efficiency, damage mitigation
spells are a valuable resource. You don’t have to cure The Healer Feat
wounds if there are no wounds to cure! Everything If you intend to go into the healing role full time,
that reduces damage instead of restoring it qualifies you should consider choosing the Healer feat as
as damage mitigation, including spells that grant soon as possible. Healing 1d6 + 4 + level once to
temporary hit points, improve Armor Class, or give each ally every short rest is a powerful resource,
resistance to one or more types of damage. Spells saving you important spell slots.
like shield of faith, aid, and barkskin qualify, but
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Regrowth increases by 1d6 and the number of temporary hit
1st-level transmutation (druid, ranger) points increase by 1 for each slot level above 1st.
Casting Time: 1 action
Range: Touch Strands of Life
Components: V, S 5th-level evocation (cleric)
Duration: Concentration, up to 1 minute Casting Time: 1 action
You infuse a creature with natural magic, Range: 100 feet
increasing its ability to recover from wounds. For Components: V, S
the duration, in the beginning of each of its turns, Duration: Instantaneous
the creature regains 1d4 hit points. You create a thread of positive energy connecting
This spell has no effect on undead or constructs. three creatures of your choice that you can see
At Higher Levels. When you cast this spell using within range, none of which can be more than
a spell slot of 2nd level or higher, the healing 30 feet from the first creature. Each creature
increases by 1d4 for each slot level above 1st. connected by the strand of energy heals 7d8 hit
points + your spellcasting ability modifier.
Shield of Honor At Higher Levels. When you cast this spell using
2nd-level abjuration (paladin) a spell slot of 6th level or higher, you create an
Casting Time: 1 action additional strand. When you use a spell slot of 8th
Range: Touch level or higher, you create two additional strands.
Components: V, S
Duration: 1 hour Virtue
You trace a sigil on an adjacent creature’s body, Abjuration cantrip (bard)
creating the glowing outline of a shield that protects Casting Time: 1 action
them from injury. The creature gains 10 temporary Range: Touch
hit points for the duration. Components: V, S
At Higher Levels. When you cast this spell using Duration: Concentration, up to 1 minute
a spell slot of 3rd level or higher, the number of Your touch fills the heart of an ally with valor. The
temporary hit points gained increases by 5 for each target gains 2 temporary hit points for the duration.
slot level above 2nd. The number of temporary hit points gained
increases by 2 when you reach 5th level (4), 11th
Suppress Pain level (6), and 17th level (8).
1st-level abjuration (paladin)
Casting Time: 1 action Warrior’s Blessing
Range: Touch 3rd-level abjuration (ritual) (bard, cleric, paladin,
Components: V, S ranger)
Duration: Instantaneous Casting Time: 1 action
You dull the pain of a creature’s wounds and Range: Touch
help it tolerate further punishment. The creature Components: V, S
regains 1d6 hit points and also gains temporary hit Duration: Concentration, up to 1 hour
points equal to your spellcasting ability modifier. For the duration, the willing creature you touch
This spell has no effect on undead or constructs. has resistance to one damage type of your choice:
At Higher Levels. When you cast this spell using bludgeoning, piercing, or slashing. e
a spell slot of 2nd level or higher, the healing
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School of Ecomancy Nature’s Sanctuary
After years of relentless pursuit to capture the When you reach 6th level, creatures of the natural
untamable natural forces into academic study, world sense your connection to nature and become
wizardry has more recently (and quite literally) hesitant to attack you. When a beast or plant
branched out into a new arcane tradition: the creature attacks you, that creature must make a
School of Ecomancy. These wizards are masters Wisdom saving throw against your druid spell save
of fieldwork and rarely found in stuffy schools or DC. On a failed save, the creature must choose a
tidy libraries, too busy getting their hands dirty. As different target, or the attack automatically misses.
an ecomancer you have focused your studies on On a successful save, the creature is immune to this
bending the environment to your whim, drawing effect for 24 hours. The beast or plant has advantage
on natural resources with an academic mind. Your on this saving throw if it has a CR equal to or higher
spells may manipulate flora or summon fauna to than your wizard level.
your aid, or even mimic animal survival tactics This creature is aware of this effect before it
you’ve observed in your research. makes its attack against you.
Most ecomancers are inherent lovers of nature
that resemble druids in their appreciation for the Nature’s Ward
outdoors—the world’s messiest, prettiest, and most Starting at 10th level, you can’t be charmed or
sacred classroom. Others only seek to exploit these frightened by elementals or fey, and you are
natural resources, leaving behind desolate husks in immune to poison and disease.
their unending quest for power.
Timeless Body
Bonus Proficiencies Starting at 14th level, the primal magic that you
Beginning when you select this school at 2nd wield causes you to age more slowly. For every 10
level, you learn Druidic and gain proficiency with years that pass, your body ages only 1 year.
herbalism kits. In addition, you gain proficiency in
either Animal Handling or Nature. School of Ecomancy Spells
Cantrips: pestilenceE, shillelagh
Ecomancy Savant 1st Level: earth barrierN, entangle, fog cloud
Starting at 2nd level, the gold and time you 2nd Level: animal messenger, locate animals or
must spend to copy an ecomancy spell into your plants, spike growth
spellbook is halved. 3rd Level: plant growth, poison skinE
4th Level: dominate beast, giant insect
Empowered Bond 5th Level: commune with nature, contagion
Also at 2nd level, you learn the find familiar spell. 6th Level: find the path, wall of thorns
The spell doesn’t count against your number of 7th Level: regenerate, sporesightE
spells known. 8th Level: animal shapes, earthquake
When you cast the spell, you can choose one of 9th Level: storm of vengeance, evergreen armyN
the normal forms for your familiar or one of the
following special forms: awakened shrub, shrieker, E New ecomancer spells introduced in this chapter.
sprite, or violet fungus. N Spells appearing in the preceding chapter “Secrets of
Additionally, when you take the Attack action, Nature’s Fury.”
you can forgo one of your own attacks to allow
your familiar to make one attack of its own with
its reaction.
Dash and Dodge actions. (Perception) checks that rely on smell. The
The beasts act as a singular unit. When half of smell of a specific creature or object appears
your summoned beasts are reduced to 0 hit points, as a colored trail of vapor visible only to you.
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Magic: Ecomancy
▶▶Deflect Scent. You dispel your smell and that Pestilence
of any other creatures within 30 feet, making Conjuration cantrip (cleric, druid, sorcerer, wizard)
creatures unable to track you using the Keen Casting Time: 1 action
Scent trait. Range: 50 feet
At Higher Levels. When you cast this spell using Components: V, S
a spell slot of 4th level, you can either track one Duration: Concentration, up to 1 minute
additional creature or object’s scent trail (the A swarm of insects fills a 10-foot-radius area
secondary trail appears as a different distinct color), centered on a point you choose within range. You
or create a false scent trail leading away from your have a choice of termites, mosquitos, honeybees,
party up to 100 feet. Creatures tracking this false fleas, or fruit flies. Creatures that begin their turn
trail must succeed on a Wisdom saving throw or within the spell’s area or who enter the area for the
be deceived. first time on their turn must make a Constitution
saving throw or take 1d4 piercing damage.
Grapevine The pests ravage any organic material within
Evocation cantrip (druid, wizard) their radius, be it plant, wood, or fabric; you can
Casting Time: 1 action use a bonus action to focus them on a specific target.
Range: 1,000 feet This spell’s damage increases by 1d4 when you
Components: S reach 5th level (2d4), 10th level (3d4), and 15th level
Duration: Concentration, up to one hour (4d4).
You create a message in Druidic on any plant
material within range. You can use an action to Poison Skin
move the message to any other plant connected by 3rd-level abjuration (druid, warlock, wizard)
roots, vines, or grass, or to dispel the message. Casting Time: 1 action
Range: Touch
Nature’s Fury Components: V, S, M (a handful of frog spawn)
5th-level evocation (druid, ranger, warlock) Duration: Concentration, up to 10 minutes
Casting Time: 1 action You or a willing creature you touch becomes
Range: 100 feet poisonous to the touch. Until the spell ends,
Components: S, M (a piece of amber) whenever a creature damages the target with a
Duration: Concentration, up to 10 minutes melee weapon attack and it is using a weapon
You summon the forces of nature in a terrifying that does not have reach, the creature makes a
display of magic. All creatures within range that Constitution saving throw. On a failed save, the
can see you must succeed on a Wisdom saving creature becomes poisoned and takes 1d6 poison
throw or become frightened of you. A frightened damage each turn. A poisoned creature can make
creature can make a Wisdom saving throw at the a Constitution saving throw at the end of each of its
end of each of its turns, ending the effect on itself turns, ending the effect on itself on a success.
on a success. The target of the spell also becomes bright and
At Higher Levels. When you cast this spell multicolored like a poisonous dart frog, giving
using a spell slot of 6th level or higher, each failed them disadvantage on Dexterity (Stealth) checks.
Wisdom saving throw deals 1d6 psychic damage to At Higher Levels. When you cast this spell using
a frightened creature. This spell’s damage increases a spell slot of 4th level or higher, the target’s skin
by 1d6 when you reach 11th level (2d6), and again is also covered in mucus, giving them advantage
at 17th level (3d6). on saving throws and checks made to resist being
grappled or restrained. In addition, the damage
increases by 1d6 for each slot level above 3rd.
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Magic: Ecomancy
Masterpiece
Renditions
M usic is magical, and
a lifetime.
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Crowd Pleaser Once a creature successfully resists this spell, it
4th-level enchantment (bard) is immune to crowd pleaser for the next 24 hours.
Casting Time: 1 action The radius of this spell increases by 5 feet for each
Range: Self (15-foot radius) creature currently charmed by it, up to a maximum
Components: V, S, M (a sign advertising your band or of a 60-foot radius.
name as a musician) At Higher Levels. When you cast this spell using
Duration: Concentration, up to 10 minutes a spell slot of 5th level or higher, the spell’s initial
You begin performing a raucous crowd-pleasing radius increases by an additional 10 feet for each
jig. You cannot cast another spell through your slot level above 4th.
spellcasting focus while concentrating on this spell.
Whenever a creature other than you enters the Dramatic Sting
spell’s area for the first time on its turn or starts its 1st-level enchantment (bard)
turn there, it must make a Charisma saving throw. Casting Time: 1 bonus action
On a failed save creatures become charmed by you Range: 30 feet
and begin partying. Components: V, S, M (a broken violin string and a wasp’s
While maintaining concentration on this stinger)
spell, you can use your bonus action to order all Duration: Concentration, up to 5 rounds
creatures currently charmed by you to act in one You attempt to frighten a creature you can see
of the following ways. Charmed creatures continue within range by echoing its movements with
carrying out these orders until you issue another ominous music and terrifying sound effects. It
order or they are no longer charmed. must make a Wisdom saving throw or take 1d4
▶▶Conga Line: Like the conductor of a psychic damage and become frightened of you
marching band you direct the charmed until the spell ends.
creatures to follow you. Creatures will not At the end of each of the creature’s turns, it can
move into obviously harmful areas in this make another Wisdom saving throw, ending the
way, but will otherwise follow close behind effect on itself on a success. On a failed save, the
you so long as they remain charmed. creature takes 1d4 psychic damage.
▶▶Keep the Party Rolling: You encourage You cannot cast another spell through your
your audience to keep partying despite spellcasting focus while concentrating on this spell.
all opposition. While following this order, At Higher Levels. When you cast this spell using
creatures have disadvantage on Charisma a spell slot of 2nd level or higher, the damage
saving throws made to resist this spell. increases by 1d4 for each slot level above 1st.
▶▶Mosh Pit: You call forth a mosh pit and the
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You cannot cast another spell through your throw at the start of its turn. On a failed save, the
spellcasting focus while concentrating on this spell. creature takes 2d4 psychic damage and spends its
At Higher Levels. When you cast this spell using a action that turn crying and can’t take reactions
spell slot of 4th level or higher, you can maintain until the start of its next turn. Creatures that are
concentration on this spell for 1 additional round immune to the charmed condition automatically
per slot level above 3rd. succeed on this saving throw.
If a creature other than you hears the entire song
Tearful Sonnet (remaining within the spell’s radius from its casting
4th-level enchantment (bard) through the duration) it is so wracked with sadness
Casting Time: 1 action that it is stunned for 1d4 rounds.
Range: Self (20-foot radius) You cannot cast another spell through your
Components: V, S, M (a whole onion) spellcasting focus while concentrating on this spell.
Duration: Concentration, up to 3 rounds At Higher Levels. When you cast this spell using
You quietly play a tragic dirge, a song that fills a spell slot of 5th level or higher, the damage
those around you with magical sorrow. Each increases by 2d4 for each slot level above 4th. e
creature in the area must make a Charisma saving
archspells.
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New Spell Details ▶▶Wings: A pair of wings sprouts from your
back. The wings can appear bird-like,
Alarm leathery like a bat or dragon’s wings, or like
Powerful mages require equally powerful magic to the wings of an insect. You gain a fly speed
safeguard the towers they retreat to later in life. equal to your walking speed.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you may create Arcane Lock
an additional alarm for each slot level above 1st. As they age, many spellcasters grow increasingly
The spell’s range increases to 600 feet, but you must protective of the secrets they accumulated over
be familiar with the locations you ward, and if one their lifetime.
alarm is set within a physical structure, all alarms At Higher Levels. When you cast this spell using
must be set within the same structure. Setting off a spell slot of 3rd level or higher, increase the DC
one alarm does not activate the other alarms. to force open the object or pick any locks on the
You may choose one of the following effects in object by an additional 2 for each slot level above
place of creating an additional alarm. The effects 2nd. Only a knock spell cast at a level equal to or
apply to all alarms created during the spell’s casting. greater than your arcane lock suppresses it.
▶▶Increased Duration: The alarm’s duration
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Spells of
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Floating Disk above 1st. The temporary hit points last for the
In its highest form this archspell can transport an spell’s duration.
entire squadron of soldiers across a treacherous
battlefield. Suggestion
At Higher Levels. When you cast this spell using Talented enchanters can implant suggestions in
a spell slot of 2nd level or higher, you can mentally their subjects that linger for days, weeks, or even
command the disk to move to any location within longer.
100 feet of you. If you use a spell slot of 3rd level or At Higher Levels. When you cast this spell using
higher, the diameter of the disk increases to 10 feet, a spell slot of 4th level or higher, the duration is
and the disk can hold up to 2,000 pounds. If you use concentration, up to 24 hours. If you use a spell slot
a spell slot of 6th level or higher, the diameter of of 5th level or higher, the duration is 7 days. If you
the disk increases to 20 feet, and the disk can hold use a spell slot of 7th level or higher, the duration
up to 16,000 pounds. In addition, the disk gains a is 1 year. If you use a spell slot of 9th level or higher,
fly speed of 50 feet, although it can never rise more the suggestion lasts until it is dispelled. Using a
than 20 feet above the ground. spell slot of 5th level or higher grants a duration
that doesn’t require concentration.
Jump
Even physically weak creatures can leap incredible Unseen Servant
distances when under the effects of this archspell. Archmages often have an entire staff of magical
At Higher Levels. When you cast this spell using servants at their command.
a 2nd level spell slot, the target’s Strength score At Higher Levels. When you cast this spell using
increases to 20 for the purposes of determining a spell slot of 2nd level or higher, you may create
its jump distance. If you use a 3rd level slot, its an additional servant for each slot level above
Strength becomes 24. If you use a spell slot of 4th 1st. In addition, each servant has a Strength of 10,
level or higher, the target’s Strength becomes 28. allowing them to accomplish physical labors such
as lifting a fallen tree or clearing a hallway blocked
Knock with rubble.
As mages improve the arcane wards they create
rival spellcasters must find new ways to bypass Web
those protections. Some scholars believe the webs created by this
At Higher Levels. When you cast this spell using spell aren’t conjured out of nothingness but are
a spell slot of 3rd level or higher, the level of the instead drawn from other realities—the practice of
arcane lock you can suppress increases by 1 for powerful mages summoning not only webs but also
each slot level above 3rd. In addition, if the level of the spiders who weave them supports this claim.
your knock spell is 2 or more levels higher than that At Higher Levels. When you cast this spell using
of the arcane lock, you may dispel the arcane lock a 4th-level spell slot, you also summon a giant
instead of suppressing it. wolf spider in an unoccupied space within the
web’s area of effect. With a 6th-level spell slot, you
Mage Armor summon up to two spiders. With an 8th-level slot,
The armor that experienced mages can craft with you summon up to four spiders. The spiders are
this spell is even more resilient than its lower-level friendly to you and your companions. Roll initiative
counterpart. for the spiders as a group, which have their own
At Higher Levels. When you cast this spell using turns. The spiders obey your verbal commands, but
a spell slot of 2nd level or higher, the target also they disappear when the spell ends or when they
gains 5 temporary hit points for each slot level leave the web’s area. e
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