List of New Spells

Allergy Field

1st-level transmutation, druid and ranger spell
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of ragweed)
Duration: Concentration, up to 1 minute

You indicate a point within range. All creatures within 10 feet of that point must make a Constitution saving throw or be incapacitated for the next minute due to uncontrollable sneezing. An affected creature can make a new saving throw at the end of each of its turns. On success, the effect ends, and that creature cannot be affected by the same allergy field for the next 24 hours.

Darkbolt

3rd-level evocation, warlock spell
Casting Time: 1 action
Range: Self (30-ft)
Components: V, S, M (a dead worm or a piece of octopus or squid tentacle)
Duration: Concentration, up to 1 minute

You create a whip made out of a black, rubbery tentacle. When you cast this spell, make a ranged spell attack against a creature you can see within range. If it misses, it quickly slithers back to you, and you can attack with it again as an action the following round. On a hit, the whip inflicts 3d8 bludgeoning damage and wraps around the target, grappling it (escape DC is equal to your spell save DC). Until this grapple ends, the target is restrained and you cannot use the darkbolt on another target. In addition, at the start of each of the target’s turns, the darkbolt squeezes, causing an additional 3d8 bludgeoning damage.

Endure Elements

1st-level abjuration (ritual), cleric, druid, and ranger spell
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours

Protect one touched creature from the elements. A creature protected by this spell suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make appropriate saves. The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Ice Jet

Evocation Cantrip, druid, sorcerer, warlock, and wizard spell
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
Components: V, S

A blast of icy wind shoots from your outstretched hand. Make a ranged spell attack against a single creature within range that you can see. If you hit the target takes 1d6 cold damage. If you cast this spell on your previous turn, the ice wind intensifies and the size of the damage die increases to 1d8. If you cast this spell on your two previous turns, the small gale peaks and the size of the damage die increases to 1d10.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th (3d6), and 17th (4d6).

Sea Sight

1st-level divination (ritual), druid spell
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You can see through water to a range of 100 feet, no matter how dark or murky it is, as if it was crystal clear. This works whether the target is already in the water or on land looking in. Note that unless the caster also has darkvision, they will also need a source of light in order to see through water that is only dark due to lack of light.

Swim

1st-level transmutation, druid spell
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of pumice stone)
Duration: 1 hour

Two willing creatures you touch gain a swim speed equal to their base land speed.

At Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you may target two additional creatures for each slot level above 1st.

List of New Spells

Crystal Cantrips lucidobservor lucidobservor