Spells for Specialists: Fifteen New Spells
Fifteen New Spells for wizard subclasses that I've been making.

Fifteen New Spells: Spells For Specialists
Fifteen New Spells for wizard subclasses that I've been making.
[While these spells are great for regular casters, they were created for the five subclasses I've created. Specifically:
- Exploding Mage: Flash Bang, Miniature Fire Balls, Secure Lab
- Necromantic General: Find Bones & Rot,Exploding Undead, Undead Sheath
- Scholar: Find Book, Minion Buff, Notebook
- Traveler Mage: Campsite, Commune with Minor Spirit, Seven League Boots
- Wrestling Mage: Square the Circle, Surprise Relief, Wrestler's Rage]
Campsite
- Level 3 Transformation (Druid, Sorcerer, Wizard)
- Casting Time: 10 minutes or Ritual
- Range: 10’
- Components: V, S, M (tent)
- Duration: Ten hours
The spell creates a 10’ radius open space for camping. The tent is placed on the periphery while a 3’radius fire pit and a three-person bench appear in the center (it disappears when the spell expires). There is an actual fire in the fire pit that continues for the duration of the spell. There is also a natural antipathy effect (normal beasts must roll a Wisdom saving throw to enter the circle; they simply don’t walk or fly into the area unless attacked or threatened (doing so eliminates the charm)).
Using a Higher-Level Spell Slot: The radius increases by 5’ per each spell slot above 3. One additional bench is added per two spell slots above 3.
Commune With Minor Spirit
- Level 2 Divination (Druid, Sorcerer, Wizard)
- Casting Time: 10 minutes or Ritual
- Range: 5’
- Components: V, S, M (small amount of unprepared food)
- Duration: Ten minutes (Concentration)
When cast on a natural pool, it summons a tiny nature spirit. You may ask it three questions, and it must answer truthfully. However, its knowledge is limited to natural events (weather, general location of natural flora and fauna, river information, etc.). You can substitute advantage for two Nature or Survival rolls (two rolls total) over the next ten minutes.
Least Nature Spirit
- Tiny Elemental, unaligned
- AC: 12, Initiative: +2 (12), HP: 5 (1d8), Speed: 10’
- Str 6, Con 10, Dex 14, Int 10, Wis 10, Cha 10
- Senses: Darkvison 30’, Passive Perception 10
- Languages: Common
- CR: 1/8
- Actions: Disappear (simply dissolves back into the pond)
Detect Bones & Rot
- Level 1 Necromancy (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 100’
- Components: V, S
- Duration: One minute (Concentration)
You can detect any source of bones or decaying flesh within the radius. The size of the source must be equivalent to a medium creature or larger. One source is detected per action (the nearest source first and then next nearest, and so on up until the duration is reached).
Using a Higher-Level Spell Slot: For each spell slot above 1, add 10’ range, one action to duration, and decrease size category by one.
Exploding Undead
- Level 3 Necromancy (Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (part of the target undead)
- Duration: Five actions
You can cause one medium-sized undead to explode in five actions. If you created the undead, it does not get a saving throw; otherwise, it gets a Constitution save to ignore the effect. Otherwise, it will explode five actions, doing fire damage equal to its hit dice to everyone within a 20’ radius (Dexterity save for half damage). This effectively destroys the undead. The spell may only be used on corporeal undead.
Using a Higher-Level Spell Slot: You can increase the size category by one per two spell levels above 3; the radius increases by 10’ per additional spell category of the creature affected.
Find Book
- Level 1 Divination (Artificer, Bard, Sorcerer, Wizard)
- Casting Time: 1 acton
- Range: 120’
- Components: V, S
- Duration: 1 action
If you know the name of the scroll, tablet, or book and it is within range, you know its exact location. You do not need to know the exact name, but it must be close.
Flash Bang
- Level 2 Illusion (Bard, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 100’
- Components: V, S
- Duration: 1 action
You can target a 20’ radius. Each non-undead being is subjected to a blinding flash and shrill whistle; any that fail a Dexterity save gain the blinded and deafened conditions for one turn.
Miniature Fire Balls
Level 2 Evocation (Sorcerer, Wizard)
Casting Time: 1 acton
Range: Self
Components: V, S, M (a piece of guano and sulfur)
Duration: 3 actions (Concentration)
You are surrounded by three miniature fireballs. Each round, you can send one fireball to a chosen target as a Bonus Action; the target suffers 2d6 fire damage unless they make a Dexterity saving throw for half damage. Any unused fireballs fade out of existence. While the fireballs are in motion, you gain Advantage to Intimidation checks.
Using a Higher-Level Spell Slot: For each spell slot used more than 2, add one fireball and one action to the duration.
Minion Buff
- Level 3 Abjuration (Artificer, Druid, Sorcerer, Wizard)
- Casting Time: 1 acton
- Range: 120’
- Components: V, S
- Duration: 1 minute
A single target that you either summoned or created is surrounded by a visible, skin-tight magic field. The target gains +2 to Strength, Constitution, and Armor Class and 10 Temporary Hit Points.
Using a Higher-Level Spell Slot: Increase the number of targets by two for each spell slot above 3. The targets must be within a 30’ radius.
Notebook
- Level 1 Transformation (Artificer, Bard, Sorcerer, Wizard)
- Casting Time: 1 acton
- Range: Touch
- Components: V, S, Spell Focus (notebook)
- Duration: Instantaneous
You can inscribe up to your Proficiency Bonus number of pages in a single notebook. The ink used is normal ink, but you can choose the color (or even use multiple colors at once). Both text and images can be thus inscribed. You may not use this spell to inscribe spells or scrolls.
Secure Lab
- Level 5 Abjuration (Artificer, Sorcerer, Wizard)
- Casting Time: 10 minutes or Ritual
- Range: 30’s
- Components: V, S, Spell Focus
- Duration: 24 hours
This makes a lab better able to deal with explosions. Define a 400 square foot enclosed area with a door. The walls of the space are immune to fire and acid damage and gain +2 AC and 20 additional Hit Points. The door to the area is effectively invisible unless someone has been told specifically about the door; it takes a Perception check to find the door, but the roll is at Disadvantage.
Using Higher-Level Spell Slot: Add 200 square feet to the area.
Seven League Boots
- Level 3 Transformation (Artificer Druid, Bard, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, Spell Focus (boots)
- Duration: 1 hour
You touch a pair of boots. Whoever wears the boots gains a jump of 200 feet high and one mile long once a minute for the duration. The person lands without taking damage or falling, but only if the jump is from the boots (you can’t put on the boots and become immune to falling damage, for example). You can jump as a dash action.
Squaring the Ring
- Level 3 Conjuration (Bard, Paladin, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, Spell Focus
- Duration: 3 minutes
You summon a ring-shaped field for personal combat. You are enclosed in a square force-based enclosure that is 30’ square. The enclosure has AC 17 and 75 hit points. You must have at least two targets in the field’s area to cast it: You and one other target, who must want to harm you; the target gets a Dexterity save to avoid being enclosed. Spells may target the field but may not be cast outside of the area; as long as they stay within the field, those inside may move normally.
The spell ends immediately if either side yields or is otherwise defeated.
Surprise Relief
- Level 3 Abjuration (Bard, Cleric, Paladin, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: 30’
- Components: V
- Duration: Instantaneous
Once a target is affected by a fear attack, you can cast this spell. The target has two effects: 1) The fear condition is removed from the target, and 2) you are teleported to a spot that is 5’ away from the target but is between the target and whoever created the fear condition, facing that person. This spell may be cast as a bonus action.
Undead Sheath
Level 4 Transformation (Bard, Sorcerer, Wizard)
Casting Time: 1 action
Range: Touch
Components: V, S, M (part of the targeted undead creature)
Duration: 1 minute
Touch a target medium-sized undead creature while not wearing armor. The undead covers you completely, giving you its base AC (its AC unadjusted by its Dexterity) and converting its current Hit Points to temporary hit points for you. You also gain its touch attacks. This lasts until either you run out of temporary hit points or the spell expires.
Once the spell expires, the undead creatures sloughs off you. If the spell expired due to running out of temporary hit points, the creature is destroyed. If there are remaining temporary hit points, the undead creature reforms with that total as its current Hit Points and you lose the remaining temporary hit points.
Wrestler’s Rage
- Level 2 Enchantment (Bard, Sorcerer, Wizard)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
You gain all of the advantages of the Barbarian’s first level Rage ability, except that it lasts one minute. Note that you are unable to cast spells during this duration, and that you don’t gain additional weapon or armor proficiencies, nor the Unarmored Defense ability.
About the Creator
Jamais Jochim
I'm the guy who knows every last fact about Spider-man and if I don't I'll track it down. I love bad movies, enjoy table-top gaming, and probably would drive you crazy if you weren't ready for it.



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