A Couple of Fun and Cruel Spells

These spells are made for players that want their spellcasters to have a theme of more cruel magic and these spells will go well with any evil spellcaster the players might face in their dungeon. I have also put in a few spells that I just personally really like, such as Push and a healing cantrip that many liked when submitted many months ago.

The spells here are not meant to be game breaking. Although they should affect the game and not be useless, they are more meant to have a strong theme with a cool effect.

You can decide for yourself which classes gets access to these spells but I imagine them going to classes with similar abilities. Anyone with Hold Person also gets Lock Gaze, anyone with Burning Hands gets Firestream, anyone with Thunderwave gets push and anyone with healing gets Sacrificial Aid.

Dark Sanctum

4th-level abjuration (ritual)

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a snuffer)

V, S, M (a snuffer) Duration: 24 hours

You prevent an area from being illuminated. You choose a point within range and in a 30-foot radius the area cannot be lit up by non-magical sources of light.

At Higher Levels. When you cast this spell using a spell slot of 5th level the duration increases to 7 days. At 6th level it becomes 30 days. At 7th level it becomes a year. At 8th level or higher the spell lasts forever.

Deep Slumber

2nd-level enchantment

Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous

You touch a creature of size medium or smaller and put into a deep sleep. The target must succeed on a Wisdom saving throw or be magically put to sleep. While asleep in this way, the creature does not need to eat, does not age, and is unaware of its surroundings. The sleeping target wakes up if it takes damage or someone uses an action to shake or slap the sleeper awake. At the end of every 1 minute, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level, it instead takes 1 hour before the target has a chance to wake up again. If you cast this spell using a spell slot of 4th level, the time becomes 8 hours. If you cast this spell using a spell slot of 5th level or higher, the time becomes 24 hours. If you cast this spell using a spell slot of 7th level, the time becomes 7 days. If you cast this spell using a spell slot of 8th level or higher, the time becomes 30 days.

Dying Breath

5th-level illusion

Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (three strands hair)

V, S, M (three strands hair) Duration: 1 hour

You escape death by leaving a body double. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Doing so teleports you 15 feet away to an unoccupied space and turns you invisible for 1 minute. After that the spell ends.

During that minute an illusionary copy of your body appears where you previously stood. Physical interaction with the body reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher the duration of the spell increases to 8 hours.

Firestream

2th-level evocation

Casting Time: 1 action

1 action Range: Self (15-foot line)

Self (15-foot line) Components: V, S

V, S Duration: Concentration, up to 1 minute

As part of casting this spell and as an action on subsequent turns you can create a line of roaring fire 15 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Frail

8th-level transmutation

Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a rotten bone)

V, S, M (a rotten bone) Duration: Instantaneous

You touch a creature, attempting to curse them and make their body rot. The target must make a Constitution saving throw. On a failed save, the creature's speed is halved and its Strength, Dexterity and Constitution scores becomes 1.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw the spell ends.This spell can also be ended by greater restoration, heal, or wish.