D&D 5e Scaling Spells, 4th-8th

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Continued from last week, here are the rest of the spells cast at higher level. As with the previous set, arguments about my choices are welcome in the comments.

Level 4 Spells

  • Arcane Eye: When you cast this spell using a spell slot of 5th level or higher, the eye can move an additional 10 feet per action for each slot level above 4th.
  • Black Tentacles: When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the tentacles increases by 1d6 for each slot level above 4th.
  • Compulsion: When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases by 10 feet for each slot level above 4th.
  • Control Water: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 10 minutes for each slot level above 4th.
  • Death Ward: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Dimension Door: When you cast this spell using a spell slot of 5th level or higher, you can transport one additional passenger (who must also be within 5 feet of you) for each slot level above 4th.
  • Fabricate: When you cast this spell using a spell slot of 5th level or higher, you can add four additional 5-foot cubes worth of space to the final large object for each slot level above 4th. Additionally, if you cast this spell with a slot of 6th level or higher you can include stone in the construction of a large object, and if you cast it with a slot of 8th level or higher you can include metal in the construction of a large object.
  • Faithful Hound: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 4 hours and the damage dealt by the hound increases by 1d8 for each slot level above 4th.
  • Fire Shield: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 10 minutes for each slot level above 4th.
  • Freedom of Movement: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Giant Insect: When you cast this spell using a spell slot of 5th level or higher, the creatures transformed by this spell gain temporary hit points. Divide 20 hit points for each slot level above 4th as evenly as possible among the transformed creatures.
  • Greater Invisibility: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Guardian of Faith: When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the guardian increases by 10 for each slot level above 4th. Additionally, the damage dealt before the guardian vanishes increases by 30 for each slot level above 4th.
  • Hallucinatory Terrain: When you cast this spell using a spell slot of 5th level or higher, the area of the spell increases by 50 feet on each side of the cube for each slot level above 4th.
  • Locate Creature: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 1 hour for each slot level above 4th.
  • Polymorph: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Resilient Sphere: When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases by 30 feet for each slot level above 4th.
  • Secret Chest: When you cast this spell using a spell slot of 5th level or higher, for the duration of the spell the chest’s interior dimensions increase beyond its physical size, allowing it to store more material. The space available for storage increases by 6 cubic feet for each slot level above 4th. If the spell ends while more is stored within the chest than should be physically possible, the excess contents disgorge themselves into the space around the chest.
  • Stone Shape: When you cast this spell using a spell slot of 5th level or higher, you can shape one additional 5 foot cube of stone for each slot level above 4th.
  • Stoneskin: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The material component cost of the spell increases proportionately to the number of creatures affected.

Level 5 Spells

  • Antilife Shell: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 hour for each slot level above 5th.
  • Awaken: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 2 hours for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Contagion: When you cast this spell using a spell slot of 6th level or higher, you may target an additional creature for each slot level above 5th. You gain a number of rounds equal to the number of targets in which you may use your action to touch an additional creature in melee range to become affected by the spell.
  • Dispel Evil and Good: When you cast this spell using a spell slot of 6th level or higher, you may gain an additional use of the spell’s special functions for each slot level above 5th without ending the spell early.
  • Dream: When you cast this spell using a spell slot of 6th level or higher, the damage of the nightmare version of the spell increases by 2d6 for each slot level above 5th.
  • Greater Restoration: When you cast this spell using a spell slot of 6th level or higher, an additional effect or exhausted level can be removed for each slot level above 5th. The material component cost of the spell increases proportionately to the number of additional effects or exhausted levels removed.
  • Hallow: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 6 hours for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Legend Lore: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by two and a half minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Mislead: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th. Additionally, if cast using a slot of 9th level, the invisibility counts as Greater Invisibility, so is not ended if you attack or cast a spell.
  • Passwall: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 hour for each slot level above 5th. Instead, you may choose to leave the duration unaffected and increase the maximum depth of the opening by 10 feet for each slot level above 5th.
  • Raise Dead: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 15 minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Reincarnate: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 15 minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Scrying: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th.
  • Seeming: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 4 hours for each slot level above 5th.
  • Telekinesis: When you cast this spell using a spell slot of 6th level or higher, the range of the spell increases by 30 feet for each slot level above 5th.
  • Telepathic Bond: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th.
  • Teleportation Circle: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 round for each slot level above 5th (you may voluntarily close it early if desired, from either side of the portal). Additionally, the casting time of the spell decreases to 1 minute with a 6th level slot, to 6 rounds with a 7th level slot, to 3 rounds with an 8th level slot, and to 1 action with a 9th level slot.
  • Tree Stride: When you cast this spell using a spell slot of 6th level or higher, the range of the spell increases for each slot level above 5th. At 6th level, the range becomes 1 mile, at 7th level it becomes 20 miles, at 8th level it becomes 100 miles, and at 9th level it becomes unlimited within the same plane or world. Instead of knowing the location of all trees within the extended range, you know the location of all trees of the same kind within 500 feet of your intended destination (and cannot complete the round of travel if you chose a location that was not within 500 feet of a tree of the same kind).
  • Wall of Force: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 5 minutes for each slot level above 5th. Additionally, if cast using a spell slot of 8th level or higher, the spell no longer requires Concentration (buy you may still end it early if desired).
  • Wall of Stone: When you cast this spell using a spell slot of 6th level or higher, the number of panels created by the spell increases by 5 panels for each slot level above 5th.

Level 6 Spells

  • Blade Barrier: When you cast this spell using a spell slot of 7th level or higher, the damage dealt to creatures in the wall’s area increases by 1d10 for each slot level above 6th.
  • Contingency: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 5 days for each slot level above 6th.
  • Eyebite: When you cast this spell using a spell slot of 7th level or higher, targets that fail a saving throw against the spell also take 1d10 necrotic damage for each slot level above 6th.
  • Find the Path: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 12 hours for each slot level above 6th. Additionally, if you cast this spell using a spell slot of 8th level or higher, it no longer requires concentration.
  • Flesh to Stone: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
  • Forbiddance: When you cast this spell using a spell slot of 7th level or higher, the number of days required before the effect becomes Until Dispelled decreases by 1 for each slot level above 6th (e.g., it only requires 10 days of casting this at 9th level before it becomes effectively permanent).
  • Guards and Wards: When you cast this spell using a spell slot of 7th level or higher, the number of days required before the effect becomes Until Dispelled decreases by 4 for each slot level above 6th (e.g., it only requires one month of casting this at 9th level before it becomes effectively permanent).
  • Harm: When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the spell increases by 3d6 for each slot level above 6th.
  • Heroes’ Feast: When you cast this spell using a spell slot of 7th level or higher, the number of creatures that can partake of the feast increases by 6 for each slot level above 6th.
  • Irresistible Dance: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
  • Magic Jar: When you cast this spell using a spell slot of 7th level or higher, if the spell expires in a way that would cause you to die while possessing a body, there is a chance that you instead permanently take over the possessed body (causing the soul of the body to die in your stead). This chance is equal to 25% for each slot level above 6th.
  • Move Earth: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 hour for each slot level above 6th.
  • Planar Ally: When you cast this spell using a spell slot of 7th level or higher, the casting time of the spell decreases to 1 minute with a 7th level slot, to 4 rounds with an 8th level slot, and to 1 action with a 9th level slot.
  • Programmed Image: When you cast this spell using a spell slot of 7th level or higher, the performance duration increases by 2 minutes for each slot level above 6th.
  • Sunbeam: When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the spell increases by 1d8 for each slot level above 6th.
  • Transport via Plants: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 round for each slot level above 6th (you may voluntarily close it early if desired, from either side of the transportation).
  • True Seeing: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 hour for each slot level above 6th.
  • Wind Walk: When you cast this spell using a spell slot of 7th level or higher, the flying speed granted by the spell increases by 100 feet for each slot level above 6th.
  • Word of Recall: When you cast this spell using a spell slot of 7th level or higher, you can target three additional creatures for each slot level above 6th.

Level 7 Spells

  • Arcane Sword: When you cast this spell using a spell slot of 8th level or higher, the sword can move 40 feet instead of 20. When you cast it using a spell slot of 9th level, all the sword’s attacks gain Advantage.
  • Divine Word: When you cast this spell using a spell slot of 8th level or higher, each of the current hit point limits on the spell’s chart increases by 10 hit points for each slot level above 7th (e.g., at 9th level creatures with 70 hit points or fewer can be Deafened down to creatures with 40 hit points or fewer can be killed instantly).
  • Finger of Death: When you cast this spell using a spell slot of 8th level or higher, the damage dealt by the spell increases by 2d8 for each slot level above 7th.
  • Fire Storm: When you cast this spell using a spell slot of 8th level or higher, the damage dealt by the spell increases by 1d10 for each slot level above 7th.
  • Forcecage: When you cast this spell using a spell slot of 8th level or higher, the duration of the spell increases by 1 hour for each slot level above 7th.
  • Magnificent Mansion: When you cast this spell using a spell slot of 8th level or higher, the duration of the spell increases by 24 hours for each slot level above 7th.
  • Mirage Arcane: When you cast this spell using a spell slot of 8th level, the casting time of the spell becomes 1 minute. When you cast it using a spell slot of 9th level, the casting time becomes 1 action.
  • Plane Shift: When you cast this spell using a spell slot of 8th level or higher, the number of creatures that can be transported increases by 4 for each slot level above 7th.
  • Prismatic Spray: When you cast this spell using a spell slot of 8th level, the damage dice used by the damaging rays become d8s. When you cast it using a spell slot of 9th level, the damage dice become d10s.
  • Project Image: When you cast this spell using a spell slot of 8th level or higher, Intelligence (Investigation) checks to reveal the illusion gain Disadvantage. When you cast it using a spell slot of 9th level, it no longer requires Concentration (though you can still end it whenever desired).
  • Regenerate: When you cast this spell using a spell slot of 8th level or higher, the initial hit points healed increase by 4d8 for each slot level above 7th.
  • Resurrection: When you cast this spell using a spell slot of 8th level or higher, it automatically destroys and then resurrects a touched mindless, corporeal undead. When you cast it using a spell slot of 9th level, it destroys and resurrects a touched intelligent, corporeal undead if the target fails a Charisma saving throw (the target can choose to fail this saving throw automatically).
  • Reverse Gravity: When you cast this spell using a spell slot of 8th level or higher, you can exclude four targets (creatures or objects) from the effect for each slot level above 7th. These targets do not have to start within the area or remain in it to preserve this exclusion.
  • Sequester: When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature or object for each slot level above 7th. All targets to be affected must be in physical contact at the casting of the spell.
  • Simulacrum: When you cast this spell using a spell slot of 8th level or higher, the casting time decreases by 6 hours for each slot level above 7th (to a minimum of 1 action at 9th level).
  • Symbol: When you cast this spell using a spell slot of 8th level or higher, the casting time decreases by 5 rounds for each slot level above 7th (to a minimum of 1 action at 9th level).
  • Teleport: When you cast this spell using a spell slot of 8th level or higher, the number of creatures that can be transported increases by 4 for each slot level above 7th.

Level 8 Spells

  • Animal Shapes: When you cast this spell using a spell slot of 9th level, the targets no longer have to be willing. Unwilling targets receive a Charisma saving throw to avoid the transformation.
  • Antimagic Field: When you cast this spell using a spell slot of 9th level, you can anchor the area on a specific point in space rather than on yourself, and it no longer requires Concentration to maintain. At the DM’s option, regular use of this spell on the same area over time may result in an effectively permanent antimagic zone.
  • Antipathy (Sympathy): When you cast this spell using a spell slot of 9th level, the casting time becomes 1 action but the duration is reduced to 1 minute.
  • Clone: When you cast this spell using a spell slot of 9th level, the time to reach maturity decreases to 90 days.
  • Control Weather: When you cast this spell using a spell slot of 9th level, the time for new conditions to take effect decreases to 1d4 x 5 minutes, and the duration increases to Concentration up to 12 hours.
  • Demiplane: When you cast this spell using a spell slot of 9th level, the created door to the demiplane is also affected by Arcane Lock as if cast with a 9th level spell slot.
  • Earthquake: When you cast this spell using a spell slot of 9th level, you can designate up to 6 creatures that automatically succeed at all saving throws related to the spell.
  • Feeblemind: When you cast this spell using a spell slot of 9th level, the target gains Disadvantage on the saving throw.
  • Glibness: When you cast this spell using a spell slot of 9th level, you may cast this on a touched willing target instead of yourself.
  • Holy Aura: When you cast this spell using a spell slot of 9th level, attackers have Disadvantage on the Constitution saving throw to avoid being Blinded.
  • Incendiary Cloud: When you cast this spell using a spell slot of 9th level, the damage dice of the spell are d10s.
  • Maze: When you cast this spell using a spell slot of 9th level, the target has Disadvantage on the Intelligence check to escape the maze.
  • Mind Blank: When you cast this spell using a spell slot of 9th level, you can affect an additional target with the same casting.
  • Power Word Stun: When you cast this spell using a spell slot of 9th level, the spell can affect a target of 200 hit points or fewer.
  • Sunburst: When you cast this spell using a spell slot of 9th level, the damage dice of the spell are d8s.
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D&D 5e Scaling Spells, 1st-3rd

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One of my favorite mechanics in D&D 5e is the scaling spells. No need to have a bunch of copies that just do the same thing, only at a higher spell level, when you can just have a lower level one improve when cast with a higher level slot. However, I remain baffled by spells that don’t have a scaling mechanic. Especially when playing a Warlock, spells that don’t make full use of your pact magic seem much less useful than ones that do. But most other casters are also often strapped for spells known, such that low-level spells that let you get full use out of your higher level slots for which you might not have a lot of appropriate level spells known are very helpful.

So this is just me going through and trying to tack an At Higher Levels tag for every spell that doesn’t have one and isn’t a ritual. I went for brevity whenever possible, so admittedly a lot of these scale so linearly that they probably aren’t worth that much at much higher slot levels (but at least they’ll do something more than with a base slot). I’m also purely eyeballing the math, so I welcome arguments in the comments about why I’ve made something unbalanced with the scaling effect.

Level 1 Spells

  • Detect Evil and Good: When you cast this spell using a spell slot of 2nd level or higher, the range of the perception increases 10 feet for each slot level above 1st.
  • Detect Poison and Disease: When you cast this spell using a spell slot of 2nd level or higher, the range of the perception increases 10 feet for each slot level above 1st.
  • Disguise Self: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 30 minutes for each slot level above 1st.
  • Divine Favor: When you cast this spell using a spell slot of 3rd level, the damage increases to 2d4 radiant. For each additional two spell levels, increase the damage by one die (to a maximum of 5d4 when using a 9th level spell slot).
  • Entangle: When you cast this spell using a spell slot of 2nd level, all creatures restrained by the spell take 1d4 bludgeoning damage per round as they are crushed by the vines. The damage increases by one die for each slot level above 2nd.
  • Expeditious Retreat: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 5 minutes for each slot level above 1st.
  • Faerie Fire: When you cast this spell using a spell slot of 2nd level or higher, all creatures affected by the spell take 1d4 fire damage per round as they are burned by the light. The damage increases by one die for each slot level above 2nd.
  • Feather Fall: When you cast this spell using a spell slot of 2nd level or higher, the spell can affect two additional targets for each slot level above 1st.
  • Goodberry: When you cast this spell using a spell slot of 2nd level or higher, the spell produces five additional berries for each slot level above 1st.
  • Grease: When you cast this spell using a spell slot of 2nd level or higher, the grease becomes highly flammable. If ignited (deliberately or by any area of effect fire attack), all creatures in the grease take 1d4 fire damage at the end of their turns (1d6 if they are prone), applied after the check to fall prone. This damage increases by one die for each slot level above 2nd. The fire burns until the spell expires or extinguished (by an effect that can douse a large, hot fire).
  • Hideous Laughter: When you cast this spell using a spell slot of 2nd level or higher, you can target on additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
  • Jump: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Mage Armor: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Protection from Evil and Good: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Sanctuary: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Shield: When you cast this spell using a spell slot of 2nd level or higher, a residual protection from the shield grants you 3 temporary hit points that last for 10 minutes. These temporary hit points increase by 3 for each slot level above 2nd.
  • Shield of Faith: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Silent Image: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 10 minutes for each slot level above 1st.

Level 2 Spells

  • Alter Self: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 30 minutes for each slot level above 2nd.
  • Arcane Lock: When you cast this spell using a spell slot of 3rd level or higher, any Knock spell must be cast at the same or greater slot level to suppress the lock.
  • Arcanist’s Magic Aura: When you cast this spell using a spell slot of 3rd level or higher, the number of days required before the effect becomes Until Dispelled decreases by 1 for each slot level above 3rd (e.g., it only requires 10 days of casting this at 5th level before it becomes effectively permanent).
  • Barkskin: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Blur: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd. In addition, when cast using a spell slot of 5th level or higher, the spell no longer requires Concentration.
  • Calm Emotions: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Continual Flame: When you cast this spell using a spell slot of 3rd level or higher, the material cost of the spell decreases by 7 gp for each slot level above 2nd.
  • Darkness: When you cast this spell using a spell slot of 3rd level or higher, the spell suppresses any light spells cast at the same or lower slot level.
  • Darkvision: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Detect Thoughts: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Enlarge/Reduce: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Enthrall: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Find Steed: When you cast this spell using a spell slot of 3rd level or higher, the steed’s maximum hit points increase by 5 for each slot level above 2nd.
  • Find Traps: When you cast this spell using a spell slot of 3rd level or higher, you gain more information about the traps present. At 3rd level, you learn the distance in feet to the closest trap you’ve detected. For each slot level above 3rd, you learn the distance to the next closest trap (e.g., the three closest traps at 5th level).
  • Gust of Wind: When you cast this spell using a spell slot of 3rd level or higher, the distance targets are pushed increases 5 feet for each slot level above 2nd.
  • Knock: When you cast this spell using a spell slot of 3rd level or higher, it can suppress Arcane Lock effects cast at the same or lower slot level.
  • Lesser Restoration: When you cast this spell using a spell slot of 3rd level or higher, you can end an additional disease or condition (on the same creature or on multiple creatures you can touch) for each slot level above 2nd.
  • Levitate: When you cast this spell using a spell slot of 3rd level or higher, the weight limit of the target increases 300 pounds for each slot level above 2nd.
  • Locate Object: When you cast this spell using a spell slot of 3rd level or higher, the range the object can be from you increases 1000 feet for each slot level above 2nd.
  • Mirror Image: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd. Additionally, you can spend a bonus action to recover an illusory duplicate that has been destroyed; you can recover one such duplicate per casting of the spell for each slot level above 2nd.
  • Misty Step: When you cast this spell using a spell slot of 3rd level or higher, you are also affected by Blur (cast at two slot levels lower than the slot level used).
  • Pass without Trace: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • Protection from Poison: When you cast this spell using a spell slot of 3rd level or higher, you can neutralize an additional poison and/or affect an additional creature you can touch for each slot level above 2nd.
  • Ray of Enfeeblement: When you cast this spell using a spell slot of 3rd level or higher, the spell also deals 1d10 necrotic damage for each slot level above 2nd.
  • Rope Trick: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • See Invisibility: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • Spider Climb: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Spike Growth: When you cast this spell using a spell slot of 3rd level or higher, the damage dealt to creatures moving increases by 1d4 for each slot level above 2nd.
  • Suggestion: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Warding Bond: When you cast this spell using a spell slot of 3rd level or higher, you can have any self-only spells or any touch spells that you cast upon yourself instead affect your bonded target. The spell must use a slot level equal to or lower than the slot level used for Warding Bond – 2 (e.g., if you cast this at 3rd level, you can only have spells cast at 1st level affect the target).
  • Web: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd. Additionally, burning the webs also deals an additional 1d4 fire damage for each slot level above 2nd.
  • Zone of Truth: When you cast this spell using a spell slot of 3rd level or higher, the radius of the zone increases by 10 feet for for each slot level above 2nd. Additionally, the duration of the spell increases 5 minutes for each slot level above 2nd.

Level 3 Spells

  • Beacon of Hope: When you cast this spell using a spell slot of 4th level or higher, the range of the spell increases 30 feet for each slot level above 3rd.
  • Blink: When you cast this spell using a spell slot of 4th level or higher, you may choose to add or subtract 1 for each slot level above 3rd to each d20 roll to determine if you vanish (e.g., at 6th level, you may modify the roll by +3 or -3 depending on whether you do or do not wish to vanish at the current time).
  • Clairvoyance: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 10 minutes for each slot level above 3rd. Additionally, the range of the spell increases 1 mile for each slot level above 3rd.
  • Create Food and Water: When you cast this spell using a spell slot of 4th level or higher, the amount of food increases by enough to sustain nine additional humanoids or three steeds for each slot level above 3rd.
  • Daylight: When you cast this spell using a spell slot of 4th level or higher, the spell dispels darkness effects cast at a lower slot level than the chosen slot level for Daylight. Additionally, the radius of the spell increases by 20 feet for each slot level above 3rd.
  • Fear: When you cast this spell using a spell slot of 4th level or higher, the spell additionally deals 1d10 Psychic damage to every target that fails the saving throw (half damage on a successful save) for each slot level above 3rd.
  • Gaseous Form: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Haste: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Hypnotic Pattern: When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd creatures affected by the spell ignore one source of damage or action used to shake them awake.
  • Nondetection: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 8 hours for each slot level above 3rd.
  • Phantom Steed: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 1 hour for each slot level above 3rd. Additionally, if cast using a slot of at least 5th level, the steed can travel on water, ice, or mud as if it were solid ground (ignoring difficult terrain from these and similar sources). Finally, if cast using a slot of at least 7th level, the steed can Fly (as the spell) for the duration of the Phantom Steed spell.
  • Plant Growth: When you cast this spell using a spell slot of 4th level or higher, the area affected by the first application of the spell count as if it was under the effects of Entangle (cast at 3 slot levels lower than the casting of Plant Growth), and the second application of the spell has its casting time reduced by 1 hour per slot level above 3rd.
  • Protection from Energy: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Remove Curse: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature or object for each slot level above 3rd.
  • Revivify: When you cast this spell using a spell slot of 4th level or higher, the creature heals 2d8 additional hit points for each slot level above 3rd.
  • Sending: When you cast this spell using a spell slot of 4th level or higher, the message can be increased by 15 words for each slot level above 3rd. Additionally, if cast using a slot of at least 6th level, you can immediately make one more twenty-five word followup message to the target after the target’s reply.
  • Sleet Storm: When you cast this spell using a spell slot of 4th level or higher, creatures that fail the Dexterity save to remain standing take 1d4 cold damage for each slot level above 3rd (half damage on a successful save).
  • Slow: When you cast this spell using a spell slot of 4th level or higher, you can target three additional creatures for each slot level above 3rd.
  • Speak with Dead: When you cast this spell using a spell slot of 4th level or higher, you can ask the creature two additional questions for each slot level above 3rd.
  • Speak with Plants: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 5 minutes for each slot level above 3rd.
  • Stinking Cloud: When you cast this spell using a spell slot of 4th level or higher, creatures that fail the Constitution save against poison take 1d6 poison damage for each slot level above 3rd (no damage on a successful save).
  • Tongues: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Water Breathing: When you cast this spell using a spell slot of 4th level or higher, you can target ten additional creatures for each slot level above 3rd.
  • Water Walk: When you cast this spell using a spell slot of 4th level or higher, you can target ten additional creatures for each slot level above 3rd. Alternatively, if you cast this spell with a slot level of 5th level or higher, it can target an unwilling creature (plus one creature for each slot level above 5th); targets may make a Strength save to negate the effect.
  • Wind Wall: When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the wall increases by 2d8 for each slot level above 3rd.

Fae Empowerment

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The following is a short rules set I worked up for an offer from a sidhe noble in my Beyond the Wall game: when the fae really want to tempt you to do something for them, they can offer up some of their own ability scores to give yours a permanent boost. The gift tends to come with quite a bit of the resonance of the sidhe, making it a bit of a mixed blessing and pulling you closer to becoming fae yourself. Permanent ability score boosts are obviously a pretty big reward for most D&D iterations; in my game, this was the gambit for the fae asking for ownership of the ancient crown mentioned last week (which the players, some with more regret than others, passed on taking).

Basic System

The fae can offer up to +4 to a particular quality, such as might or beauty (noted in parenthesis and mapping to an ability score). You may choose to give the player full control over how much is taken, the faerie may only offer a point or two, or you might offer it on a sliding scale (e.g., characters starting with a low score can get a bigger boost than those with a high score already).

Taking +1 has no ill effect. Characters that accept +2 gain the cosmetic side effect for the trait. Those that accept +3 gain the cosmetic and the minor side effects. Those that accept +4 gain all three side effects.

If you take one less increase, you also gain the boon. Thus, if you want the boon, you could take it, no ability score increase, and no side effects all the way up to the boon, +3 to the score, and all three side effects.

Qualities of Nature Fae (Spring/Summer/Seelie)

Strength (Might)

  • Boon: Weapons you wield made entirely of plants (e.g., clubs, staves, etc.) increase damage by a die size. Double your progress rate when using force to move or alter plants (e.g., blazing trails, hauling wood, etc.).
  • Cosmetic: Your muscles creak like tree branches when exerting themselves.
  • Minor: Treat iron as adamantine for the purposes of bending/breaking it (i.e., basically impervious to brute force).
  • Major: Iron or steel weapons you wield are at -1 attack penalty and iron or steel armor you wear is at -1 AC (due to feeling heavier than they are).

Dexterity (Grace)

  • Boon: You always Pass without Trace through forest environments (includes immunity to the Hedge).
  • Cosmetic: You exhibit unearthly thinness and a great degree of androgyny.
  • Minor: You are helplessly immobilized when bound in iron.
  • Major: You must save vs Spell or dance when exposed to certain music (as if Tasha’s Hideous Laughter in 5e).

Constitution (Health)

  • Boon: Double all healing (natural or magical) when outside in a natural environment, and gain +2 to saves vs. Poison from natural sources.
  • Cosmetic: Your skin takes on the appearance of bark.
  • Minor: You automatically hibernate when sleeping in Winter (each day you must be woken forcefully or you will sleep until Spring).
  • Major: You suffer vulnerability to Iron.

Intelligence (Wit)

  • Boon: You gain your choice of either the Glamour Weaving or Second Sight cantrips (Minor Illusion cantrip or Detect Magic as ritual in 5e).
  • Cosmetic: Flowers and vines twine through your hair while sleeping and are difficult to remove.
  • Minor: You must save vs. Spell to refuse a riddle game (Cha save in 5e).
  • Major: You are incapable of telling an outright falsehood (this may impose situational penalties to Deception if not well-roleplayed).

Wisdom (Intuition)

  • Boon: You gain your choice of either the Druid’s Touch or Beast Ken cantrips (Druidcraft cantrip or Speak with Animals as ritual in 5e).
  • Cosmetic: Your eyes and ears transform to strongly resemble those of the fae.
  • Minor: You can be commanded by someone who knows your True Name (you may be able to save to resist commands).
  • Major: You must save vs Magic Item or be paralyzed by sound of bells (Str save in 5e).

Charisma (Beauty)

  • Boon: You learn the spells Commanding Word, False Friend, Inspiration, and Word of Courage and may cast +1 spell per day (Cast your choice of Bless, Command, Charm Person, or Heroism at 1st level 1/day in 5e).
  • Cosmetic: You take on a fae cast to your features and assume the skin and hair coloring of the donating faerie.
  • Minor: You become a physical duplicate of the donating faerie (less any fae traits not assigned from other side effects).
  • Major: You become unnaturally aged during the Winter, taking -1 penalties to most physical actions.

Qualities of Ice Fae (Autumn/Winter/Unseelie)

Strength (Might)

  • Boon: Weapons you wield made entirely of ice and spell attacks you make that deal cold damage increase damage by a die size. Double your progress rate when using force to move or alter ice or snow (e.g., sculpt ice, break through ice walls, blaze snow trails, etc.).
  • Cosmetic: Your muscles creak like stressed ice sheets when exerting themselves.
  • Minor: Treat iron as adamantine for the purposes of bending/breaking it (i.e., basically impervious to brute force).
  • Major: Iron or steel weapons you wield are at -1 attack penalty and iron or steel armor you wear is at -1 AC (due to feeling heavier than they are).

Dexterity (Grace)

  • Boon: You treat snow and slick ice as solid ground when you desire to do so.
  • Cosmetic: You exhibit unearthly thinness and a great degree of androgyny.
  • Minor: You are helplessly immobilized when bound in iron.
  • Major: You must save vs Spell or dance when exposed to certain music (as if Tasha’s Hideous Laughter in 5e).

Constitution (Health)

  • Boon: You take half damage from cold/ice attacks and treat temperatures down to freezing as comfortable (adjusting sub-freezing temperatures as if freezing was room temperature)(Cold Resistance in 5e).
  • Cosmetic: Your skin takes on a bluish pallor.
  • Minor: You automatically hibernate when sleeping in Summer (each day you must be woken forcefully or you will sleep until Autumn).
  • Major: You suffer vulnerability to Iron.

Intelligence (Wit)

  • Boon: You gain your choice of either the Glamour Weaving or Second Sight cantrips (Minor Illusion cantrip or Detect Magic as ritual in 5e).
  • Cosmetic: Frost patterns form on your skin whenever you are exposed to cold.
  • Minor: You must save vs. Spell to refuse a riddle game (Cha save in 5e).
  • Major: You are incapable of telling an outright falsehood (this may impose situational penalties to Deception if not well-roleplayed).

Wisdom (Intuition)

  • Boon: You gain your choice of either the Blessing or Hexing cantrips (Guidance cantrip or Bane at 1st level 2/day in 5e).
  • Cosmetic: Your eyes and ears transform to strongly resemble those of the fae.
  • Minor: You can be commanded by someone who knows your True Name (you may be able to save to resist commands).
  • Major: You must save vs Magic Item or be paralyzed by sound of bells (Str save in 5e).

Charisma (Beauty)

  • Boon: You learn the spells Obscurement, Petrifying Gaze, Terrifying Presence, and Whispering Wind and may cast +1 spell per day (Cast your choice of Dissonant Whispers, Fog Cloud, Hex, or Tasha’s Hideous Laughter at 1st level 1/day in 5e).
  • Cosmetic: You take on a fae cast to your features and assume the skin and hair coloring of the donating faerie.
  • Minor: You become a physical duplicate of the donating faerie (less any fae traits not assigned from other side effects).
  • Major: You become sluggish and uncomfortable during the Summer, taking -1 penalties to most physical actions.