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Compendium of Spells & Sorceries: 220 5E Spells

Par Trinkwick

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Campagne en cours Temps restant : 8 jours et 2 h (fin le 05/11/2026)

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Compendium of Spells & Sorceries

220 original spells, Cantrip to level 9, 8 schools, All spellcasting classes, 21 rituals

Your players already know the usual choices. They know the safe picks, the famous picks, the spells that show up on every character sheet. 

This book is for the moment when somebody wants to prepare something new and the table actually leans in.

This is not a book of renamed spells

Every spell in Compendium of Spells & Sorceries was written with one simple question in mind: why would someone choose this at the table?

Not because the name is pretty. Not because the damage type changed. Not because it fills another line on a spell list. Each spell needed its own reason to exist: a choice made at the moment of casting, a cost that matters later, a ward that stores what it blocks, a ritual that earns the ten minutes it asks for.

The book was checked against the published spell catalogue, including the 2014 and 2024 Player's Handbooks, Xanathar's, Tasha's, Fizban's, Strixhaven, The Book of Many Things, Elemental Evil, and the SRD. During that process, thirty-six spells were rewritten from the mechanic up because they were not distinct enough yet.

The goal was simple: make 220 spells that feel useful, playable, and worth preparing. Not just technically different, but different enough that a player might actually want to cast them.

At a glance

220 original spells for fifth edition play, from cantrips through 9th level.  101 pages in a custom grimoire layout, delivered as a bookmarked, print-ready PDF.  8 schools of magic, each with its own chapter and full-page painted plate.  21 ritual spells, written to feel worth the extra ten minutes at the table.  8 spellcasting classes covered with complete per-class spell lists at the front.  A-Z index of every spell with its level and school, for fast use during prep and play.

What does “original” mean here?

It means the spell should create a situation you do not already get from the usual fifth edition spell list. It might move terrain instead of creatures. It might keep a dying character alive without healing them. It might answer the future, but make the second and third answer hurt. It might let you spend a duplicate of yourself to turn a hit into a miss.

This is the part that matters most: the spells are not written to impress you in a paragraph. They are written to give a player a decision and give the DM something they can actually run.

Banked Ember Level 2 Evocation - A coal of fire waits in your hand until an enemy comes too close or lands a hit. It is not just damage. It is a threat the table can see.  Traded Ground Level 4 Conjuration. Two pieces of ground swap places, carrying soil, structures, loose objects, and creatures with them.  Kept Breath Level 4 Necromancy. Ritual A dying creature cannot die for 24 hours. It cannot be healed by this either, so somebody still has to come back.  Seven Selves Level 8 Illusion. Eight of you. Spend a copy to make an attack miss, or swap places with one across the room.

The eight schools

Every school gets its own chapter, its own plate, and its own reason to matter.

Abjuration · 27 spells
“A wall is only an argument that nobody has finished yet.” Wards, seals, negation, and healing, which the 2024 rules moved into this school.
Divination · 26 spells
“Everything you call has to be leaving somewhere else.” Summoning, teleportation, portals, and matter called out of nothing. 
“The future is not hidden. It is only badly lit.” Written so that knowing something turns into doing something. 
Enchantment · 27 spells
“A mind is a door that opens outward, and most people forget to hold it.” Charm, command, courage, and effects for creatures that cannot be Charmed. 
Evocation · 30 spells
“Fire is the easiest lesson and the last one anybody learns properly.” Energy, and eight ways to make energy interesting again. 
Illusion · 26 spells
“Nobody checks. That is the whole of the art.” Every entry states the save and what physical interaction gives it away. 
Necromancy · 28 spells
“The dead are not secretive. They are only slow to answer.” Half of it is about keeping people alive. 
Transmutation · 28 spells
“Nothing is what it is. It is what it has been left alone long enough to become. ”Matter, terrain, weight, speed, and what a party needs between fights. 

Every spellcasting class gets a list

Nothing is hidden in a wall of pages. The front of the PDF includes complete spell lists by class, sorted by level, so a player can build from the book without reading every chapter first.

  • Wizard 169
  • Sorcerer 125
  • Warlock 103
  • Bard 99
  • Druid 96
  • Cleric 84
  • Ranger 53
  • Paladin 40

That means the full casters are covered, but the book does not forget the classes that often get the least third-party attention.

How the balance was set

Damage was not guessed after the fact. It was checked against a fixed table before spells were written. Single-target spells and area spells were benchmarked by level, and riders paid for part of that budget.

A few limits were treated as hard walls. Nothing grants more than +2 AC. Nothing grants a second Action below level 9. Nothing below level 5 removes a creature from a fight for more than one round without a repeated saving throw. Nothing generates wealth.

That does not make the book “safe” by default. It makes it predictable. If something is too strong for your table, the rider is usually the thing to trim, not the entire spell.

Instant Delivery

Compendium of Spells & Sorceries is already complete.

When the campaign ends and pledges are collected, the full 101-page PDF will be delivered by download link. There is no print run, no shipping, and no physical production schedule to wait for.

You back the project, the campaign closes, and the finished spellbook comes straight to you digitally.

The PDF will be delivered on a Google Drive.

About this series

I like making books that are actually useful during prep and play, not just nice to scroll through once.  Compendium of Spells & Sorceries continues the same fifth edition compendium line as Compendium of Wonders & Curiosities: 3000 Items for 5E and Compendium of Monsters & Nightmares. The first brought thousands of items to the table. The second filled it with creatures. This one is about magic: 220 original spells for the 2024 rules, across all eight schools and every spellcasting class.

If your table already knows the usual spells by heart, this book is meant to give you something else to reach for. Not just a longer spell list, but spells with a real reason to be prepared: useful tools, strange solutions, risky choices, and magic that can change the shape of a scene.

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