About this mod
Adds Homebrew and 5e spells to spell lists for vanilla classes.
- Permissions and credits
- Changelogs
Requires Veenab Library.
Most of the mod's actual content can function without Script Extender. Parts that do require it will be detailed somewhere below.
Files / Load Order
There are currently 2 mod files for this mod, VBT_Spells and VBT_Scrolls. One does not require the other but they both use Veenab Library.
When you load this mod, you may see many yellow Mod Is Not Loaded errors in your console. This is not an issue and only means that you do not have certain optional mods installed, so Compatibility Framework could not insert spells into that mod's lists.
Your Load Order should look like this:
- VBT_Toolkit (Veenab Library)
- VBT_Resource (Veenab Library)
- VBT_Spells / VBT_Spells5e (Veenab Spells)
- Add-Ons (Veenab Scrolls)
- Other Mods
- Compatibility Framework
Veenab Spells
Adds 5e and Homebrew spells to vanilla classes and to any class or subclass mod made by me. Additionally, adds obtainable items with spells tied to them.
VBT_Spells only includes Homebrew Spells while VBT_Spells5e only includes spells adapted from 5e.
See farther below for details what each spell does.
Veenab Scrolls
VBT_Scrolls and VBT_Scrolls5e add scrolls for the spells from VBT_Spells and VBT_Spells5e, respectively. Does not require those files to function.
Scrolls for Spells that are not available to Wizards can be obtained but cannot be scribed by any class.

Individual icons for each spell scroll proved too difficult, so these are substitutes.
VBT_Scrolls and VBT_Scrolls5e will add a bag containing spell scrolls to the Tutorial Chest in Act 1 and to a custom Wooden Chest at the very beginning of Act 3/Wyrm's Crossing.
The quantity of scrolls ranges from 6 to 1 depending on spell level. These scrolls are intended for those using classes whose spell lists do not have this mod's spells.
Details
Spells marked with a * are more likely to receive changes.
Cantrips [6]

Shadow's Grasp*
Necromancy Cantrip | 3m Range | Melee Spell Attack
Deals Necrotic damage, increased if the target is Lightly or Heavily Obscured.
- Warlock exclusive*.

Siphoning Strike*
Necromancy Cantrip | 1.5m/3m Range | Melee Weapon Attack + Constitution
Deals Melee Weapon damage and if the target fails their save, you gain a small amount of Temporary Hit Points until the end of your next turn.
At higher levels, deals additional Necrotic damage.
- Available to Wizards, Sorcerers, Clerics, and Warlocks.

Harrowing Ray
Necromancy Cantrip | 18m Range | Ranged Spell Attack + Constitution
Deals Necrotic damage on a hit and additional damage on a failed save for a maximum of d10+d4 damage.
- Available to Wizards, Sorcerers, and Warlocks.

Conjuration Cantrip | 18m Range | 2m Radius | Dexterity
Deals Necrotic damage and embeds many thorns into the target. The thorns deal minor damage over the next several turns but can also be triggered by damage.
- The thorns only ever deal 1 damage. They can only be triggered by damage dealt by actions, such as Attacks and Spells, otherwise it would trigger itself in a recursive loop.
- Available to Druids, Wizards, Sorcerers, and Warlocks.

Shade
Conjuration Cantrip | 9m Range | Ranged Spell Attack
Cause a creature to have Disadvantage on its next Attack Roll or cause the next Attack Roll against it to have Advantage. When either event occurs, the effect ends.
- Available to Wizards, Sorcerers, and Warlocks.

Churning Puddle
Conjuration Cantrip | 9m Range | Strength
Create a pool of water under a creature for 1 turn. If the creature moves, then it must succeed the save or take Bludgeoning damage and fall Prone.
- The Bludgeoning damage is non-magical.
- Available to Druids, Wizards, Sorcerers, and Warlocks.
1st Level Spells [4]

Hands of Ihbar
1st Level Conjuration Spell | 18m Range | Constitution
Deals Cold damageand Restrains until the end of your next turn.
- Leaves a 3m radius of 'Unnerving Tendrils' which halves Movement Speed and prevents Reactions in the area for the spell's duration.
- Available to Wizards, Sorcerers, and Warlocks.

Hands of Nihal
1st Level Conjuration Spell | 18m Range | Constitution
Deals Necrotic damage in a 3m radius and until the end of your next turn, creatures in the area cannot regain Hit Points.
- Leaves a 3m radius of 'Unnerving Tendrils' which halves Movement Speed and prevents Reactions in the area for the spell's duration.
- Available to Wizards, Sorcerers, and Warlocks.

Shadow Tendrils
1st Level Conjuration Spell | 18m Range | 3m Radius
Create a 3m radius of dark tendrils that Blind creatures in the area until the end of your next turn.
- Leaves a 3m radius of 'Unnerving Tendrils' which halves Movement Speed and prevents Reactions in the area for the spell's duration.
- You cannot target a creature, only an unoccupied space, with this spell, so you cannot perfectly center it on a creature to remove a total of 6m of Movement Speed from their next turn.
- Available to Wizards, Sorcerers, and Warlocks.

Protection From Missiles
1st Level Abjuration Spell | 1.5m Range
Protects a creature for 10 turns, imposing Disadvantage on Ranged Attacks against them and halving the damage they take from them.
- Available to Clerics, Paladins, Bards, Rangers, Eldritch Knights, Wizards, Sorcerers, and Warlocks.

Force Assault
1st Level Evocation Spell | 18m Range | Ranged Spell Attack
Deals Force damage and pushes the target 3m away. On a Critical Hit, knocks them Prone as well.
- Available to Wizards and Sorcerers
2nd Level Spells [3]

Maw of Hadar
2nd Level Conjuration Spell | 18m Range | 3m Radius | Dexterity
Deals Acid damage in a 3m radius and until the end of your next turn and at the start of your next turn, the spell deals acid damage again in the same area.
- Leaves a 3m radius of 'Unnerving Tendrils' which halves Movement Speed and prevents Reactions in the area for the spell's duration.
- Available to Wizards, Sorcerers, and Warlocks.

Dust Devil (5e)
2nd Level Conjuration Spell | 18m Range | 3m Radius | Strength
Create a small dust devil that covers a 3m radius. Any creature that ends its turn in the area takes Bludgeoning damage and is knocked 3m away. You can recast the spell to move the dust devil anywhere within 18m of you as a Bonus Action.
- Planning to add special interactions with some Clouds and Surfaces in the future, such as burning, poison, darkness, mud.

Death Knell
2nd Level Necromancy Spell | 1.5m Range
Touch an Unconscious creature with 1 Hit Point and absorb their life force. The creature dies and you gain 2d4 Temporary Hit Points as well as +1 to Strength and Spell Save DC for the rest of the day.
- Cannot be used on Constructs or Undead.
- You cannot stack the buff and it disappears if you die before the end of the day.
- Cleric exclusive.

Protection From Spells
2nd Level Abjuration Spell | 1.5m Range
Touch a creature and shield them from spells whose level is lower than the level this spell was cast at. Warded spells have Disadvantage on Attack Rolls against the creature, deal half damage to them, and the creature has Advantage on Saving Throws against them.
- Its power is determined by the level of Spell Slot used to cast it, but the spells it wards against is determined by that spell's original level and not the level it was cast at.
- Available to Warlocks, Clerics, Paladins, Wizards, Sorcerers, Rangers, Bards, and Eldritch Knights.

Vortex Warp (5e)
2nd Level Conjuration Spell | 18m Range | Constitution
Target a creature in range and teleport them to another space within the same range. An ally does not have to make a save against this spell.
3rd Level Spells [9]

Hungering Shadows
3rd Level Conjuration Spell | 18m Range | 6m Radius | Constitution
Deal Necrotic damage to yourself then deal that same damage to everyone in a 6m radius and heal for half of damage dealt to other creatures.
- If you are in the spell's radius, you will not take additional damage.
- Available to Wizards, Sorcerers, and Warlocks.

Thundering Stampede
3rd Level Conjuration Spell | 16m Range | Strength
Dash in a straight line and deal Thunder damage to those within 1.5m of the line. Those who fail their save are knocked 4m away.
- Does not trigger Opportunity Attacks.
- Paladin exclusive.


Draining Smite*
3rd Level Necromancy Spell | 1.5m/3m/18m Range | Melee/Ranged Weapon Attack
Deals Melee or Ranged Weapon damage as well as additional Necrotic damage. The target's maximum HP is reduced by the extra damage dealt.
- Has the same issue as Branding Smite where you cannot upcast the spell if you have only a melee or only a ranged weapon equipped.
- Due to how the game functions, the Necrotic damage is a separate instance of damage so I manually made it so that it cannot receive any DamageBonus and does not trigger On-Hits, otherwise they be triggered twice.
- Paladin exclusive.

Conjure Animals (5e)
3rd Level Conjuration Spell | 18m Range | Concentration
Summon a Allosaurus, Cave Bear, Sabretooth Tiger, Giant Boar, two Giant Spiders, two Giant Eagles, two Dire Wolves, or two Brown Bears. They last until a Long Rest.
- The summoned creature is actually treated as Fey.
- Only CR2 and CR1 Beasts were chosen for this spell as the number you can summon grows quickly when upcast, going up to 8x CR1/2 or 16x CR1/4 creatures with a 5th Level Spell Slot.
- All of the summoned creatures can Dodge, Shove, and Help. Only a few can Throw or Hide.

Erupting Earth (5e)
3rd Level Transmutation Spell | 18m Range | 6m Radius | Dexterity | Concentration
Deals Bludgeoning damage once and leaves a Mud Surface for as long as you maintain Concentration.




Summon Undead (5e)
3rd Level Necromancy Spell | 18m Range | Concentration
Summons a Ghostly, Putrid, or Skeletal Spirit for 10 turns.
- The Ghostly Spirit's RAW Incorporeal feature has been changed to the Incorporeal Movement feature from the base game.




Spirit Shroud (5e)
3rd Level Necromancy Spell | Concentration
For 10 turns, reduce the Movement Speed of those near you, prevent them from healing, and deal additional Cold, Necrotic, or Radiant damage to them with Attacks.

Phantom Steed (5e)
3rd Level Illusion Spell
Give a creature 9m of Movement Speed and double their Carry Capacity until they take damage or until a Long Rest.
- Obviously mounts can't exist so taking damage replaces falling off your steed.
- The game size is smaller than the real world, so the Movement Speed is limited to 9m.

Raise Undead
3rd Level Necromancy Spell | 3m Range
Raise a Medium or Small Humanoid as a Zombie or Skeleton that lasts until a Long Rest. You can recast the spell on them to extend the duration by another day.
- It inherits the Level, Hit Points, Proficiency Bonus, Strength, Dexterity, and Constitution it had in life as well as any Weapon or Armor Proficiencies.
- Summoned creature receives a -3/-1 per Level penalty to their Hit Points depending on if they're a Skeleton or Zombie.
- Limited by level of creature you can target, starting at 5th Level and going up to 11th Level at maximum.
- Available to Wizards.

Pulse Wave (5e)
3rd Level Evocation Spell | 9m Range | Constitution
Deals Force damage in a cone and you can choose to either pull or push targets that fail their save.
4th Level Spells [5]



Control Water (5e)
4th Level Transmutation Spell | 18m Range | 6m/3m Radius | Concentration
Target a Water Surface and create either a large whirlpool or three small waterspouts to deal Bludgeoning damage in an area.
- The first cast of this spell creates more water surfaces, which last for 10 turns regardless of Concentration, but the recast does not.
- Likely will receive at least one more spell choice in the future.
- Does not cause the Wet condition.

Animate Shadows
4th Level Necromancy Spell
Cause a Medium or Small Humanoid creature to rise as a permanent Shadow.
- The creature must have been killed by a creature with the SHADOW tag or the creature must have died while Heavily Obscured.
- Available to Wizards.

Conjure Shadows*
4th Level Conjuration Spell | 18m Range | Concentration
Summon two Shadows that are under your control and last for 10 turns.
- Available to Wizards, Sorcerers, and Warlocks.

Continuous Darkness
4th Level Conjuration Spell | 18m Range | Concentration
Summons a 5m cloud of Darkness and for the next 10 turns, you can move the cloud around.
- Cloudkill but with the Darkness surface.
- Available to Wizards, Sorcerers, and Warlocks.

Shadow of Moil (5e)
4th Level Necromancy Spell | Concentration
For 10 turns, Attacks against you have Disadvantage, your Attacks have Advantage, and you deal Necrotic damage to creatures who hit you with an Attack if they are within 3m of you. Additionally, douse Burning creatures, objects, or surfaces within 3m of you and snuff out magical and non-magical light in the same radius.
- The ruling is apparently that darkness that covers the caster also totally obscures them and is what gives you the Advantage/Disadvantage part of the spell.
- The ruling is also that not even Devil Sight can penetrate the darkness obscuring the caster.

Gravity Sinkhole (5e)
4th Level Evocation Spell | 6m Radius | Constitution
Deals Force damage in an area and creatures that failed their save are pulled as close as possible to the center of the AoE.
5th Level Spells [9]

Maelstrom (5e)
5th Level Evocation Spell | 18m Range | 9m Radius | Concentration
Creates an oceanic storm that covers the spell's area for the duration. The area is Difficult Terrain and any creature that starts their turn in the area takes Bludgeoning damage and is pulled towards the center. Fire and Burning in the area is immediately doused.
- Does not create a Water Surface.
- The Difficult Terrain is the same as Deep Water.
- Druid exclusive.

Maw of Acamar
5th Level Conjuration Spell | 18m Range | 6m Radius | Strength | Concentration
Summon a pitch-black void for 10 turns. Anything inside takes Force damage, is pulled 3m towards the center, and has its Movement Speed quartered. This repeats at the start of your subsequent turns. Additionally, no Surface or Cloud can exist in the area, nor any magical or non-magical light.
- Warlock exclusive*.



Summon Celestial (5e)
5th Level Conjuration Spell | 18m Range | Concentration
Summon a Celestial Avenger or Celestial Defender for 10 turns. They can fly and their attacks deal Radiant damage.

Immolation (5e)
5th Level Evocation Spell | 18m Range | Dexterity | Concentration
Deals Fire damage and causes the creature to take additional damage each turn for 10 turns or until they succeed a save. Creatures killed by this spell are Disintegrated.

Dawn (5e)
5th Level Evocation Spell | 18m Range | 9m Radius | Constitution | Concentration
Summons a massive beam of light that deals Radiant damage to anything in it initially or that starts its turn in it. Can be recast to move the light.
- Does not deal damage upon entering the spell's area.

Danse Macabre (5e)
5th Level Necromancy Spell | 18m Range | 5 Targets | Concentration
Cause up to 5 corpses that are not Undead to rise as all Zombies or all Skeletons for 10 turns. They gain a bonus to Attack and Damage rolls based on your Spellcasting Ability Modifier.
- Can literally turn anything Medium or Small that isn't Undead into a normal zombie or skeleton. You can turn an ooze into a normal zombie.

Enervation (5e)
5th Level Necromancy Spell | 18m Range | Dexterity | Concentration
Deals Necrotic damage to a creature. If the creature fails the save, you can repeat this damage again with no save the next turn. Spells ends if you do not repeat the damage or if the creature is farther than 18m from you.





Control Winds (5e)
5th Level Transmutation Spell | 36m Range | 18 Radius | Concentration
Impose various minor effects over a vast area through controlling the wind. You can change the way the wind is blowing on subsequent turns.




Creation (5e)
5th Level Conjuration Spell | 9m Range
While not in combat, you can create various objects of varying usefulness. The duration of the object is based on the most valuable/rarest material it is composed of.
- Feel free to suggest other objects for this spell. There is a limit of ~60 spells that can fit in one container and each object must fit in either a 1.5m/5ft cube (5th Level) or a 3m/10ft cube (6th Level). The object must also be rendered properly from all directions and should not be very complex.
- The HP/AC of each object is based on the 5e table for object durability.
- No, you do not get to generate gems and jewelry to pawn off.
6th Level Spells [1]

Tomb of Delban
6th Level Conjuration Spell | 9m Radius
Become a pillar of ice and surround yourself with a storm that quarters Movement while dealing Cold damage to those who start their turn within.
- The pillar of ice has 120 HP along with multiple damage Immunities and Resistances. The pillar is treated as an object, so it fails all Str/Dex saves while succeeding all Con/Int/Wis/Cha saves (roll results are set to 1 or 99).
- As a pillar of ice, you are Incapacitated, breaking Concentration.
- The duration is chosen before casting the spell, ranging from 1 turn to forever.
- Douses and Freezes all surfaces in its radius. Remove Burning from creatures and objects as well.
- Warlock exclusive.
Special Spells / Item Spells [6]


Shield of Screams
3rd Level Abjuration Spell
Until your next turn, you have 3 AC and creatures who hit you with a Melee Attack take Psychic damage.
- An adaptation of the spell used by Nere.
- Can only be learned by a Wizard by obtaining the Scroll of Shield of Screams scroll from the Act 1 boss who uses the spell of the same name.


Animate Dread Warrior
5th Level Necromancy Spell | 3m Range
Resurrect a Medium or Small, creature that was a warrior in life as a Dread Warrior. To be considered a warrior, they must be Proficient in Heavy Armor, Martial Weapons, and Shields. A Dread Warrior is an upgraded zombie wearing Chain Mail(16AC) and carrying a Battleaxe and Shield(2AC) who can make two Attacks with its Action.
- Cannot be used in combat.
- Can only be learned by Wizards by obtaining the Animate Dread Warrior scroll found in Act 1.


Tyrant's Bindings
6th Level Conjuration Spell | 9m Radius | Wisdom | Concentration
Creatures in range who fail their save become chained to you, halving their Movement Speed and preventing them from using Reactions. At the start of your next turn, deals Force damage to all chained creatures if they are within 18m of you.
- An adaptation of the homebrewed spell of the same name made by Larian.
- Can only be learned by Wizards by obtaining the Scroll of Tyrant's Bindings scroll from the Act 3 boss who uses the spell of the same name.



Blink Dog | Shadow Mastiff | Hell Hound Calling Bells
Reusable Item
Three bells which can be found throughout the game. Each bell can call forth their respective canines as a permanent summon. The bells can each only be used once per Long Rest.
- The hound's visuals are all recolored versions of the same creature base used for Shadow Mastiffs.
- Only one of each bell should appear in game, at the specific locations I placed them at. If you want to know where to find the, see the section below.
Item Drops / Traders
If you want to just find them naturally, then ignore this part. The items should be quite simple to spot as most of them have a glowing effect on them and will appear when you use the highlight key to show interactable objects.
Placed will appear even if it's not your first time loading the level. Expect a few more of certain items to be placed again in the future.
If you were unable to obtain an item for whatever reason, enter the following command into your console along with the UUID listed under the item. Keep the quotation marks around the UUID.
Osi.TemplateAddTo("UUID", GetHostCharacter(), 1, 0)
Scroll of Animate Dread Warrior x1
df6c3517-93f9-4184-b0be-3e319332d1ff
- Looted from a chest in the Apothecary's Cellar at Act 1 Blighted Village.
Blink Dog Calling Bell x1
fa4e231d-4683-49f9-aa80-91da1083f34b
- Looted from a chest in the room behind where you fight Auntie Ethel in Act 1.
Scroll of Shield of Screams x1
39530803-58ba-4d5c-acc1-73174fbcbea6
- Dropped by Nere.
Shadow Mastiff Calling Bell x1
2f8fa404-4c94-4260-a75f-b39c3f26ca6d
- Dropped by Thisobald Thorm.
Scroll of Tyrant's Bindings x1
bcaf9050-ada6-4b43-861f-fadb3183723d
- Dropped by Gortash after defeating him in Act 3.
Hell Hound Calling Bell x1
c0f7e528-9b6f-4e06-84b4-a6a47c75c173
- Dropped by Haarlep in the House of Hope.
Further Notes
- Portraits for some summoned creatures do not match the actual creature's appearance at the moment. (Celestial Spirit, Undead Spirit, Hell Hound).
- Necromancy Spells that target corpses leave a hidden status, preventing that creature's body from being used again for other similar Necromancy spells. This only applies to spells added by this mod and is only effective in preventing this mod's spells.
- Spells that summon multiple creatures, including Conjure Animals and Conjure Shadows, use a 'ProjectileStrike'' type spell that spawns multiple projectiles, allowing you to summon multiple creatures in a small area. This has the downside of causing the creature to sometimes not spawn if one of the projectiles collides with an entity (assumed reasoning). Please make sure to use these spells on an Unoccupied area.
- All summons from this mod can take the Dodge action, though this may overlap with other mods that also add this.
- Animate Shadows, Raise Undead, and Animate Dread Warrior do not benefit from the Necromancer's Undead Thralls.
- Tendril zones summoned by spells such as Hands of Ihbar are spawned through a script and can stack with each other. They may become a Surface in the future instead. Make a bug report if they do not appear.
- Living, Undead, and Construct summons who have a Permanent duration regain hit points on Short Rests and on full Long Rests. Make a bug report if this is not the case.
- Dunamancy Spells will be available to Wizards of any subclass.