Mystical Mayhem from the Murky Depths

Spells are an integral part of what makes D&D great. From the simple and utilitarian to the truly bizarre, all manner of spells have appeared in D&D over the years, and we want to carry on that tradition of variety. So, to wrap up the toothiest month on FMD so far, we give you some spells that are sure to churn the bloody waters of your campaigns. These 5 spells can be inserted into your campaign for any spellcasting class, but the ones I think fit best thematically I have mentioned in the spell level line in each description. You can also make these spells available to specific cleric domains or other class paths to give them a shark theme.

PS: Yes, the final spell was inspired by a certain cult movie. No, we did not jump the shark this month.

Conjure Shark
1st-level conjuration (Druid, Wizard)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You conjure a spirit that takes the form of a shark who accompanies and defends you in the water. The shark has the statistics of a reef shark, but is a celestial, fey, or fiend (your choice). The shark appears in an unoccupied space within range that is underwater. You can conjure the shark in fresh water, but not in mid-air or on dry land. The shark disappears the end of the duration, but you can use an action and expend another spell slot to keep it present.
The shark acts independently on its own initiative count and obeys your commands, It is not intelligent enough to obey commands other than attacking hostile creatures or ceasing to attack. If you do not give it any commands, it defends itself but takes no other actions. You can dismiss the shark at any time.
You cannot concentrate on a “conjure animals” spell while you have a shark summoned from this spell, but you can concentrate on different spells. If you cast conjure animals, this spell immediately ends and the shark disappears.
At higher levels: When you cast this spell using a 3rd level slot, you can conjure a hunter shark, or four reef sharks. When you cast this spell using a 5th level slot, you can summon a giant shark, 2 hunter sharks, or up to 8 reef sharks.

3rd-level transmutation (Druid, Sorcerer)
Casting Time: 1 action
Range: Self
Components: V, S, M (A piece of sharkskin)
Duration: Concentration, up to 1 hour
You gain the statistics of a wereshark in its hybrid form for the duration of the spell. You do not gain the damage immunities of the wereshark; instead, you have resistance to piercing, slashing and bludgeoning damage from non-magical weapons for the duration. You may select one of the variants of the wereshark that does not change the CR. Other than being limited to the hybrid form of the wereshark and the concentration duration, this spell functions as the druid’s wild shape ability found in the SRD.

Boothby’s Biting Jaws
5th-level evocation (Sorcerer, Wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a shark’s tooth and some sea salt)
Duration: Concentration, up to 1 minute
You conjure a Large pair of shark jaws made of pure force that can clamp on to foes, forcing them to tear their own flesh to escape. The jaws are an object with AC 21 and have hit points equal to your hit point maximum. If they drop to 0 hit points, the spell ends. They have a Strength of 24 (+7) and a Dexterity of 12 (+1). As a bonus action on your turn, you can direct the jaws to bite. Make an attack using your spellcasting modifier. On a hit, the target takes 3d6+7 piercing damage and you may make a grapple check against the creature hit. Use the jaws’ Strength score to resolve the grapple. If the target is medium or smaller, you have advantage on the check. You can use your bonus action each turn to maintain the grapple and deal 3d6+7 piercing damage to the target. A creature can automatically escape the grapple by using 10 feet of movement and taking the spell’s damage again on their turn.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.

Blood Frenzy
7th-level enchantment (Druid, Bard, Warlock)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small jar of chum, which the spell consumes)
Duration: Concentration, up to 1 minute
Each creature in a 10-foot radius sphere centered on a point you choose must succeed on a Wisdom saving throw or be consumed with a shark-like frenzy. An affected creature treats all nearby creatures as hostile and can only take reactions to make opportunity attacks, and uses its action each turn to attack the nearest creature with a melee attack. Affected creatures have advantage on melee attack rolls and other creatures have advantage on attack rolls against them. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, the effect ends for that target.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the radius of the sphere increases by 5 feet for each slot level above 7th.

Predacious Twister
9th-level conjuration (Druid, Warlock)
Casting Time: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 minute.
You conjure a giant spinning water spout filled with angry sharks and direct it towards your enemies, subjecting them to crushing wind, water, and snapping jaws. The twister has a radius of 50 feet, and can be up to 300 feet high.
When the twister appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the twister appears, you may move it 50 feet in any direction. Any Huge or smaller creature inside the area or whose space the twister enters when it moves must succeed on a Strength saving throw or take 6d10 bludgeoning damage and be swept up into the twister. A creature takes half as much damage and is not swept up on a successful save, and a creature can only take damage from this effect once per turn. A creature who is swept up is considered to be underwater and swimming, and must make an Athletics check against the spell’s save DC to move within it (at half their ground speed); creatures can use a swim speed normally. The twister moves creatures upwards vertically 30 feet at the start of each of your turns up to a maximum height of 150 feet. A swept up creature can use their action to make another Athletics check to try and escape, but they will fall out of the twister from their current height if they do, taking normal falling damage.
Additionally, within the twister are 6 hostile hunter sharks, who do not take damage from the twister and can move within it. They act immediately after you in initiative, and will attack any creatures who become swept up in the twister. You can use your action to command any number of the sharks to attack a specific creature who is currently in the twister’s area; otherwise they split up evenly as determined by the DM. The sharks can be fought and killed normally inside the twister, but they have full cover against all attacks from outside of it.

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